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Ice Climbers (SSBU)/Down smash: Difference between revisions

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[[File:PopoDSmashSSBU.gif|thumb|330px|Hitbox visualization showing Popo's down smash.]]
[[File:PopoDSmashSSBU.gif|thumb|330px|Hitbox visualization showing Popo's down smash.]]
[[File:NanaDSmashSSBU.gif|thumb|330px|Hitbox visualization showing Nana's down smash.]]
[[File:NanaDSmashSSBU.gif|thumb|330px|Hitbox visualization showing Nana's down smash.]]
{{competitive expertise}}
==Overview==
==Overview==
Each of the duo stands back to back, winding up for a brief moment to swipe their mallet across the ground. It is both the fastest and farthest-reaching of their smash attacks, if only by a small margin. While it boasts impressive knockback, it's usually an inferior KO option compared to their other smashes, suffering from a launch angle that sends opponents toward the upper corners of the stage, the farthest one can go without losing a stock. If positioned just right, or against a large enough fighter, both Popo and Nana can end up hitting the opponent, causing severe damage.
Despite [[edge|clipping the ledge]] and technically being more active, it's often foregone as a [[2 frame punish|two-framing]] option in favor of [[Ice Climbers (SSBU)/Forward tilt|forward tilt]] or [[Ice Climbers (SSBU)/Down tilt|down tilt]] due to its higher ending lag and the aforementioned launch angle.
As a smash attack, it's got no intended use for starting, extending, or finishing combos. But the duo can stretch its usage a fair amount with the help of [[Desynching|desyncing]]. When landing a grab while [[Desynching|desynced]], the partner can be made to buffer a smash attack as the leader throws the opponent, greatly enhancing their damage and launch power. Combining a [[Ice Climbers (SSBU)/Down throw|down throw]] with a [[Ice Climbers (SSBU)/Down smash|down smash]] turns the otherwise combo-oriented throw into a kill move. A [[Desynching|desynced]] [[Ice Climbers (SSBU)/Down smash|down smash]] also hosts some combo potential at low to mid percentages if only one climber uses the move, allowing the other to jump up and hit the opponent again. It also has a very situational use in a certain zero-to-death combo.
Unlike most of their moves, losing a partner robs down smash of coverage rather than strength, unable to hit on both sides and being relegated to a sidegrade to their [[Ice Climbers (SSBU)/Forward smash|forward smash]] that trades killpower for speed and range. When looking for a kill, Ice Climbers players sometimes set up a [[Spot dodge|spot-dodge-down-smash]] scenario, baiting an out-of-shield option with one of their very safe aerials and using down smash as a quick punishment. This can also be done with a single climber, as some of their aerials are really safe even without the extra shieldstun provided by their partner.
Overall, the Ice Climbers' down smash is an above-average, but sometimes outclassed move as a pair, and still a competent attack even when used alone.
==Update History==
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
*{{buff|[[Down smash]] has more base knockback (45 → 50).}}
*{{buff|[[Down smash]] has more base knockback (45 → 50).}}
'''{{GameIcon|ssbu}} {{SSBU|13.0.1}}'''
*{{buff|[[Down smash]] has higher knockback scaling (100 → 105 (Popo), 120 → 126 (Nana)).}}
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
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Latest revision as of 17:50, May 15, 2024

Hitbox visualization showing Popo's down smash.
Hitbox visualization showing Nana's down smash.

Overview[edit]

Each of the duo stands back to back, winding up for a brief moment to swipe their mallet across the ground. It is both the fastest and farthest-reaching of their smash attacks, if only by a small margin. While it boasts impressive knockback, it's usually an inferior KO option compared to their other smashes, suffering from a launch angle that sends opponents toward the upper corners of the stage, the farthest one can go without losing a stock. If positioned just right, or against a large enough fighter, both Popo and Nana can end up hitting the opponent, causing severe damage.

Despite clipping the ledge and technically being more active, it's often foregone as a two-framing option in favor of forward tilt or down tilt due to its higher ending lag and the aforementioned launch angle.

As a smash attack, it's got no intended use for starting, extending, or finishing combos. But the duo can stretch its usage a fair amount with the help of desyncing. When landing a grab while desynced, the partner can be made to buffer a smash attack as the leader throws the opponent, greatly enhancing their damage and launch power. Combining a down throw with a down smash turns the otherwise combo-oriented throw into a kill move. A desynced down smash also hosts some combo potential at low to mid percentages if only one climber uses the move, allowing the other to jump up and hit the opponent again. It also has a very situational use in a certain zero-to-death combo.

Unlike most of their moves, losing a partner robs down smash of coverage rather than strength, unable to hit on both sides and being relegated to a sidegrade to their forward smash that trades killpower for speed and range. When looking for a kill, Ice Climbers players sometimes set up a spot-dodge-down-smash scenario, baiting an out-of-shield option with one of their very safe aerials and using down smash as a quick punishment. This can also be done with a single climber, as some of their aerials are really safe even without the extra shieldstun provided by their partner.

Overall, the Ice Climbers' down smash is an above-average, but sometimes outclassed move as a pair, and still a competent attack even when used alone.

Update History[edit]

Super Smash Bros. Ultimate 9.0.0

Super Smash Bros. Ultimate 13.0.1

  • Buff Down smash has higher knockback scaling (100 → 105 (Popo), 120 → 126 (Nana)).

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Leader
0 0 0 13.0% 0 AngleIcon60.png Forward 50 105 0 HitboxTableIcon(False).png 3.0 havel 0.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hammer).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 13.0% 0 AngleIcon60.png Forward 50 105 0 HitboxTableIcon(False).png 3.0 havel 0.0 3.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hammer).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 13.0% 0 AngleIcon60.png Forward 50 105 0 HitboxTableIcon(False).png 4.5 havel 0.0 7.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hammer).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Partner
0 0 0 9.75% 0 AngleIcon60.png Forward 50 126 0 HitboxTableIcon(False).png 3.0 havel 0.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hammer).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 9.75% 0 AngleIcon60.png Forward 50 126 0 HitboxTableIcon(False).png 3.0 havel 0.0 3.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hammer).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 9.75% 0 AngleIcon60.png Forward 50 126 0 HitboxTableIcon(False).png 4.5 havel 0.0 7.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hammer).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Charges between 4-5
Hitboxes 9-11
Interruptible 41
Animation length 54
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(LagChargeS).pngFrameIcon(LagChargeE).png
Charge interval
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Interruptible).png
Interruptible