Super Smash Bros. Ultimate

Ice Climbers (SSBU)/Neutral attack/Hit 1

< Ice Climbers (SSBU)‎ | Neutral attack
Revision as of 06:51, May 4, 2024 by Yo'ster (talk | contribs) (→‎Overview: Stuff about Icies' jab. Will elaborate more later on...)
Hitbox visualization showing Popo's first jab.
Hitbox visualization showing Nana's first jab.
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Overview

Each of the duo performs an inward mallet swing, followed by an outward one. The extra delayed hits from the 2nd Climber buy extra time for their leader to move afterward. Depending on how much the 2nd Climber's attack is delayed (via desyncing) this can make the move much safer than it would be otherwise, and even grants it a touch of combo potential without desyncs. This however, is extremely limited, as the low launch angle gives opponents an opportunity to tech, and the only move with enough speed and range to followup is dash attack. What's more, this still requires a very low percentage and precise timing, unless the opponent is struck from a situational angle.

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Hitstun
Leader
0 0 0 2.0% 0   Forward 20 25 0   2.0 top 0.0 5.0 6.0 1.3× 1.0× 0%               Punch   All All             +2 frames
1 0 0 2.0% 0   Forward 20 25 0   2.2 top 0.0 5.0 9.0 1.3× 1.0× 0%               Punch   All All             +2 frames
2 0 0 2.0% 0   Forward 20 15 0   2.4 top 0.0 5.0 12.3 1.3× 1.0× 0%               Punch   Fighter only All             +2 frames
3 0 0 2.0% 0   Forward 20 15 0   2.4 top 0.0 5.0 12.3 1.3× 1.0× 0%               Punch   All All             +2 frames
Partner
0 0 0 1.5% 0   Forward 20 25 0   1.8 top 3.0 to -3.0 5.0 7.0 1.3× 1.0× 0%               Punch   All All            
1 0 0 1.5% 0   Forward 20 25 0   2.0 top 3.0 to -3.0 5.0 10.0 1.3× 1.0× 0%               Punch   All All            
2 0 0 1.5% 0   Forward 20 15 0   2.3 top 3.0 to -3.0 5.0 13.0 1.3× 1.0× 0%               Punch   Fighter only All            
3 0 0 1.5% 0   Forward 20 15 0   2.3 top 3.0 to -3.0 5.0 13.0 1.3× 1.0× 0%               Punch   All All            

Timing

Hitboxes 4-5
Continuability Held on hit or tapped 10-30
Held without hitting 13
Interruptible 28
Animation length 43
                                                                                     
                                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Continuable
  
Earliest continuable point
 
Interruptible