smaci92
Smash Lord
Look for updates on the info table every week...
Note: When this thread is finished, it will help you become better and have more knowledge about Ice Climbers. Yes, it's a lot of info to read...but read it all.
Note: When this thread is finished, it will help you become better and have more knowledge about Ice Climbers. Yes, it's a lot of info to read...but read it all.
Detailed Ice Climbers Attack Statistics
Edit History:
- 20/10/2008: Created the thread. Color of the whole opening section. Popo (by himself) & Nana (her attacks when desynced fsmash knockback, damage and KGR.
- 21/10/2008: Both Ice Climbers dash attack damage.
INTRODUCTION:
Ok, before I start, I want to say that this is probably going to be a month long project (maybe even longer). I hope everyone will appreciate the work I will be putting into this, and will benefit from it!
INFO COVERED IN THIS THREAD:
Well, this is an in-depth look at the Ice Climbers moveset. The material that will be covered about EVERY move is:
- The percent of damage the attack deals.
- Frame data: starting frames, cooldown frames, total frames, when the hitbox is out, and when it deals damage.
- Knockback data: which attacks have the most knockback, the knockback growth rate (KGR).
- The angle the attack knocks the foe (with no directional influence).
WORDS YOU NEED TO KNOW
Frame: A frame is a single still image in any sort of moving picture, many of which are shown in rapid succession to produce any given animation. In video games, frames are often used as a measurement of time.
Knockback: a measure of how far an attack sends its target. For example, Bowser's forward smash is an attack of high knockback; it launches opponents very far, so far that at high damages it's more powerful than a home-run bat smash attack. Pikachu's neutral A, on the other hand, has very low knockback - it hardly sends opponents anywhere.
Knockback Growth Rate: the rate at which the knockback will increase with a single percent of damage. For instance, if you do an attack that will have 3,000 knockback when your opponent is at 20%, and it has a KGR of 50, then at 21% you'll do 3,050 knockback, at 25% you'll do 3,250 and so on.
Hitbox: the area of an attack that is able to damage your opponent. This area is invisible and is not always part of what is used to attack.
THE KNOCKBACK FORMULA:
Knockback is determined by the damage percentage after the move has finished, but I am giving percentage before the attack as the kill percentage because that when you want to know if the opponent can be killed. If you want the actual percentage it kills at just add the damage dealt to the kill percentage I am listing.
The formula for knockback is: V = a*d/m + Vo + f*c
Where:
V = knockback
a = knockback growth rate (KGR)
m = character mass
d = damage (after the hit)
f = character fall compensation
c = general fall compensation
Credit goes to MrSilver for this formula
- All kill percentages are on Mario in the middle of final destination. No DI involved. When using this data for other characters check the character weight list for details on how to account for their different weights: http://smashboards.com/showthread.php?t=162546
- “Kill Percentage” in blue kills out the side, in orange kills out the top, and green indicates the move will spike.
- The knockback angles do not include DI either. I plan to add the variation that can occur due to DI in the future.
Credit goes to Adapt from the ZSS boards for originally writing this section.
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let's get started...
ICE CLIMBERS (both Popo & Nana together)
![](http://i45.photobucket.com/albums/f56/smaci92/Detailedattackstats.gif)
Popo (Popo alone; AKA: Sopo)
Coming soon...
Nana (her attacks when de-synced)
Coming soon...
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credit(s):
- Adapt for teaching me how to calculate knockback
- MrSilver for the formula