Kyu Puff
Smash Champion
Introduction: Ice Climbers have two hammers--sticks with big wooden blocks that induce a lot of stun and have dangerous shield-decimating potential. Yet nobody ever seems to discuss the shield pressure options that are available to them. This might be due to the fact that people are hesitant to shield against Ice Climbers in the first place (deadly grab, etc.), and when they do it's usually because you're about to hit them. When that happens, it might be useful to have an idea of how safe your moves are on shield and what they can lead into. Some of the following may be practical--a lot of it probably isn't--but I hope people at least find it interesting.
Disclaimer: There is a small margin for error on these charts. I am not considering shield stab or knockback most of the time because I don't have any way to test it. According to Magus, doing an aerial on the first frame you're in the air may decrease your jump height and your air time by a few frames. The aerial might also contort your body so that you land earlier than you should. I'm not using action replay, only the following resources (which you can use also):
Frames of Hitlag and Shield Stun (Ice Climbers)
SDM's Frame Data (Ice Climbers)
Seanson's Hitbox System
Notation: Most of it should be self-explanatory. The number on the left is a frame count of Popo's current action. Blue actions represent Popo, pink actions represent Nana. All hitlag and shield stun will be highlighted in green. When Popo and Nana are synched, Nana mimics Popo 6 frames afterward, so I will only show her shieldstun (unless they're desynched).
1 Start Jump
2
3
1 Airborne, Start B-air
2
3
4
5
6
7
8
9
10
11 B-air Hits (7 Frames of Hitlag Omitted)
12 Shield Stun (1)
13 Shield Stun (2)
14 Shield Stun (3)
15 Shield Stun (4)
16 Shield Stun (5)
17 Shield Stun (6)
18 Shield Stun (7)
19 Shield Stun (2)
20 Shield Stun (3)
21 Shield Stun (4)
1 Landing Lag, Shield Stun (5)
2 Landing Lag, Shield Stun (6)
3 Landing Lag, Shield Stun (7)
4 Landing Lag
5 Start D-smash
6
7
8
9
10 D-smash Hits
Notes: This assumes you input b-air and fastfall on the first possible frames. While b-air's hitbox comes out on frame 8, it doesn't seem to hit behind you until frame 11. The window between b-air and d-smash could potentially be two frames smaller depending on how you time the b-air. This is your bread and butter; often your opponent will try to punish the b-air, and instead jump right into the d-smash.
1 Start D-smash
2
3
4
5
6 D-smash Hits, Hitlag (1)
6 Hitlag (2)
6 Hitlag (3)
6 Hitlag (4)
6 Hitlag (5)
6 Hitlag (6)
6 Hitlag (7)
7 Shield Stun (1)
8 Shield Stun (2)
9 Shield Stun (3)
10 Shield Stun (4)
11 Shield Stun (5)
12 Shield Stun (6)
13 Shield Stun (7)
14
15 Start D-smash
16
17
18
19
20 D-smash Hits, Hitlag (1)
21 Hitlag (2)
22 Hitlag (3)
23 Hitlag (4)
24 Hitlag (5)
25 Hitlag (6)
26 Hitlag (7)
27 Shield Stun (1)
28 Shield Stun (2)
29 Shield Stun (3)
30 Shield Stun (4)
31 Shield Stun (5)
32 Shield Stun (6)
33 Shield Stun (7)
34
35
36 Start D-smash…
Notes: There are alternating windows of 6 frames and 7 frames between d-smashes. Although the d-smashes are relatively punishable, the ratio of out-of-stun to in-stun is small, so your opponent might struggle timing anything properly. There will always be 13 dead frames total, but you can alter the size of each window to make it more difficult for your opponent to escape. These are easy to perform, and can wear a shield down quickly.
1 *Hitlag (5), Start Jump
2 Hitlag (6)
3 Hitlag (7)
1 Shield Stun (1), Start B-air
2 Shield Stun (2)
3 Shield Stun (3)
4 Shield Stun (4)
5 Shield Stun (5), Fastfall
6 Shield Stun (6)
7 Shield Stun (7)
8
9
10
11 B-air Hits, Hitlag (1)
11 Hitlag (2)
11 Hitlag (3)
11 Hitlag (4)
11 Hitlag (5), Start Jump
11 Hitlag (6)
11 Hitlag (7)
12 Shield Stun (1), Start B-air
13 Shield Stun (2)
14 Shield Stun (3)
15 Shield Stun (4)
16 Shield Stun (5), Fastfall
17 Shield Stun (6)
18 Shield Stun (7)
19
20
21
1 Landing Lag, B-air Hits, Hitlag (1)
2 Landing Lag, Hitlag (2)
3 Landing Lag, Hitlag (3)
4 Landing Lag, Hitlag (4)*
Notes: This may or may not be humanly possible. It’s kind of like multishining, but likely much harder to learn because the inputs are so specific. This would be our most realistic shield break if we could master it.
1 Start Jump
2
3
1 Airborne
2
3
4
5
6
7
8
9
10
11 Start B-air
12
13
14
15
16 Fastfall
17
18
19
20
21 B-air Hits (7 Frames of Hitlag Omitted)
1 L-cancel, Shield Stun (1)
2 L-cancel, Shield Stun (2)
3 L-cancel, Shield Stun (3)
4 L-cancel, Shield Stun (4)
5 L-cancel, Shield Stun (5)
6 L-cancel, Shield Stun (6)
7 L-cancel, Shield Stun (7)
8 L-cancel, Shield Stun (2)
9 L-cancel, Shield Stun (3)
10 L-cancel, Shield Stun (4)
1 Start D-smash, Shield Stun (5)
2 Shield Stun (6)
3 Shield Stun (7)
4
5
6 D-smash Hits (7 Frames of Hitlag Omitted)
7 Shield Stun (1)
8 Shield Stun (2)
9 Shield Stun (3)
10 Shield Stun (4), Last Frame of Landing Lag
11 Shield Stun (5)
12 Shield Stun (6)
13 Shield Stun (7)
Notes: If you input l-cancel slightly before hitting the ground, Nana will not l-cancel, leaving her with 10 additional frames of landing lag. F-air can be used in place of b-air; it's functionally the same except that it has 2 less frames of shield stun. F-air is probably easier to time though, because if you sh f-air and fastfall on the first possible frame, the hitbox will come out on frame 20 or 21 of your jump anyway.
From the l-cancel desynch, you have several options. In this example, you can go straight into desynched d-smashes with only 2 dead frames between the b-air and the first d-smash. Alternatively, you can u-tilt with Popo (assuming you're close enough for it to land), which comes out 2 frames slower than d-smash, but has 40 frames of hitlag/stun and gives Nana plenty of time to do anything.
Disclaimer: There is a small margin for error on these charts. I am not considering shield stab or knockback most of the time because I don't have any way to test it. According to Magus, doing an aerial on the first frame you're in the air may decrease your jump height and your air time by a few frames. The aerial might also contort your body so that you land earlier than you should. I'm not using action replay, only the following resources (which you can use also):
Frames of Hitlag and Shield Stun (Ice Climbers)
SDM's Frame Data (Ice Climbers)
Seanson's Hitbox System
Notation: Most of it should be self-explanatory. The number on the left is a frame count of Popo's current action. Blue actions represent Popo, pink actions represent Nana. All hitlag and shield stun will be highlighted in green. When Popo and Nana are synched, Nana mimics Popo 6 frames afterward, so I will only show her shieldstun (unless they're desynched).
Early B-air to D-smash
1 Start Jump
2
3
1 Airborne, Start B-air
2
3
4
5
6
7
8
9
10
11 B-air Hits (7 Frames of Hitlag Omitted)
12 Shield Stun (1)
13 Shield Stun (2)
14 Shield Stun (3)
15 Shield Stun (4)
16 Shield Stun (5)
17 Shield Stun (6)
18 Shield Stun (7)
19 Shield Stun (2)
20 Shield Stun (3)
21 Shield Stun (4)
1 Landing Lag, Shield Stun (5)
2 Landing Lag, Shield Stun (6)
3 Landing Lag, Shield Stun (7)
4 Landing Lag
5 Start D-smash
6
7
8
9
10 D-smash Hits
Notes: This assumes you input b-air and fastfall on the first possible frames. While b-air's hitbox comes out on frame 8, it doesn't seem to hit behind you until frame 11. The window between b-air and d-smash could potentially be two frames smaller depending on how you time the b-air. This is your bread and butter; often your opponent will try to punish the b-air, and instead jump right into the d-smash.
Desynched D-smash
1 Start D-smash
2
3
4
5
6 D-smash Hits, Hitlag (1)
6 Hitlag (2)
6 Hitlag (3)
6 Hitlag (4)
6 Hitlag (5)
6 Hitlag (6)
6 Hitlag (7)
7 Shield Stun (1)
8 Shield Stun (2)
9 Shield Stun (3)
10 Shield Stun (4)
11 Shield Stun (5)
12 Shield Stun (6)
13 Shield Stun (7)
14
15 Start D-smash
16
17
18
19
20 D-smash Hits, Hitlag (1)
21 Hitlag (2)
22 Hitlag (3)
23 Hitlag (4)
24 Hitlag (5)
25 Hitlag (6)
26 Hitlag (7)
27 Shield Stun (1)
28 Shield Stun (2)
29 Shield Stun (3)
30 Shield Stun (4)
31 Shield Stun (5)
32 Shield Stun (6)
33 Shield Stun (7)
34
35
36 Start D-smash…
Notes: There are alternating windows of 6 frames and 7 frames between d-smashes. Although the d-smashes are relatively punishable, the ratio of out-of-stun to in-stun is small, so your opponent might struggle timing anything properly. There will always be 13 dead frames total, but you can alter the size of each window to make it more difficult for your opponent to escape. These are easy to perform, and can wear a shield down quickly.
Desynched Perfect B-air
1 *Hitlag (5), Start Jump
2 Hitlag (6)
3 Hitlag (7)
1 Shield Stun (1), Start B-air
2 Shield Stun (2)
3 Shield Stun (3)
4 Shield Stun (4)
5 Shield Stun (5), Fastfall
6 Shield Stun (6)
7 Shield Stun (7)
8
9
10
11 B-air Hits, Hitlag (1)
11 Hitlag (2)
11 Hitlag (3)
11 Hitlag (4)
11 Hitlag (5), Start Jump
11 Hitlag (6)
11 Hitlag (7)
12 Shield Stun (1), Start B-air
13 Shield Stun (2)
14 Shield Stun (3)
15 Shield Stun (4)
16 Shield Stun (5), Fastfall
17 Shield Stun (6)
18 Shield Stun (7)
19
20
21
1 Landing Lag, B-air Hits, Hitlag (1)
2 Landing Lag, Hitlag (2)
3 Landing Lag, Hitlag (3)
4 Landing Lag, Hitlag (4)*
Notes: This may or may not be humanly possible. It’s kind of like multishining, but likely much harder to learn because the inputs are so specific. This would be our most realistic shield break if we could master it.
Late B-air
1 Start Jump
2
3
1 Airborne
2
3
4
5
6
7
8
9
10
11 Start B-air
12
13
14
15
16 Fastfall
17
18
19
20
21 B-air Hits (7 Frames of Hitlag Omitted)
1 L-cancel, Shield Stun (1)
2 L-cancel, Shield Stun (2)
3 L-cancel, Shield Stun (3)
4 L-cancel, Shield Stun (4)
5 L-cancel, Shield Stun (5)
6 L-cancel, Shield Stun (6)
7 L-cancel, Shield Stun (7)
8 L-cancel, Shield Stun (2)
9 L-cancel, Shield Stun (3)
10 L-cancel, Shield Stun (4)
1 Start D-smash, Shield Stun (5)
2 Shield Stun (6)
3 Shield Stun (7)
4
5
6 D-smash Hits (7 Frames of Hitlag Omitted)
7 Shield Stun (1)
8 Shield Stun (2)
9 Shield Stun (3)
10 Shield Stun (4), Last Frame of Landing Lag
11 Shield Stun (5)
12 Shield Stun (6)
13 Shield Stun (7)
Notes: If you input l-cancel slightly before hitting the ground, Nana will not l-cancel, leaving her with 10 additional frames of landing lag. F-air can be used in place of b-air; it's functionally the same except that it has 2 less frames of shield stun. F-air is probably easier to time though, because if you sh f-air and fastfall on the first possible frame, the hitbox will come out on frame 20 or 21 of your jump anyway.
From the l-cancel desynch, you have several options. In this example, you can go straight into desynched d-smashes with only 2 dead frames between the b-air and the first d-smash. Alternatively, you can u-tilt with Popo (assuming you're close enough for it to land), which comes out 2 frames slower than d-smash, but has 40 frames of hitlag/stun and gives Nana plenty of time to do anything.