Ice Climbers (SSBU)/Down throw
Ice Climbers down throw hurtbox visualization | ||||
---|---|---|---|---|
Overview
The leader of the duo hoists the target overhead, jumping into the air for a moment and slamming the target into the ground. Despite being made for starting combos, it's also got the best raw KO potential of their throws. (But even then, it won't take a stock until about 214%)
Down throw is able to combo into forward tilt or up smash at 0-8%, but where it truly shines is about 15% later, where it often leads to several up aerials and massive damage in the process. Down throw can additionally be strung with any of their other aerials (except for down aerial) up until high enough percents that they become kill confirms. (Except for Neutral aerial) Their down throw is an especially important combo starter for an isolated lead climber, since their other moves lose most of their combo potential without the help of a partner, and down throw provides the majority of a solo climber's kill confirms as well. At relatively high percents, a down throw can instead be followed up with a blizzard to catch opponents attempting to airdodge or DI to escape.
When landing a grab while desynced, the partner can be made to buffer a smash attack as the leader throws the opponent, greatly enhancing their damage and launch power. Combining a down throw with a down smash turns the otherwise combo-oriented throw into a kill move. However, it is rarely chosen over the other variants due to being one of the toughest to time and having inconsistent killpower, with a lackluster launch angle that's highly susceptible to DI.
Overall, the Ice Climbers' down throw is by far their best, and usually the only one worth going for. While it doesn't benefit from desync techs as much as the others, it doesn't really need to.
Throw Data
Kind | ID | Damage | Angle | Angle type | BK | KS | FKV | H× | Effect | Type | Sound |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | 0 | 6.0% | Forward | 30 | 116 | 0 | 0.0× | None | |||
Break | 0 | 3.0% | Forward | 40 | 100 | 0 | 0.0× | None |
Timing
Invincibility | 1-37 |
---|---|
Throw Release | 37 |
Interruptible | 50 |
Animation length | 68 |
Lag time |
Vulnerable |
Invincible |
Throw point |
Interruptible |
|