Super Smash Bros. Ultimate

Ice Climbers (SSBU)/Floor attack (front)

< Ice Climbers (SSBU)
Revision as of 14:06, May 23, 2024 by Yo'ster (talk | contribs) (Competitive expertise no longer needed!)
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Hitbox visualization showing Popo's getup attack when laying on his front.
Hitbox visualization showing Nana's getup attack when laying on her front.

OverviewEdit

Each of the duo gets up and spins around while swinging their mallet outward. With the help of a partner, it can hit several times for high damage and even break shields.

With good timing, the climbers can be desynced while prone, allowing them to pick two different getup options and making them difficult to tech chase.

Without a partner, it seems to be your average front floor attack.

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
Hit 1
0 0 0 7.0% 8.0   Standard 80 48 0   4.5 top 0.0 4.5 -12.0 to -3.0 1.0× 1.0× 0%               Punch   All All            
Hit 2
0 0 0 7.0% 8.0   Standard 80 48 0   4.5 top 0.0 4.5 12.0 to 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
Hit 1
0 0 0 5.25% 8.0   Standard 80 48 0   4.5 top 2.0 or -2.0 4.5 -12.0 to -3.0 1.0× 1.0× 0%               Punch   All All            
Hit 2
0 0 0 5.25% 8.0   Standard 80 48 0   4.5 top 2.0 or -2.0 4.5 12.0 to 3.0 1.0× 1.0× 0%               Punch   All All            

TimingEdit

Intangibility 1-25
Hit 1 19-20
Hit 2 24-25
Interruptible 46
Animation length 59
                                                                                                                     
                                                                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Intangible
 
Interruptible