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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...)
(→‎Overview: Continuing to elaborate...)
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{{competitive expertise}}
{{competitive expertise}}
==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.
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, which is accentuated further yet by the climbers' landing animation, keeping their hurtboxes low to the ground.


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.
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.
While its high launch angle prevents it from being useful for edgeguarding, it's a great way to shark unsuspecting enemies because of its speed and size.
Even without a partner to strike with, the Ice Climbers' up aerial still has good range, short startup, and passable KO potential. It is therefore one of a solo climber's best moves and a solid move overall. Despite losing much its damage, safety, and combo potential upon isolation. A clear sign of what an incredible attack it is as a pair.


==Hitboxes==
==Hitboxes==

Revision as of 12:23, May 20, 2024

Hitbox visualization showing Popo's up aerial.
Hitbox visualization showing Nana's up aerial.
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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, which is accentuated further yet by the climbers' landing animation, keeping their hurtboxes low to the ground.

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.

While its high launch angle prevents it from being useful for edgeguarding, it's a great way to shark unsuspecting enemies because of its speed and size.

Even without a partner to strike with, the Ice Climbers' up aerial still has good range, short startup, and passable KO potential. It is therefore one of a solo climber's best moves and a solid move overall. Despite losing much its damage, safety, and combo potential upon isolation. A clear sign of what an incredible attack it is as a pair.

Hitboxes

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 9.0% 0 AngleIcon70.png Standard 20 129 0 HitboxTableIcon(False).png 4.6 havel 0.0 7.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hammer).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L 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 9.0% 0 AngleIcon70.png Standard 20 129 0 HitboxTableIcon(False).png 3.2 havel 0.0 2.2 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hammer).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L 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 6.75% 0 AngleIcon70.png Standard 20 154.8 0 HitboxTableIcon(False).png 4.6 havel 3.0 7.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hammer).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L 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 6.75% 0 AngleIcon70.png Standard 20 154.8 0 HitboxTableIcon(False).png 3.2 havel 3.0 2.2 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hammer).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing

Attack

Initial autocancel 1-6
Hitboxes 7-11
Ending autocancel 27-
Interruptible 36
Animation length 45
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(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(Interruptible).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 FrameIcon(Interruptible).png
FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag

Interruptible 15
Animation length 22
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)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Autocancel).png
Autocancel
FrameIcon(Interruptible).png
Interruptible