Ice Climbers (SSBU)/Down aerial: Difference between revisions
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(→Overview: Stuff about Icies' dair. Will elaborate more later on...) |
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{{competitive expertise}} | {{competitive expertise}} | ||
==Overview== | ==Overview== | ||
Each of the duo turns their mallet upside down, frantically clinging to it as they forcibly descend. Like other stall-and-fall down airs, it places a sizeable, highly active hitbox directly below them with a sharp downward trajectory and high landing lag. But unlike most of its kind, the Ice Climbers' down aerial doesn't spike no matter when or where it lands, and doesn't plummet very quickly. The partner's version has a noticably smaller hitbox and a horizontal launch angle rather than a vertical one. | |||
The below-average falling speed combined with the duo's excellent recovery allow it to be used for edgeguarding, and its high knockback and low launch angle make it very dangerous to opponents who are hit offstage. This is of course, a high-risk-high reward maneuver, as it can put the climbers in a much worse position if they miss, and it may even help foes recover if only the leader's attack connects. | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} |
Revision as of 15:53, May 20, 2024
Overview
Each of the duo turns their mallet upside down, frantically clinging to it as they forcibly descend. Like other stall-and-fall down airs, it places a sizeable, highly active hitbox directly below them with a sharp downward trajectory and high landing lag. But unlike most of its kind, the Ice Climbers' down aerial doesn't spike no matter when or where it lands, and doesn't plummet very quickly. The partner's version has a noticably smaller hitbox and a horizontal launch angle rather than a vertical one.
The below-average falling speed combined with the duo's excellent recovery allow it to be used for edgeguarding, and its high knockback and low launch angle make it very dangerous to opponents who are hit offstage. This is of course, a high-risk-high reward maneuver, as it can put the climbers in a much worse position if they miss, and it may even help foes recover if only the leader's attack connects.
Hitboxes
Timing
Attack
The move first sets the Ice Climbers' vertical momentum to 1 on frames 1-12, then sets their horizontal momentum to 0.3 and their vertical momentum to -2.6 from frame 12 onward. Manual horizontal movement is also disabled during frames 1-35.
Hitboxes | 12-51 |
---|---|
Ending autocancel | 54- |
Interruptible | 64 |
Animation length | 68 |
Landing lag
Interruptible | 21 |
---|---|
Animation length | 31 |
Lag time |
Hitbox |
Autocancel |
Interruptible |
|