Super Smash Bros. Ultimate

Ice Climbers (SSBU)/Forward smash

< Ice Climbers (SSBU)
Revision as of 17:49, May 10, 2024 by Yo'ster (talk | contribs) (→‎Overview: Stuff about Icies' f-smash. Will elaborate more later on...)
Hitbox visualization showing Popo's forward smash.
Hitbox visualization showing Nana's forward smash.
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Overview

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.

Hitboxes

Leader

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            

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 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            

Timing

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