Super Smash Bros. Ultimate

Ice Climbers (SSBU)/Dash attack

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< Ice Climbers (SSBU)
Revision as of 17:43, May 10, 2024 by Yo'ster (talk | contribs) (Competitive expertise no longer needed!)
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Hitbox visualization showing Popo's dash attack.
Hitbox visualization showing Nana's dash attack.

Overview[edit]

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[edit]

Super Smash Bros. Ultimate 9.0.0

  • Buff The outer hitbox has been extended forward (Y offset: 5u → 5u—7.5u), increasing its range.
  • Buff It has increased hitlag (1× → 1.2×), allowing both climbers' dash attacks to connect more reliably.

Super Smash Bros. Ultimate 13.0.1

  • Buff Dash attack has less startup (frame 11 → 9, FAF 42 → 40).

Hitboxes[edit]

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
Leader
0 0 0 6.0% 0 AngleIcon80.png Forward 90 60 0 HitboxTableIcon(False).png 5.0 havel 0.0 5.0 to 7.5 0.0 1.2× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hammer (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 6.0% 0 AngleIcon80.png Forward 90 60 0 HitboxTableIcon(False).png 4.0 shoulderl 3.0 0.0 0.0 1.2× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hammer (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Partner
0 0 0 4.5% 0 AngleIcon80.png Forward 90 60 0 HitboxTableIcon(False).png 5.0 havel 0.0 5.5 to 7.5 0.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hammer (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 4.5% 0 AngleIcon80.png Forward 90 60 0 HitboxTableIcon(False).png 4.0 shoulderl 3.5 0.0 0.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hammer (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Hitboxes 9-12
Interruptible 40
Animation length 47
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible