Ice Climbers (SSBU)/Neutral aerial: Difference between revisions
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[[File:PopoNAirSSBU.gif|thumb|340px|Hitbox visualization showing Popo's neutral aerial.]] | [[File:PopoNAirSSBU.gif|thumb|340px|Hitbox visualization showing Popo's neutral aerial.]] | ||
[[File:NanaNAirSSBU.gif|thumb|340px|Hitbox visualization showing Nana's neutral aerial.]] | [[File:NanaNAirSSBU.gif|thumb|340px|Hitbox visualization showing Nana's neutral aerial.]] | ||
==Overview== | ==Overview== | ||
Each of the duo twirls diagonally with their mallet extended, ending with a flourish after a couple rotations. It sports decent range on either side, high activity, moderate ending lag, and remarkably low landing lag. Thanks to leaving such a small opening while also possessing respectable shieldstun, it's very safe on shield, enough in fact to actually give the duo a slight frame advantage against an opponent who blocks it. | |||
A short-hop-nair is their fastest out of shield option, but sometimes struggles to connect with short attackers or those low to the ground during a landing animation. | |||
Its high speed, activity, and low launch angle make it a very useful [[gimping]] tool, which is further compounded with the 2nd Climber's additional coverage. | |||
When landing with the move, neutral aerial is quite useful for combos, leading to a [[Ice Climbers (SSBU)/Neutral attack/Hit 1|jab]], tilt, or smash attack at low percents, and starting a [[Tech-chasing|tech chase]] or combo into [[Ice Climbers (SSBU)/Dash attack|dash attack]] at mid percents. It can even start combos while rising and chain into itself when [[Desynching|desynced]], carrying foes across the stage for a chance to be [[Spike|spiked]]. A [[Desynching|desynced]] [[Ice Climbers (SSBU)/Neutral aerial|neutral aerial]] additionally plays a role in some of the Ice Climbers' [[Zero-to-death combo|zero to death]] combos. | |||
Even without both climbers, it's still a good move that does most of what it could at its best. It's still very safe, good at [[edgeguarding]], and can still be used as a combo starter or out of shield option. Which speaks volumes for the incredible traits of its base form. | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
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!Animation length | !Animation length | ||
| | |11 | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=7}}{{FrameStrip|t=Interruptible|c= | {{FrameStrip|t=Lag|c=7}}{{FrameStrip|t=Interruptible|c=4}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|autocancel=y|interruptible=y}} | {{FrameIconLegend|lag=y|hitbox=y|autocancel=y|interruptible=y}} |
Latest revision as of 18:56, May 15, 2024
Overview[edit]
Each of the duo twirls diagonally with their mallet extended, ending with a flourish after a couple rotations. It sports decent range on either side, high activity, moderate ending lag, and remarkably low landing lag. Thanks to leaving such a small opening while also possessing respectable shieldstun, it's very safe on shield, enough in fact to actually give the duo a slight frame advantage against an opponent who blocks it.
A short-hop-nair is their fastest out of shield option, but sometimes struggles to connect with short attackers or those low to the ground during a landing animation.
Its high speed, activity, and low launch angle make it a very useful gimping tool, which is further compounded with the 2nd Climber's additional coverage.
When landing with the move, neutral aerial is quite useful for combos, leading to a jab, tilt, or smash attack at low percents, and starting a tech chase or combo into dash attack at mid percents. It can even start combos while rising and chain into itself when desynced, carrying foes across the stage for a chance to be spiked. A desynced neutral aerial additionally plays a role in some of the Ice Climbers' zero to death combos.
Even without both climbers, it's still a good move that does most of what it could at its best. It's still very safe, good at edgeguarding, and can still be used as a combo starter or out of shield option. Which speaks volumes for the incredible traits of its base form.
Hitboxes[edit]
Timing[edit]
Attack[edit]
Initial autocancel | 1-5 |
---|---|
Hitboxes | 6-23 |
Ending autocancel | 30- |
Interruptible | 46 |
Animation length | 64 |
Landing lag[edit]
Interruptible | 8 |
---|---|
Animation length | 11 |
Lag time |
Hitbox |
Autocancel |
Interruptible |
|