Ice Climbers (SSBU)/Back aerial: Difference between revisions
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==Overview== | ==Overview== | ||
Each of the duo whips around, flicking their mallet outward. The attack boasts high speed and minimal landing lag, almost as low as an autocancel, with decent range, activity, and ending lag to boot. Due to the lack of landing delay and its above-average shieldstun, it's insanely safe, leaving absolutely no opening after being blocked. On top of being so safe, it's remarkably strong, dealing boatloads of damage and taking stocks at around 110%. | |||
The aforementioned frame data allows back air to start combos in spite of its great power. A landing back aerial can lead to a simple tilt to great effect, a smash attack to send opponents offstage, or a dash attack, stacking on half a stock's worth of damage with the combos that follow. It can additionally be used as a powerful finisher after landing an up tilt or down throw at a variety of percentages, even those high enough to kill. | |||
Upon isolation, the lead climber's back aerial retains most of the excellent traits of its dual form, just less so than before. As such, it's able to serve a solo climber | |||
quite well, only now less damaging and punishable by a handful of out of shield options. | |||
Overall, the Ice Climbers' back aerial is at worst, a premium kill move with a combination of speed, range, and safety that many fighters can't replicate; and is head and shoulders above the rest in its prime. | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} |
Revision as of 23:16, May 18, 2024
Overview
Each of the duo whips around, flicking their mallet outward. The attack boasts high speed and minimal landing lag, almost as low as an autocancel, with decent range, activity, and ending lag to boot. Due to the lack of landing delay and its above-average shieldstun, it's insanely safe, leaving absolutely no opening after being blocked. On top of being so safe, it's remarkably strong, dealing boatloads of damage and taking stocks at around 110%.
The aforementioned frame data allows back air to start combos in spite of its great power. A landing back aerial can lead to a simple tilt to great effect, a smash attack to send opponents offstage, or a dash attack, stacking on half a stock's worth of damage with the combos that follow. It can additionally be used as a powerful finisher after landing an up tilt or down throw at a variety of percentages, even those high enough to kill.
Upon isolation, the lead climber's back aerial retains most of the excellent traits of its dual form, just less so than before. As such, it's able to serve a solo climber quite well, only now less damaging and punishable by a handful of out of shield options.
Overall, the Ice Climbers' back aerial is at worst, a premium kill move with a combination of speed, range, and safety that many fighters can't replicate; and is head and shoulders above the rest in its prime.
Hitboxes
Timing
Attack
Initial autocancel | 1-7 |
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Hitboxes | 8-11 |
Ending autocancel | 19- |
Interruptible | 36 |
Animation length | 45 |
Landing lag
Interruptible | 8 |
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Animation length | 11 |
Lag time |
Hitbox |
Autocancel |
Interruptible |
|