Ice Climbers (SSBU)/Dash attack: Difference between revisions
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(→Overview: Stuff about Icies' dash attack. Will elaborate more later on...) |
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Each of the duo leaps forward, excitedly swinging their mallet like a baseball bat. It "sports" impressive range and an unintuitive, vertical launch angle. | Each of the duo leaps forward, excitedly swinging their mallet like a baseball bat. It "sports" impressive range and an unintuitive, vertical launch angle. | ||
While the Ice Climbers are able to followup dash attack to devastating effect, it has little use in desync combos, and if anything, is usually the undesirable result of a misinput when attempting a forward-throw-to-forward-smash confirm. | |||
While dash attack possesses a great mixture of above-average attributes, nearly everything good about it is "fouled" if the partner is "out", having no combo potential, low damage output, and being much more unsafe, with its only use in this state being a mediocre whiff-punish with solid range. | While dash attack possesses a great mixture of above-average attributes, nearly everything good about it is "fouled" if the partner is "out", having no combo potential, low damage output, and being much more unsafe, with its only use in this state being a mediocre whiff-punish with solid range. |
Revision as of 22:18, May 9, 2024
Overview
Each of the duo leaps forward, excitedly swinging their mallet like a baseball bat. It "sports" impressive range and an unintuitive, vertical launch angle.
While the Ice Climbers are able to followup dash attack to devastating effect, it has little use in desync combos, and if anything, is usually the undesirable result of a misinput when attempting a forward-throw-to-forward-smash confirm.
While dash attack possesses a great mixture of above-average attributes, nearly everything good about it is "fouled" if the partner is "out", having no combo potential, low damage output, and being much more unsafe, with its only use in this state being a mediocre whiff-punish with solid range.
Update History
- The outer hitbox has been extended forward (Y offset: 5u → 5u—7.5u), increasing its range.
- It has increased hitlag (1× → 1.2×), allowing both climbers' dash attacks to connect more reliably.
- Dash attack has less startup (frame 11 → 9, FAF 42 → 40).
Hitboxes
Timing
Hitboxes | 9-12 |
---|---|
Interruptible | 40 |
Animation length | 47 |
Lag time |
Hitbox |
Interruptible |
|