Super Smash Bros. Ultimate

Ice Climbers (SSBU)/Edge attack

< Ice Climbers (SSBU)
Revision as of 15:44, May 23, 2024 by Yo'ster (talk | contribs) (→‎Overview: links.)
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Hitbox visualization showing Popo's ledge attack.
Hitbox visualization showing Nana's ledge attack.

OverviewEdit

Each of the duo heaves themselves onto the stage and takes a big inward swing at the enemy. Compared to most getup attacks, it's very slow and has low damage output, but above-average damage with the partner's 2nd attack.

With good timing, the Ice Climbers can be desynced while grabbing the edge. This allows them to pick two different getup options at once, making them difficult to ledgetrap. What's more, if only one of the climbers is trapped successfully, the other can punish the opponent, turning an unfavorable situation into an advantageous one. This technique is often used to make the 2nd Climber use a getup attack while the 1st Climber safely gets up or jumps up to hit the opponent with a Blizzard. If the leader is quick about it, they can even get a combo or kill confirm out of their partner's attack.

Although a separated partner climber is programmed to make a beeline for their leader, if a foe tries to stop them, they will occasionally make an effort to fight back. The partner climber can throw opponents for a loop by using their edge attack instead of the usual.

As a pair, the Ice Climbers' edge attack sports versatility far beyond what anyone else's can muster, but on its own, it's among the worst in the game, having a very long startup with little payoff for landing it.

HitboxesEdit

LeaderEdit

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
0 0 0 8.0% 1.0   Forward 90 20 0   4.5 top 0.0 4.5 13.0 to 3.0 1.0× 1.0× 0%               Kick   All All            

PartnerEdit

The hitbox has two possible X offsets depending on whether the partner is facing right or left (respectively), preventing issues with the Z-axis.

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
0 0 0 6.0% 1.0   Forward 90 20 0   4.5 top 3.0 or -3.0 4.5 13.0 to 3.0 1.0× 1.0× 0%               Kick   All All            

TimingEdit

For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.

Intangibility (1st grab) 1-26
Intangibility (2nd grab) 1-21
Intangibility (3rd grab) 1-13
Hitbox 24-26
Interruptible 56
Animation length 59
Hitboxes                                                                                                                       
1st grab                                                                                                                       
2nd grab                                                                                                                       
3rd grab                                                                                                                       
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Intangible
 
Interruptible