Ice Climbers (SSBU)/Down aerial: Difference between revisions
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==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. | 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. While it's fairly unsafe on shield, (the only punishable aerial in their kit, in fact.) down aerial's landing animation has the climbers bounce off the ground, which can cause some out of shield options to miss them. | ||
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. | 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. | ||
While landing with down aerial normally lack combo potential, it grants a much bigger frame advantage than it normally would when autocanceled. An autocanceled down aerial can lead to a dash attack at low percents, dealing half a stock's worth of damage with the attacks that follow. But the combo routes involving down air wear off quickly due to the move's high horizontal knockback. It can start tech-chases at later percentages, though. | |||
==Hitboxes== | ==Hitboxes== |
Revision as of 16:07, 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. While it's fairly unsafe on shield, (the only punishable aerial in their kit, in fact.) down aerial's landing animation has the climbers bounce off the ground, which can cause some out of shield options to miss them.
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.
While landing with down aerial normally lack combo potential, it grants a much bigger frame advantage than it normally would when autocanceled. An autocanceled down aerial can lead to a dash attack at low percents, dealing half a stock's worth of damage with the attacks that follow. But the combo routes involving down air wear off quickly due to the move's high horizontal knockback. It can start tech-chases at later percentages, though.
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 |
|