Hitbox visualization showing Climhazzard 1.
Hitbox visualization showing the Limit Break version of Climhazzard 1.
Hitbox visualization showing Climhazzard 2 when falling.
Hitbox visualization showing Climhazzard 2 when landing.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

OverviewEdit

A rising and falling slash split into two parts. The first part is designed to weakly launch opponents up to connect into the falling portion. While completely immune to SDI, light characters can DI the first hit, and all characters can DI the second hit; if the opponent is hit near max range and DIs away, they will often be able to escape subsequent hits.

Cloud can either simply fall after the first part, or transition into the second part, which has hitboxes but more landing lag. If both parts of the move fully connect, it will inflict hefty damage (15% base/18% with 1v1 multiplier).

The Limit Break version of the move has more active frames and drastically increases the power and air speed of the first part; it can still transition into Climhazzard 2 at a later window, but no longer reliably links opponents into it, instead becoming a potent vertical finisher on its own. It loses its SDI multipliers, which with its increased hitlag makes the Limit Break version notably susceptible to SDI.

HitboxesEdit

Climhazzard 1Edit

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 3.0% 0   Forward 0 100 80   2.0 top 0.0 to 0.0 7.0 to 7.0 3.0 to 3.0 2.5× 0%               Slash   All All            
1 0 0 3.0% 0   Forward 0 100 80   5.0 top 0.0 7.0 5.0 to 6.5 2.5× 0%               Slash   All All            
2 0 0 3.0% 0   Forward 0 100 80   3.5 top 0.0 7.0 15.0 to 6.5 2.5× 0%               Slash   All All            
Hit 2 (early)
0 1 0 4.0% 0   Forward 0 100 121   5.0 haver 0.0 to 0.0 6.0 to 6.0 0.0 to 0.0 1.2× 0%               Cloud hit   All All            
1 1 0 4.0% 0   Forward 0 100 121   5.0 haver 0.0 14.5 to 6.0 0.0 1.2× 0%               Cloud hit   All All            
Hit 2 (mid)
0 1 0 4.0% 0   Forward 0 100 121   5.0 haver 0.0 to 0.0 6.0 to 6.0 0.0 to 0.0 1.2× 0%               Cloud hit   All All            
1 1 0 4.0% 0   Forward 0 100 121   5.0 haver 0.0 14.5 to 6.0 0.0 1.2× 0%               Cloud hit   All All            
2 1 0 4.0% 0   Forward 98 40 0   3.5 haver 0.0 14.5 to 6.0 -10.0 1.2× 0%               Cloud hit   All All            
Hit 2 (late)
0 1 0 4.0% 0   Forward 50 50 0   5.0 haver 0.0 to 0.0 6.0 to 6.0 0.0 to 0.0 1.2× 0%               Cloud hit   All All            
1 1 0 4.0% 0   Forward 50 50 0   3.5 haver 0.0 14.5 to 6.0 0.0 1.2× 0%               Cloud hit   All All            
2 1 0 4.0% 0   Forward 70 40 0   3.5 haver 0.0 14.5 to 6.0 -12.0 1.2× 0%               Cloud hit   All All            

Limit Break Climhazzard 1Edit

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 6.0% 0   Forward 0 100 80   2.0 top 0.0 to 0.0 7.0 to 7.0 3.0 to 3.0 2.5× 1.0× 0%               Slash   All All            
1 0 0 6.0% 0   Forward 0 100 80   5.0 top 0.0 7.0 5.0 to 6.5 2.5× 1.0× 0%               Slash   All All            
2 0 0 6.0% 0   Forward 0 100 80   3.5 top 0.0 7.0 15.0 to 6.5 2.5× 1.0× 0%               Slash   All All            
Hit 2 (clean)
0 1 0 7.0% 0   Forward 50 142 0   5.0 haver 0.0 to 0.0 6.0 to 6.0 0.0 to 0.0 2.5× 1.0× 0%               Cloud hit   All All            
1 1 0 7.0% 0   Forward 50 142 0   5.0 haver 0.0 14.5 to 6.0 0.0 2.5× 1.0× 0%               Cloud hit   All All            
2 1 0 7.0% 0   Forward 50 142 0   3.5 top 0.0 7.0 15.0 to 6.5 2.5× 0%               Cloud hit   All All            
Hit 2 (late)
0 1 0 7.0% 0   Forward 50 110 0   5.0 haver 0.0 to 0.0 6.0 to 6.0 0.0 to 0.0 2.5× 1.0× 0%               Cloud hit   All All            
1 1 0 7.0% 0   Forward 50 110 0   5.0 haver 0.0 14.5 to 6.0 0.0 2.5× 1.0× 0%               Cloud hit   All All            
2 1 0 7.0% 0   Forward 98 40 0   3.5 haver 0.0 14.5 to 6.0 -10.0 2.5× 0%               Cloud hit   All All            

Climhazzard 2Edit

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
Falling
0 0 0 4.5% 0   Standard 0 100 110   2.0 top 0.0 2.0 10.4 to -1.0 1.3× 1.0× 0%               Slash   All All            
1 0 0 4.5% 0   Standard 50 80 0   4.0 top 0.0 4.6 to 4.2 9.4 to -1.0 1.3× 1.0× 0%               Slash   All All            
Landing
0 0 0 3.5% 0   Standard 64 128 0   8.0 top 0.0 8.0 8.0 to 0.0 1.3× 1.0× 0%               Cloud hit   All All            

TimingEdit

Climhazzard (quickest loop)Edit

Assumes Cloud starts and lands at the same level.

Hit 1 7
Hit 2 (early, mid, late) 10, 11, 12-15
Hit 3 31-44
Hit 4 45-47
Interruptible 71
Animation length 84
Rising                                                                                                                                                                         
Falling                                                                                                                                                                         
Landing                                                                                                                                                                         

Climhazzard 1Edit

Hit 1 7
Hit 2 (early, mid, late) 10, 11, 12-15
Continuable 20-26
Animation length 57
                                                                                                                 
                                                                                                                 

Limit Break Climhazzard 1Edit

Hit 1 7-9
Hit 2 (clean, late) 10, 11-16
Intangibility 5-12
Continuable 33-39
Animation length 69
                                                                                                                                         
                                                                                                                                         
                                                                                                                                         

Climhazzard 1 (landing)Edit

Animation length 20
                                       

Climhazzard 2Edit

Hitboxes 12-61
Animation length 61
                                                                                                                         

Climhazzard 2 (landing)Edit

Hitbox 1-3
Interruptible 27
Animation length 40
                                                                               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Intangible
 
Continuable
  
Earliest continuable point
 
Interruptible

ParametersEdit

Climhazzard 1Edit

Horizontal speed multiplier on startup 0.6
Grounded height multiplier 1
Aerial height multiplier 1.1
Air speed multiplier during special fall 0.6
Landing lag 20 frames

Climhazzard 2Edit

Fall speed 4.2
Landing lag frames 40

Limit BreakEdit

Horizontal speed multiplier on startup 0.67
Grounded height multiplier 1.6
Aerial height multiplier 1.85
Air speed multiplier during special fall 0.8
Landing lag 20 frames