Ice Climbers (SSBU)/Up aerial: Difference between revisions
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(→Overview: Stuff about Icies' up air. This move is so cracked! Will elaborate more later on...) |
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==Overview== | ==Overview== | ||
Each of the duo swings their mallet outward overhead. It sports high speed, decent activity, and moderate ending and landing lag. Like many sword arc aerials, it provides quick, wide, and disjointed coverage, able to juggle foes effectively and cover entire platforms. It deals high damage and has enough shieldstun to be nearly unpunishable out of shield. | |||
The great frame advantage carried by the partner climber's part of the move allow it to chain into itself at low to mid percents, leading to highly damaging ladder combos similar to those of Mario, although the much higher power of the duo's up aerial makes it less viable for kill confirms and moreso for racking up damage or as a raw kill move. Although like Mario, a landing up aerial can lead to a spike with their forward aerial for an early kill. Up air can also be confirmed into with a down throw or up tilt at nearly any realistic percent, causing devastating damage early on and relatively easy KOs later on. However, in desyncs, it has little use save for some very niche zero to death combos. | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} |
Revision as of 19:43, May 19, 2024
Overview
Each of the duo swings their mallet outward overhead. It sports high speed, decent activity, and moderate ending and landing lag. Like many sword arc aerials, it provides quick, wide, and disjointed coverage, able to juggle foes effectively and cover entire platforms. It deals high damage and has enough shieldstun to be nearly unpunishable out of shield.
The great frame advantage carried by the partner climber's part of the move allow it to chain into itself at low to mid percents, leading to highly damaging ladder combos similar to those of Mario, although the much higher power of the duo's up aerial makes it less viable for kill confirms and moreso for racking up damage or as a raw kill move. Although like Mario, a landing up aerial can lead to a spike with their forward aerial for an early kill. Up air can also be confirmed into with a down throw or up tilt at nearly any realistic percent, causing devastating damage early on and relatively easy KOs later on. However, in desyncs, it has little use save for some very niche zero to death combos.
Hitboxes
Timing
Attack
Initial autocancel | 1-6 |
---|---|
Hitboxes | 7-11 |
Ending autocancel | 27- |
Interruptible | 36 |
Animation length | 45 |
Landing lag
Interruptible | 15 |
---|---|
Animation length | 22 |
Lag time |
Hitbox |
Autocancel |
Interruptible |
|