Ice Climbers (SSBU)/Up throw
Ice Climbers up throw hurtbox and hitbox visualization | ||||
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Overview[edit]
The leader of the duo knocks the target into the air similarly to an overhead serve in tennis. It carries virtually nonexistent knockback scaling but very high base knockback. High enough to take stocks at very low percentages or from light and floaty characters if used on a high enough platform on a stage such as Palutena's Temple. Though it is unable to KO at realistic percentages anywhere else.
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 an up throw with an up smash turns the otherwise very weak throw into a great kill move, with up-throw-up-smash being their 3rd strongest.
In situations where an opponent separates the climbers and goes after the 2nd one, up throw has a niche for helping to alleviate the opposing pressure. If the lead climber manages to get ahold of a foe, up throw's prolonged animation and massive base knockback buys their partner lots of time to recover. (Although at middling percents it'd be more effective to opt for a simple throw combo)
While the Ice Climbers' up throw is seldom worth the trouble, its usefulness can be greatly improved with the help of some desyncing.
Throw and Hitbox Data[edit]
Kind | ID | Damage | Angle | Angle type | BK | KS | FKV | H× | Effect | Type | Sound | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw | |||||||||||||||||||||||
Throw | 0 | 5.0% | Forward | 120 | 26 | 0 | 0.0× | None | |||||||||||||||
Break | 0 | 3.0% | Forward | 40 | 100 | 0 | 0.0× | None |
Timing[edit]
Invincibility | 1-27 |
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Hitbox | 25-26 |
Throw Release | 27 |
Interruptible | 53 |
Animation length | 64 |
Lag time |
Hitbox |
Vulnerable |
Invincible |
Throw point |
Interruptible |
|