Ice Climbers (SSBU)/Dash attack
Overview
Each of the duo leaps forward, excitedly swinging their mallet like a baseball bat. It "sports" impressive range and an unintuitive, vertical launch angle. The speed and damage output are also pretty good, and they can convert it into a chain of up aerials, slathering boatloads of damage onto the opposition from a single whiff-punish. At percents too high for a combo, it's still useful as one of the Climbers' only long-ranged, non-projectile attacks. But it lacks KO potential.
While the Ice Climbers are able to follow up dash attack to devastating effect, it has little use in desync combos, and if anything, is usually the undesirable result of a misinput when attempting a forward-throw-to-forward-smash confirm. But if desynced in such a way that the player has one climber trekking and the other dashing, they can input a forward tilt and have the partner throw out a dash attack, whose superior reach can catch an opponent off-guard.
While dash attack possesses a great mixture of above-average attributes, nearly everything good about it is "fouled" if the partner is "out", having no combo potential, low damage output, and being much more unsafe, with its only use in this state being a mediocre whiff-punish with solid range. Overall, a move of great highs and significant lows.
Update History
- The outer hitbox has been extended forward (Y offset: 5u → 5u—7.5u), increasing its range.
- It has increased hitlag (1× → 1.2×), allowing both climbers' dash attacks to connect more reliably.
- Dash attack has less startup (frame 11 → 9, FAF 42 → 40).
Hitboxes
Timing
Hitboxes | 9-12 |
---|---|
Interruptible | 40 |
Animation length | 47 |
Lag time |
Hitbox |
Interruptible |
|