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Ice Climbers (SSBU)/Forward smash

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

OverviewEdit

Each of the duo swings their mallet overhead, happily bringing it down onto their target with great force. While its 11 frame startup is only decent compared to most of their kit, it's very quick for a forward smash, the 2nd fastest in the game, in fact. Its impressive speed doesn't sacrifice power in return, either. As it's able to reliably take stocks around 70%. Aside from the typical hard read/punish that most f-smashes serve as, such a fast instance of the move is great for punishing opponents who carelessly grab one of the Ice Climbers, potentially robbing an opponent of their stock at mid percents even when they were the one landing an attack.

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 forward or back throw with an f-smash turns the otherwise very weak throws into devastating kill moves, with forward-throw-forward-smash being their strongest, and backward-throw-forward-smash being a close second. (While the back throw variant releases opponents at a closer point to the blast zone, the forward throw variant has hitlag and a longer animation, allowing the partner climber to charge their f-smash for a moment before the throw connects and KO earlier) B-throw-f-smash's quicker startup makes it harder to DI, but also harder to time. Especially skillful players can also confirm a forward smash with down throw, which has an even longer animation than forward throw, allowing another dozen frames of charge time, and therefore even more potent KO power. But this should only be attempted in the case that it otherwise wouldn't kill, since sneaking that downward input within the limited buffer window is tricky.

While forward smash is an inferior two-framing option compared to down or forward tilt due to only reaching the ledge instead of clipping it, it has its use as a powerful ledge regrab punish in some matchups. Hitting much harder than the tilts, even if only one of the two finds their target.

It's quite a good move in its base form, and even with only a single climber, their forward smash is still decent. Posessing the speed and knockback that made it an appealing move, albeit with a good deal less damage and safety.

HitboxesEdit

LeaderEdit

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
Early hit
0 0 0 12.0% 0   Forward 50 105 0   5.5 top 0.0 5.5 8.0 1.0× 1.0× 0%               Punch   All All            
1 0 0 12.0% 0   Forward 50 105 0   4.0 top 0.0 4.0 3.0 1.0× 1.0× 0%               Punch   All All            
Late hit
0 0 0 12.0% 0   Forward 50 105 0   4.5 top 0.0 3.0 8.0 1.0× 1.0× 0%               Punch   All All            
1 0 0 12.0% 0   Forward 50 105 0   4.0 top 0.0 4.0 3.0 1.0× 1.0× 0%               Punch   All All            

PartnerEdit

The hitboxes have two possible X offsets depending on whether the partner is facing right or left (respectively), preventing issues with the Z-axis.

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
Early hit
0 0 0 9.0% 0   Forward 50 126 0   5.5 top 4.0 or -4.0 5.5 8.0 1.0× 1.0× 0%               Punch   All All            
1 0 0 9.0% 0   Forward 50 126 0   4.0 top 4.0 or -4.0 4.0 3.0 1.0× 1.0× 0%               Punch   All All            
Late hit
0 0 0 9.0% 0   Forward 50 126 0   4.5 top 4.0 or -4.0 3.0 8.0 1.0× 1.0× 0%               Punch   All All            
1 0 0 9.0% 0   Forward 50 126 0   4.0 top 4.0 or -4.0 4.0 3.0 1.0× 1.0× 0%               Punch   All All            

TimingEdit

Charges between 4-5
Early hit 11
Late hit 12-13
Interruptible 47
Animation length 51
                                                                                                     
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Hitbox change
 
Interruptible