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Hitbox visualization showing Popo's up tilt.
Hitbox visualization showing Nana's up tilt.
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Overview
Each of the duo thrusts their mallet upward with a flourish. Compared to most combo starters, it deals great damage and is shockingly safe for a tilt. The sheer number of rapid multihits can make it even more difficult to punish since it's hard to make out the ending animation amongst two Climbers in the heat of the moment. The ambiguity of the move's endlag can be compounded further yet depending on how much the 2nd Climber's attack is delayed, (via desyncing) and attempting an out-of-shield option is risky, since lowering one's guard too early can pull them into a devastating combo, and the duo can get away with leaving an opening if their opponent hesitates to punish.
Update History
3.0.0
- The hitlag multiplier of the final hit of the partner climber's up tilt has been increased.
Hitboxes
Leader
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
|
Hits 1-6
|
0 |
0 |
0 |
0.8% |
0 |
|
Standard |
65 |
10 |
0 |
|
4.5 |
top |
0.0 |
7.5 |
0.0 |
0.5× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
1 |
0 |
0 |
0.8% |
0 |
|
Standard |
60 |
10 |
0 |
|
6.0 |
top |
0.0 |
16.0 |
0.0 |
0.5× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
2 |
0 |
0 |
0.8% |
0 |
|
Standard |
20 |
10 |
0 |
|
6.0 |
top |
0.0 |
16.0 |
0.0 |
0.5× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
Hit 7
|
0 |
0 |
0 |
4.0% |
0 |
|
Standard |
40 |
100 |
0 |
|
5.5 |
top |
0.0 |
9.0 |
0.0 |
2.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
1 |
0 |
0 |
4.0% |
0 |
|
Standard |
40 |
100 |
0 |
|
7.0 |
top |
0.0 |
17.0 |
0.0 |
2.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
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Partner
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 |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
|
Hits 1-6
|
0 |
0 |
0 |
0.6% |
0 |
|
Standard |
65 |
10 |
0 |
|
4.5 |
top |
2.0 or -2.0 |
7.5 |
0.0 |
0.5× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
1 |
0 |
0 |
0.6% |
0 |
|
Standard |
60 |
10 |
0 |
|
6.0 |
top |
2.0 or -2.0 |
16.0 |
0.0 |
0.5× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
2 |
0 |
0 |
0.6% |
0 |
|
Standard |
20 |
10 |
0 |
|
6.0 |
top |
2.0 or -2.0 |
16.0 |
0.0 |
0.5× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
Hit 7
|
0 |
0 |
0 |
3.0% |
0 |
|
Standard |
38 |
118 |
0 |
|
5.5 |
top |
2.0 or -2.0 |
9.0 |
0.0 |
2.8× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
1 |
0 |
0 |
3.0% |
0 |
|
Standard |
38 |
118 |
0 |
|
7.0 |
top |
2.0 or -2.0 |
17.0 |
0.0 |
2.8× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
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Timing
Hits 1-6
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8-9, 11-12, 14-15, 17-18, 20-21, 23-24
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Hit 7
|
27
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Interruptible
|
49
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Animation length
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59
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Trivia
- For the partner, every hitbox is coded as an extended hitbox despite not being actually extended. This prevents them from interpolating.