Ice Climbers (SSBU)/Neutral aerial: Difference between revisions
(→Overview: Stuff about Icies' nair. Will elaborate more later on...) |
(→Overview: Continuing to elaborate...) |
||
Line 4: | Line 4: | ||
{{competitive expertise}} | {{competitive expertise}} | ||
==Overview== | ==Overview== | ||
Each of the duo twirls diagonally with their mallet extended, ending with a flourish after a couple rotations. It sports decent range on either side, high activity, moderate ending lag, and remarkably low landing lag. | Each of the duo twirls diagonally with their mallet extended, ending with a flourish after a couple rotations. It sports decent range on either side, high activity, moderate ending lag, and remarkably low landing lag. Thanks to leaving such a small opening while also possessing respectable shieldstun, it's very safe on shield, enough in fact to actually give the duo a slight frame advantage against an opponent who blocks it. | ||
A short-hop-nair is their fastest out of shield option, but sometimes struggles to connect with short attackers or those low to the ground during a landing animation. | A short-hop-nair is their fastest out of shield option, but sometimes struggles to connect with short attackers or those low to the ground during a landing animation. | ||
Its high speed, activity, and low launch angle make it a very useful [[gimping]] tool, which is further compounded with the 2nd Climber's additional coverage. | |||
When landing with the move, neutral aerial is quite useful for combos, leading to a [[Ice Climbers (SSBU)/Neutral attack/Hit 1|jab]], tilt, or smash attack at low percents, and starting a [[Tech-chasing|tech chase]] or combo into [[Ice Climbers (SSBU)/Dash attack|dash attack]] at mid percents. It can even start combos while rising and chain into itself when [[Desynching|desynced]], carrying foes across the stage for a chance to be [[Spike|spiked]]. | |||
Even without both climbers, it's still a good move that does most of what it could at its best. It's still very safe, good at [[edgeguarding]], and can still be used as a combo starter or out of shield option. Which speaks volumes for the incredible traits of its base form. | |||
==Hitboxes== | ==Hitboxes== |
Revision as of 18:53, May 15, 2024
Overview
Each of the duo twirls diagonally with their mallet extended, ending with a flourish after a couple rotations. It sports decent range on either side, high activity, moderate ending lag, and remarkably low landing lag. Thanks to leaving such a small opening while also possessing respectable shieldstun, it's very safe on shield, enough in fact to actually give the duo a slight frame advantage against an opponent who blocks it.
A short-hop-nair is their fastest out of shield option, but sometimes struggles to connect with short attackers or those low to the ground during a landing animation.
Its high speed, activity, and low launch angle make it a very useful gimping tool, which is further compounded with the 2nd Climber's additional coverage.
When landing with the move, neutral aerial is quite useful for combos, leading to a jab, tilt, or smash attack at low percents, and starting a tech chase or combo into dash attack at mid percents. It can even start combos while rising and chain into itself when desynced, carrying foes across the stage for a chance to be spiked.
Even without both climbers, it's still a good move that does most of what it could at its best. It's still very safe, good at edgeguarding, and can still be used as a combo starter or out of shield option. Which speaks volumes for the incredible traits of its base form.
Hitboxes
Timing
Attack
Initial autocancel | 1-5 |
---|---|
Hitboxes | 6-23 |
Ending autocancel | 30- |
Interruptible | 46 |
Animation length | 64 |
Landing lag
Interruptible | 8 |
---|---|
Animation length | 11 |
Lag time |
Hitbox |
Autocancel |
Interruptible |
|