Super Smash Bros. Ultimate

Ice Climbers (SSBU)/Neutral special

< Ice Climbers (SSBU)
Revision as of 17:00, May 23, 2024 by Yo'ster (talk | contribs) (→‎Overview: Continuing to elaborate...)
This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Ice Shot.
Hitbox visualization showing the Ice Climbers' neutral special, Ice Shot.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Overview

Each of the duo creates a tiny iceberg and knocks it forward, sending it sliding across the stage, shrinking as it melts. Interestingly, it hits twice as many times if used at point-blank range. If struck hard enough, the projectile's ownership may change, allowing it to harm the Ice Climbers if collided with.

Unlike most projectiles, the ice acts more like a container or soccer ball in that the incoming projectile is completely tangible, tanking opposing projectiles even as strong as a Shadow Ball or Charge Beam. This allows the Ice Climbers to counter some projectile spam playstyles more easily. Even if the Ice Shots are sent back at the climbers themselves, that's a lot better than taking a Shadow Ball. It can also freeze opponents, but not within realistic percents. When desynced, the duo can launch 1 Ice Shot at a time and in rapid successsion, making for a very dangerous edgeguard and even a frustrating zoning tool in certain matchups. Alongside absorbing even the most powerful ammunition, it's great for dealing with utility-based projectiles such as Gordo Throw, Gyro, and Remote Bomb.

While far from the best projectile the cast has to offer, Ice Shot's unique properties combined with those of the duo give it great versatility and can be a huge boon in certain matchups.

Hitboxes

The ice chunk decays in damage and size after being active for 50 frames, with both being multiplied by 0.996× in each subsequent frame. More specifically, its damage multiplier is equal to 0.996 ^ (active frames - 50), for a minimum of approximately 0.643468× (2.252139% damage) at its maximum lifetime.

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
Early hit
0 0 0 3.5% 0   Speed-based 5 50 0   3.3 top 0.0 3.4 0.0 0.8× 1.0× 0%               Freeze   No floor All            
Late hit
0 0 0 3.5% 0   Speed-based 5 50 0   3.3 top 0.0 3.4 to 4.0 0.0 0.8× 1.0× 0%               Freeze   No floor All            

Timing

Shot

Early hit 18
Late hit 19-67
Decaying period 68-177
Interruptible 56
Animation length 59
                                                                                                                                                                                                                                                                                                                                                                 
                                                                                                                                                                                                                                                                                                                                                                 

Landing

Interruptible 17
Animation length 21
                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
  
Prop event
 
Interruptible

Differences for Kirby's Copy Ability

  •   The landing animation is slightly longer (21 frames → 23), increasing the time before Kirby can activate a held Assist Trophy after it.

Parameters

Move

Ice chunk X/Y offsets [10, 2]
Added vertical speed on aerial startup 1.4
Landing lag 16 frames

Ice chunk

The ice chunk has a hurtbox with 50 HP, and can be launched back at the Ice Climbers if hit by opponents, changing its ownership. The ice chunk's damage and size still decay after it is hit back, and they are not affected by its HP being reduced.

Only two ice chunks per Ice Climber (four total per pair) can be active at a time.

Initial upward speed when shot 2.2
Gravity when shot 0.27
Initial horizontal speed 1.6
Maximum horizontal speed 3.3
Friction 0.004
Gravity when sliding off edge 0.15
Falling speed 8
Period before decaying in damage and size 50 frames
Decaying period 110 frames
Total lifetime 160 frames
Damage and size multiplier per decaying frame 0.996
Tilting speed when traveling across slopes
Minimum vertical speed to bounce off ground 2.6
Vertical speed when bouncing off ground 0.65
Acceleration multiplier on slope 0.5
Acceleration decrease uphill 0.25
Acceleration increase downhill 0.29
Initial rotation speed 8° to 19°
Rotation speed multiplier per decaying frame 0.97
Minimum rotation speed by decay
HP 50
Lifetime reduction when hit back 6 frames
Minimum lifetime when hit back 5 frames
Base horizontal speed when hit back 1.7
Added horizontal speed by knockback when hit back 0.6
Maximum horizontal speed when hit back 3.3
Base vertical speed when hit back 1.2
Added vertical speed by knockback when hit back 0.4