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Data Ice Climbers Frame Data [3.6β]

AuraMaudeGone

Smash Ace
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
Table of Contents
1 Intro
1.1 Glossary [GLS]​
2 Frame Data
2.1 Normals [NRM]
2.2 Specials [SPC]
2.3 Grabs [GRB]
2.4 Ledge Attacks [LDG]
2.5 Miscellaneous [MSC]​
3 References & Resources [RFR]

Glossary [GLS]
Hit Stun - This refers to the amount of time of frames it takes you to recover after being hit by a certain attack. This, combined with recovery time, is what determines whether or not an attacker will have enough frame advantage after an attack to execute a link. Hit stun is calculated in Smash Bros. as: FLOOR[(0.4)*Knockback]

Block Stun - the term block stun is used to refer to three different things: The first and most rare is to refer to the delay after a player ceases to press the shield button before the player can move again. The second is the delay before a player can perform another move after successfully blocking a move. The third is the delay before a player can perform another move if the opponent blocked his move. This is calculated in Smash Bros. as: FLOOR((damage + 4.45)/2.235)

Knockback - the measure of how far an attack sends its target. In this table it's displayed as Base Knock Back / Knockback Growth or Base KB/ Weight KB/ KB Growth. Base knockback is the minimum amount of knockback the attack can deliver (in normal circumstances), and knockback growth is a factor that controls how much the knockback increases as damage increases.
*Values in brackets denote different values present in multiple hit bubbles.

Angle - Direction in which the player is sent from an attack or throw. A 365° angle is the Auto Link Angle and will send the opponent in the same direction as the player. A 361° angle is the Sakurai Angle and will send all aerial opponents 45°. Any angle between 260° and 280° is classified as a meteor. Any angle above 361° is classified as a spike, with the exception of the Auto Link Angle

Startup - the time or frames it takes for a character to enter a state in which the attack actually hits after leaving its neutral state. The shorter the time, the better.

Active - the amount of frames that actively hits the opponent

Recovery - the amount of frames that must pass after active frames when returning to your neutral position.

IASA - or Interruptibility is the ability to begin a new action even though the current action's animation has not yet finished.

Frame Advantage - A move which allows the player to recover before his opponent leaves either hit stun on hit or block stun on block is considered to have frame advantage in those areas. Moves that enjoy frame advantage on hit are often used in links to perform combos, while moves that enjoy frame advantage on block are often used as pokes.
On Block = Block Stun-(Active+Recovery)
On Block (Air) = Block Stun-(Landing Recovery)
On Hit = Hit Stun -(Active+Recovery)
*All values are based on the target's damage percent being 0%.

Normals [NRM]
Move Name|Nickname|Damage|Hit Stun|Blockstun|Knockback|Angle|Startup|Active|Recovery|IASA|On Block|On Hit
Pound|Jab|2|6|3|0/100|45|3|4|33|16|-33|-30
Up Swing|Jab2|4|15|4|0/30/100|45|2|3|33|18|-31|-20
Hammer Swing|F-Tilt|8|11|5|8/100|361|5|4|23|28|-21|-15
Hammer Spin|U-Tilt|1*6,3|23|4|60/20,15/20,27/183|135,95,90|6|3[1]2[1]2[1]2[1]2[1]2[1]1|24|42|-20|-1
Stoop Hammer|D-Tilt|5|19|4|30/100|70|7|4|24|29|-23|-8
Scoop|Dash Attack|9|39|6|90/40|80|10|3|37|38|-33|0
Hammer Smash|F-Smash|[14,10]|[29,26]|[7,6]|40/105|361|14|2|35|---|[-29,-30]|[-7,-10]
Icicle Crasher|U-Smash|11|33|6|50/128|83|14|6|39|44|-38|-11
Hammer Sweep|D-Smash|12|32|7|50/110|361|6|6|41|36|-39|-14
Move Name| Nickname| Damage|Hit Stun| Blockstun | Knockback| Angle|Startup|Active|Recovery|Landing Recovery|IASA|Auto Cancel|On Block
Icy Whirlwind|N-Air|8|16|5|20/100|361|5|18|27|18/9/4|46|<5, >29|-13/-4/1
Ice Breaker|F-Air|[11,13,12]|[25,28,27]|[6,7,7]|[40/90,40/100,40/100]|285,70,70|18|4|38|20/10/4|55|<2, >54|[-14/-4/2]~[-13/-3/3]
Reverse Swing|B-Air|[12,11,11]|[24,22,22,]|[7,6,6]|[30/110,30/100,30/100]|361|7|4|29|20/10/4|36|<7, >18|[-13/-3/3]~[-14/-4/2]
Hammer Reach|U-Air|[9,7]|[17,15]|[6,5]|10/140|70|5|14|17|28/14/4|30|<5, >26|[-22/-8/2]~[-23/-9/1]
Hammer Ride|D-Air|9|19|6|0/36/110|361|2|50|14|25/12/4|64|<2, >57|-19/-6/2
*Values separated by comma (,) denotes multiple hits, while data in brackets [n] denote one hit, multiple hit bubbles with different attributes (outside of the active hit box column)

Specials [SPC]
Move Name|Nickname|Damage|Hit Stun|Blockstun|Knockback|Angle|Startup|Active|Recovery|IASA|On Block|On Hit
Ice Shot*|Neutral-B|9(5)|37(5)|6(4)|80/60,5/50|80,361|14|6|40|---|-39(-41)|-7(-40)
Squall Hammer|Side-B|2*8|6|3|5/80|30|10|3[1]3[2]3[2]3[2]3[2]3[6]2[9]3|33|---|-32|-29
Belay|Up-B|9(+5)|23|6|40/85|80|17|5|38|---|-36|-19
Blizzard|Down-B|1~2|[14,10,5]|3|5/180,5/130,5/30|70,70,361|15|45|20|---|-61|[-50,-54,-59]
Blizzard- 1.5x & 1.25x hitlag multipliers are present
Ice Shot - Each Climber produces an initial hitbox before releasing the ice. This is what this set of data represents. The (second hit) is the ice data


Grabs & Throws [GRB]
Move Name|Nickname|Damage|Hit Stun|Blockstun|Knockback|Angle|Startup|Active|Recovery|IASA|OnBlock|OnHit
Grab|Z|---|---|---|---|---|6|2|23|---|---|---
Dash Grab||---|---|---|---|---|7|2|31|---|---|---
Cold Headbutt|Pummel|2 (2) |15|3|0/30/100|80|10|2|24|---|---|---
Hockey Slapshot*|F-Throw|11(+1)|0|6|0/90/0|361|18|3|21|---|---|-23
Snow Mt. Throw|B-Throw|7|33|5|80/30|60|16|1|31|40|---|2
Icicle Toss|U-Throw|11(+1) (9) |0|6|0/90/0|88|24|1|29|54|---|-29
Avalanche Crusher|D-Throw|6|30|5|70/40|80|35|1|14|50|---|16
Potential Nana Damage

Wake Up & Ledge [LDG]
Move Name|Nickname|Damage|Hit Stun|Blockstun|Knockback|Angle|Startup|Active|Recovery|IASA|On Block|On Hit
Spinning Hammer|F-FloorAttack|6(+1),6(+1)|35|5|80/50|361|5|6[10]6|23|---|-23|7
Ice Crack|B-FloorAttack|6(+1),6(+1)|35|5|80/50|361|18|2[4]2|23|---|-19|11
Clean Sweep|Trip|5(+1),5(+1)|35|4|80/50|361|17|2[4]2|25|---|-22|9
Hammer Stomp|<100%|8(+1)|31|5|70/50|361|26|4|25|---|-23|3
Slow Swipe|>100%|10(+1)|32|6|70/50|361|38|4|28|---|-25|1

Miscellaneous [MSC]
Move Name|Intangible|Recovery|IASA
Ledge Climb|30|5|---
Ledge Climb Slow|55|5|---
Ledge Roll|30|20|---
Ledge Roll Slow|52|28|---
Ledge Jump|16|25|---
Ledge JumpSlow|20|30|---
Trip|6|24|---
Ground Trip|6|34(+22)|---
Turning Trip|7|36(+22)|---
Dashing Trip|8|38(+22)|---
Trip Roll|10|19|---
*The added (+22) frames is the animation of you getting up from being tripped

Move Name|Startup|Intangible|Recovery|IASA
Spot Dodge|1|17|10|26
Air Dodge|3|26|29|---
Foward Roll|3|16|18|32
Back Roll|3|16|24|32
Shield|8|---|16|---
References & Resources [RFR]
Table Editor
Glossary of Fighting Games
SSBWiki
Japanese Smash Calculator
Project Smash Attacks
Brawl Box

Author's Note: Didn't feel confident collecting and displaying this data, esp the specials and throws. So be weary of possible mistakes when looking through this. If anyone could provide some better info feel free to add your input.
 
Last edited:

AuraMaudeGone

Smash Ace
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
Changelog
1/9

Added missing getup recovery in Tripping data.​
1|10
Updated data for Aerial Moves
Added Landing Recovery column
Added Auto Cancel Window column
Corrected Frame Advantage On Block, accounts for Normal Landing/L-Cancel/Auto-Cancel
1|15
Updated data for Ground based Moves
Corrected Frame Advantage On Block and Hit​
5|20
Corrected Empty Jump Recovery value, adjusted frame advantage​
 
Last edited:

941

Smash Journeyman
Joined
Nov 28, 2014
Messages
448
Would it be possible list the range at which Nana becomes AI controlled, as well as the range at which Nana slides toward Popo while doing other moves?
 
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