Ice Climbers (SSBU)/Forward aerial: Difference between revisions
m (→Overview) Tags: Mobile edit Advanced mobile edit |
(→Overview: Continuing to elaborate...) |
||
Line 6: | Line 6: | ||
Each of the duo rolls forward and slams their mallet down overhead. It appears to be another case of a "slow but strong forward air that spikes" in a similar vein to Donkey Kong, Yoshi, or Cloud. It has surprisingly low landing lag for a move of its kind. This on top of its major shieldstun make it unreasonably safe, giving the Climbers a 3 frame advantage on shield. As such, it's one of the safest moves in the game. Despite leaving next to no openings afterward, their forward air does not give up on power in the process. The move deals staggering damage, almost thirty percent if the partner's sweetspot connects, and has solid launch power as well. | Each of the duo rolls forward and slams their mallet down overhead. It appears to be another case of a "slow but strong forward air that spikes" in a similar vein to Donkey Kong, Yoshi, or Cloud. It has surprisingly low landing lag for a move of its kind. This on top of its major shieldstun make it unreasonably safe, giving the Climbers a 3 frame advantage on shield. As such, it's one of the safest moves in the game. Despite leaving next to no openings afterward, their forward air does not give up on power in the process. The move deals staggering damage, almost thirty percent if the partner's sweetspot connects, and has solid launch power as well. | ||
While it's main purpose is as a low-risk kill move, the Ice Climbers' forward aerial still has its fair share of combo potential, both into and out of it. Thanks to its low landing lag, it can lead to a dash attack at low percents to rack up colossal amounts of damage with the aerial strings that follow. Despite its lengthy windup, it's also possible to use forward air as a combo finisher out of a down throw or up aerial at certain percents. This can lead to a relatively early KO if the sweetspot lands on its victim, and | While it's main purpose is as a low-risk kill move, the Ice Climbers' forward aerial still has its fair share of combo potential, both into and out of it. Thanks to its low landing lag, it can lead to a dash attack at low percents to rack up colossal amounts of damage with the aerial strings that follow. Despite its lengthy windup, it's also possible to use forward air as a combo finisher out of a down throw or up aerial at certain percents. This can lead to a relatively early KO if the sweetspot lands on its victim, and does great damage either way. As per the norm with these two, forward air gains a variety of additional uses with the help of some desyncing. | ||
As the only move in the Ice Climbers' kit that spikes, it's one of their most dangerous (but not easiest to land) edgeguarding tools. It can also serve as a reverse-edgeguarding tool. If both climbers are knocked offstage, they can use forward aerial to a rhythm, warding off or punishing edgeguarding attempts with the constant desynced swinging until the duo finds a safe position to recover. | |||
While the Hammer Slam has a lot going for it, just like any move, it's not without its weaknesses. On top of being slow to start, most of the big, round motion is a lie. It only lasts for 2 frames near the middle, offering next to no vertical coverage or leeway on lining up an attack, which can cause players to end up moving too early and/or landing right before the move comes out. | |||
While the move's coverage and activity are disappointing, its extreme upsides greatly outweigh its questionable hitbox placement, making for an overall great attack for a variety of situations that even has important and respectable use in its weakest state. | While the move's coverage and activity are disappointing, its extreme upsides greatly outweigh its questionable hitbox placement, making for an overall great attack for a variety of situations that even has important and respectable use in its weakest state. |
Revision as of 18:18, May 16, 2024
Overview
Each of the duo rolls forward and slams their mallet down overhead. It appears to be another case of a "slow but strong forward air that spikes" in a similar vein to Donkey Kong, Yoshi, or Cloud. It has surprisingly low landing lag for a move of its kind. This on top of its major shieldstun make it unreasonably safe, giving the Climbers a 3 frame advantage on shield. As such, it's one of the safest moves in the game. Despite leaving next to no openings afterward, their forward air does not give up on power in the process. The move deals staggering damage, almost thirty percent if the partner's sweetspot connects, and has solid launch power as well.
While it's main purpose is as a low-risk kill move, the Ice Climbers' forward aerial still has its fair share of combo potential, both into and out of it. Thanks to its low landing lag, it can lead to a dash attack at low percents to rack up colossal amounts of damage with the aerial strings that follow. Despite its lengthy windup, it's also possible to use forward air as a combo finisher out of a down throw or up aerial at certain percents. This can lead to a relatively early KO if the sweetspot lands on its victim, and does great damage either way. As per the norm with these two, forward air gains a variety of additional uses with the help of some desyncing.
As the only move in the Ice Climbers' kit that spikes, it's one of their most dangerous (but not easiest to land) edgeguarding tools. It can also serve as a reverse-edgeguarding tool. If both climbers are knocked offstage, they can use forward aerial to a rhythm, warding off or punishing edgeguarding attempts with the constant desynced swinging until the duo finds a safe position to recover.
While the Hammer Slam has a lot going for it, just like any move, it's not without its weaknesses. On top of being slow to start, most of the big, round motion is a lie. It only lasts for 2 frames near the middle, offering next to no vertical coverage or leeway on lining up an attack, which can cause players to end up moving too early and/or landing right before the move comes out.
While the move's coverage and activity are disappointing, its extreme upsides greatly outweigh its questionable hitbox placement, making for an overall great attack for a variety of situations that even has important and respectable use in its weakest state.
Hitboxes
Leader
Partner
The sweetspot has two possible X offsets depending on whether the partner is facing right or left (respectively), preventing issues with the Z-axis.
Timing
Attack
Initial autocancel | 1-2 |
---|---|
Leader | 19-20 |
Partner (clean, late) | 19, 20 |
Ending autocancel | 49- |
Interruptible | 57 |
Animation length | 64 |
Leader | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Partner | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Autocancel |
Landing lag
Interruptible | 11 |
---|---|
Animation length | 16 |
Lag time |
Hitbox |
Hitbox change |
Autocancel |
Interruptible |
Trivia
- The partner's late hit is erroneously coded as a hand-type attack, rather than a hammer-type attack like the clean hit and the leader's attack.
|