momochuu
Smash Legend
- Joined
- May 8, 2008
- Messages
- 12,868
- NNID
- Momochuu
- 3DS FC
- 2380-3247-9039
Thanks to Kaylo! and K Prime, we now have the frame data for all of the Ice Climbers' moves.
Here they are:
Ground Moves
Jab
Startup: 1-3
Hitbox: 4-7 (1st hit), 22-24 (2nd hit)
Cooldown: 8-27 (1st hit only), 25-39 (both hits)
Ftilt
Startup: 1-8
Hitbox: 9-12
Cooldown: 13-32
Dtilt
Startup: 1-7
Hitbox: 8-11
Cooldown: 12-30
Utilt
Startup: 1-7
Hitbox: 8-9, 11-12, 14-15, 17-18, 20-21, 23 (6 hits)
Cooldown: 24-48
Fsmash
Startup: 1-11
Hitbox: 12-13
Cooldown: 14-47
Dsmash
Startup: 1-8
Hitbox: 9-11 (back), 14-17 (front)
Cooldown: 18-44
Usmash
Startup: 1-12
Hitbox: 13-18
Cooldown: 19-49
Dash Attack
Startup: 1-10
Hitbox: 11-12
Cooldown: 13-41
Specials
Ice Shot
Startup: 1-16 (ice block appears on frame 8)
Hitbox: 17 (ice block lasts for ? frames)
Cooldown: 18-59
Squall Hammer (Shortest, Both Climbers)
Startup: 1-8
Hitbox: 9-?
Cooldown: ?-69
Squall Hammer (Shortest, Popo Only)
Startup: 1-11
Hitbox: 12-?
Cooldown: ?-89
Blizzard
Startup: 1-15
Hitbox: 16-?
Cooldown: ?-79
Belay
Startup: ?
Hitbox: ?
Landing Lag: 30 frames
Grabs/Throws
Standing Grab
Startup: 1-6
Active: 7-8
Cooldown: 9-29
Dash Grab
Startup: 1-8
Active: 9-10
Cooldown: 11-39
Pivot Grab
Startup: 1-8
Active: 9-10
Cooldown: 11-39
Grab Pummel
Startup: 1-10
Hitbox: 11
Cooldown: ?
Fthrow
Startup: 1-13
Hitbox: 24
Cooldown: 25-49
Bthrow
Startup: 1-14
Hitbox: 15
Cooldown: 16-31
Dthrow
Startup: 1-29
Hitbox: 30
Cooldown: 31-39
Uthrow
Startup: 1-24
Hitbox: 25
Cooldown: 26-53
Aerials
Nair
Startup: 1-5
Hitbox: 6-23
Cooldown: 24-45
Landing lag: 15
Fair
Startup: 1-18
Hitbox: 19-20
Cooldown: 21-56
Landing lag: 20
Bair
Startup: 1-7
Hitbox: 8-11
Cooldown: 12-35
Landing lag: 15
Dair
Startup: 1-8
Hitbox: 9-51
Cooldown: 52-63
Landing lag: 42
Uair
Startup: 1-5
Hitbox: 6-23 (6-9 strong hit)
Cooldown: 24-29
Landing lag: 30
Dodges
Spot dodge
Start up: 1
Invincibility: 2-20
Cooldown: 21-25
Back roll
Start up: 1-3
Invincibility: 4-19
Cooldown: 20-31
Front roll
Start up: 1-3
Invincibility: 4-19
Cooldown: 20-31
Air dodge
Start up: 1-3
Invincibility: 4-29
Cooldown: 30-48
Here they are:
Ground Moves
Jab
Startup: 1-3
Hitbox: 4-7 (1st hit), 22-24 (2nd hit)
Cooldown: 8-27 (1st hit only), 25-39 (both hits)
Ftilt
Startup: 1-8
Hitbox: 9-12
Cooldown: 13-32
Dtilt
Startup: 1-7
Hitbox: 8-11
Cooldown: 12-30
Utilt
Startup: 1-7
Hitbox: 8-9, 11-12, 14-15, 17-18, 20-21, 23 (6 hits)
Cooldown: 24-48
Fsmash
Startup: 1-11
Hitbox: 12-13
Cooldown: 14-47
Dsmash
Startup: 1-8
Hitbox: 9-11 (back), 14-17 (front)
Cooldown: 18-44
Usmash
Startup: 1-12
Hitbox: 13-18
Cooldown: 19-49
Dash Attack
Startup: 1-10
Hitbox: 11-12
Cooldown: 13-41
Specials
Ice Shot
Startup: 1-16 (ice block appears on frame 8)
Hitbox: 17 (ice block lasts for ? frames)
Cooldown: 18-59
Squall Hammer (Shortest, Both Climbers)
Startup: 1-8
Hitbox: 9-?
Cooldown: ?-69
Squall Hammer (Shortest, Popo Only)
Startup: 1-11
Hitbox: 12-?
Cooldown: ?-89
Blizzard
Startup: 1-15
Hitbox: 16-?
Cooldown: ?-79
Belay
Startup: ?
Hitbox: ?
Landing Lag: 30 frames
Grabs/Throws
Standing Grab
Startup: 1-6
Active: 7-8
Cooldown: 9-29
Dash Grab
Startup: 1-8
Active: 9-10
Cooldown: 11-39
Pivot Grab
Startup: 1-8
Active: 9-10
Cooldown: 11-39
Grab Pummel
Startup: 1-10
Hitbox: 11
Cooldown: ?
Fthrow
Startup: 1-13
Hitbox: 24
Cooldown: 25-49
Bthrow
Startup: 1-14
Hitbox: 15
Cooldown: 16-31
Dthrow
Startup: 1-29
Hitbox: 30
Cooldown: 31-39
Uthrow
Startup: 1-24
Hitbox: 25
Cooldown: 26-53
Aerials
Nair
Startup: 1-5
Hitbox: 6-23
Cooldown: 24-45
Landing lag: 15
Fair
Startup: 1-18
Hitbox: 19-20
Cooldown: 21-56
Landing lag: 20
Bair
Startup: 1-7
Hitbox: 8-11
Cooldown: 12-35
Landing lag: 15
Dair
Startup: 1-8
Hitbox: 9-51
Cooldown: 52-63
Landing lag: 42
Uair
Startup: 1-5
Hitbox: 6-23 (6-9 strong hit)
Cooldown: 24-29
Landing lag: 30
Dodges
Spot dodge
Start up: 1
Invincibility: 2-20
Cooldown: 21-25
Back roll
Start up: 1-3
Invincibility: 4-19
Cooldown: 20-31
Front roll
Start up: 1-3
Invincibility: 4-19
Cooldown: 20-31
Air dodge
Start up: 1-3
Invincibility: 4-29
Cooldown: 30-48
Wewt, finally redone the Throws. Wow that was so boring. xD
It seems KayLo and I were each half-right about the throws. Two throws are the same for every character (UThrow and FThrow), while the other two differ depending on the thrown character (BThrow and DThrow).
For the throws that differ, the speed depends on the weight1 values found in [thread=210557]this thread[/thread]. I cross-referenced that thread while I was doing the data, and it all checks out.
One thing that stuck out to me was that the FThrow is the same for all characters. This at least explained to me why I was so consistent in "passing back to the right climber with FThrow" when I screwed up. xD
I haven't done the regrab percentages yet. These will mostly be relevant to BThrow and DThrow, both because the timing differs per character, and because they have a mostly upward trajectory after the throw. I think I need a break from the monotony, so I'll be doing those after the rest of the frame data, which I will be doing tonight and will hopefully be much quicker on account of being about 7856326732x less boring.
THROWS
Character - Hitbox / Total / IASA
Up Throw
[Hits non-grabbed opponents]
All Characters - 25 / 53 / 54
Forward Throw
[Hits non-grabbed opponents]
All Characters - 24 / 54 / 50
Back Throw
Bowser - 22 / 57 / 48
Captain Falcon - 19 / 49 / 42
Charizard - 20 / 53 / 44
Diddy Kong - 17 / 43 / 38
Donkey Kong - 21 / 55 / 47
Falco - 15 / 38 / 33
Fox - 15 / 37 / 33
Ganondorf - 20 / 52 / 44
Ice Climbers - 17 / 43 / 37
Ike - 19 / 49 / 42
Ivysaur - 18 / 47 / 40
Jigglypuff - 13 / 32 / 28
King Dedede - 21 / 52 / 45
Kirby - 15 / 36 / 32
Link - 19 / 49 / 42
Lucario - 18 / 47 / 40
Lucas - 17 / 44 / 38
Luigi - 18 / 46 / 39
Mario - 18 / 46 / 40
Marth - 16 / 41 / 35
Meta Knight - 15 / 37 / 32
Mr. Game & Watch - 14 / 35 / 31
Ness - 17 / 44 / 38
Olimar - 15 / 38 / 33
Peach - 17 / 42 / 37
Pikachu - 15 / 37 / 32
Pit - 17 / 44 / 38
R.O.B. - 20 / 50 / 43
Samus - 20 / 50 / 44
Sheik - 16 / 40 / 35
Snake - 21 / 53 / 46
Sonic - 18 / 45 / 39
Squirtle - 14 / 35 / 31
Toon Link - 17 / 43 / IASA
Wario - 20 / 50 / 43
Wolf - 19 / 48 / 41
Yoshi - 20 / 50 / 43
Zelda - 16 / 40 / 35
Zero Suit Samus - 15 / 38 / 33
Down Throw
Bowser - 45 / 69 / 60
Captain Falcon - 39 / 60 / 52
Charizard - 41 / 63 / 55
Diddy Kong - 35 / 53 / 47
Donkey Kong - 43 / 66 / 58
Falco - 31 / 47 / 42
Fox - 30 / 46 / 41
Ganondorf - 41 / 63 / 55
Ice Climbers - 35 / 53 / 47
Ike - 39 / 60 / 53
Ivysaur - 37 / 57 / 50
Jigglypuff - 26 / 39 / 35
King Dedede - 42 / 65 / 56
Kirby - 30 / 45 / 40
Link - 39 / 60 / 52
Lucario - 37 / 57 / 50
Lucas - 35 / 54 / 48
Luigi - 36 / 56 / 49
Mario - 37 / 56 / 50
Marth - 33 / 50 / 44
Meta Knight - 30 / 45 / 40
Mr. Game & Watch - 28 / 43 / 38
Ness - 35 / 54 / 48
Olimar - 31 / 47 / 42
Peach - 34 / 52 / 46
Pikachu - 30 / 45 / 40
Pit - 35 / 54 / 48
R.O.B. - 40 / 61 / 53
Samus - 40 / 62 / 54
Sheik - 32 / 49 / 43
Snake - 42 / 65 / 57
Sonic - 36 / 55 / 48
Squirtle - 28 / 43 / 38
Toon Link - 35 / 53 / 47
Wario - 40 / 61 / 54
Wolf - 38 / 58 / 51
Yoshi - 40 / 61 / 54
Zelda - 32 / 49 / 43
Zero Suit Samus - 31 / 47 / 41
Revived thread is revived. Procrastinating EA is procrastinating. Wow I'm so lazy...
Excluding anything I posted previously in this thread, here's everything I can think of that's both relevant and not in the OP...
RUNNING
Initial Dash
Total - 21
F-Roll Cancel: 1-6
Dashdance: 2-7
Reverse Initial Dash
[Must hold back for 2 frames or will not dash]
Total - 22
B-Roll Cancel - 1-2
F-Roll Cancel - 3-7
Dashdance: 3-8
JUMPING
"Duration" refers to how long it takes to jump and land, excluding landing lag, and doing no other actions.
Jump
Startup - 1-4
IASA - 4
Short Hop Duration - 47
Full Jump Duration - 71
Ledge Jump
Startup - 40
Invincibility - 1-15
IASA - 16
Duration - 84
Ledge Jump (100%)
Startup - 49
Invincibility - 1-19
IASA - 20
Duration - 88
Double Jump
Startup - 1
IASA - 1 (Will not double jump if canceled on frame 1)
Duration - 68 (Used on first IASA frame of the jump)
Soft Fall Lag - 15
Soft Fall IASA - 3
Hard Fall Lag - 30
Hard Fall IASA - 5
[A Soft Fall landing happens when the distance between the jump's peak and the ground landed on is very slightly shorter than the height of one Stage Builder block or less]
SITUATIONAL ATTACKS
Wakeup Attack Face-Up
Total - 49
IASA - 50
Hitbox 1 - 6-11
Hitbox 2 - 22-27
Invincibility - 1-27
Wakeup Attack Face-Down
Total - 49
IASA - 50
Hitbox 1 - 19-20
Hitbox 2 - 25-26
Invincibility - 1-26
Ledge Attack
Total - 54
IASA - 55
Hitbox - 27-30
Invincibility - 1-25
Ledge Attack (100%)
Total - 69
IASA - 70
Hitbox - 39-42
Invincibility - 1-42
Dash Attack
Total - 45
IASA - 42
Hitbox - 11-12
Also, here's some redone stuff. Updated Grabs and Jab, and added other grab stuff like grab releases.
GRABS
Grab
Total - 29
IASA - 30
Hitbox - 6-7
Dash Grab
Total - 39
IASA - 40
Hitbox - 8-9
Pivot Grab
Total - 39
IASA - 40
Hitbox - 8-9
Grab Landed
Total - 13
IASA - 2
Grab Attack
[Hits non-grabbed opponents]
Total - 27
IASA - 19
Hitbox - 11
Grab Release
Total - 29
IASA - 30
Grab Release (Recieved)
Total - 30
IASA - 31
Aerial Grab Release
Total - 29
IASA - 30
Aerial Grab Release (Recieved)
Total - 50
IASA - 51
NORMAL ATTACKS
Jab
Total - 30
IASA - 28
Hitbox - 4-7
Jab-2 Cancel - 11-30
Auto Jab-2 - 19
Jab-2
Total - 31
IASA - 21
Hitbox - 3-5
Frame-perfect, you could powershield with both climbers if you press shield one frame before the MK starts the DSmash.
Icies shield frame 0 (1 frame before DSmash starts), Powershield frame 5, MK can act on frame 42.
Powershielding IASA is on frame 4+shieldstun+1. So in MK DSmash's case, frame 9.