Ice Climbers (SSBU)/Up tilt: Difference between revisions
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==Overview== | ==Overview== | ||
Each of the duo thrusts their mallet upward with a flourish. Compared to most combo starters, it deals great damage and is shockingly safe for a tilt. The sheer number of rapid multihits can make it even more difficult to punish since it's hard to make out the ending animation amongst two Climbers in the heat of the moment | Each of the duo thrusts their mallet upward with a flourish. Compared to most combo starters, it deals great damage and is shockingly safe for a tilt. The sheer number of rapid multihits can make it even more difficult to punish since it's hard to make out the ending animation amongst two Climbers in the heat of the moment, and attempting an out-of-shield option is risky, since lowering one's guard too early can pull them into a devastating combo, and the duo can get away with leaving an opening if their opponent hesitates to punish. | ||
While the damage from landing an up tilt is already quite a bit, its low knockback scaling allow for combos at a wide variety of percentages, starting an immensely damaging string of up aerials, and thanks to the duo's above-average jump height and powerful followups, it can even lead to relatively easy kill confirms. | |||
While keeping both Climbers desynced can improve their combo game in many ways, keeping them together is preferable in order to maximize up tilt's consistency for bread-and-butter strings. The ambiguity of the move's ending lag can be compounded further yet depending on how much the 2nd Climber's attack is delayed, (via desyncing) but doing so can throw off a player's timing if one of them connects. That's not to say a desynced up tilt doesn't have its uses. As its long-lasting multihit nature buys the other climber plenty of time for an unconventional opportunistic setup. The partner can be made to use an up tilt on their own if done out of a desyncing method known as the "Soymilk Desync", which involves manipulating the 2nd Climber to buffer a move independently during their turnaround animation. While an opponent is stuck in an up tilt, the lead climber can footstool them, starting an infinite where the Ice Climbers continuously up tilt and footstool their opponent (although this really only works against especially floaty fighters, since those who fall to the ground fast enough can tech the footstool and escape) If their victim is already at a high enough percent, the 1st Climber can simply hit them with an up smash to finish them off. | |||
==Update History== | ==Update History== |
Revision as of 13:00, May 8, 2024
Overview
Each of the duo thrusts their mallet upward with a flourish. Compared to most combo starters, it deals great damage and is shockingly safe for a tilt. The sheer number of rapid multihits can make it even more difficult to punish since it's hard to make out the ending animation amongst two Climbers in the heat of the moment, and attempting an out-of-shield option is risky, since lowering one's guard too early can pull them into a devastating combo, and the duo can get away with leaving an opening if their opponent hesitates to punish.
While the damage from landing an up tilt is already quite a bit, its low knockback scaling allow for combos at a wide variety of percentages, starting an immensely damaging string of up aerials, and thanks to the duo's above-average jump height and powerful followups, it can even lead to relatively easy kill confirms.
While keeping both Climbers desynced can improve their combo game in many ways, keeping them together is preferable in order to maximize up tilt's consistency for bread-and-butter strings. The ambiguity of the move's ending lag can be compounded further yet depending on how much the 2nd Climber's attack is delayed, (via desyncing) but doing so can throw off a player's timing if one of them connects. That's not to say a desynced up tilt doesn't have its uses. As its long-lasting multihit nature buys the other climber plenty of time for an unconventional opportunistic setup. The partner can be made to use an up tilt on their own if done out of a desyncing method known as the "Soymilk Desync", which involves manipulating the 2nd Climber to buffer a move independently during their turnaround animation. While an opponent is stuck in an up tilt, the lead climber can footstool them, starting an infinite where the Ice Climbers continuously up tilt and footstool their opponent (although this really only works against especially floaty fighters, since those who fall to the ground fast enough can tech the footstool and escape) If their victim is already at a high enough percent, the 1st Climber can simply hit them with an up smash to finish them off.
Update History
- The hitlag multiplier of the final hit of the partner climber's up tilt has been increased.
Hitboxes
Leader
Partner
The hitboxes have two possible X offsets depending on whether the partner is facing right or left (respectively), preventing issues with the Z-axis.
Timing
Hits 1-6 | 8-9, 11-12, 14-15, 17-18, 20-21, 23-24 |
---|---|
Hit 7 | 27 |
Interruptible | 49 |
Animation length | 59 |
Lag time |
Hitbox |
Interruptible |
Trivia
- For the partner, every hitbox is coded as an extended hitbox despite not being actually extended. This prevents them from interpolating.
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