From SmashWiki, the Super Smash Bros. wiki
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| {{competitive expertise}} | | {{competitive expertise}} |
| ==Overview== | | ==Overview== |
| | Each of the duo performs an outward overhead mallet swing. While it would normally be too slow to be much good as an out of shield option, this problem is lessened for the Ice Climbers, specifically, since the additional lag that comes from hitting two different shields can keep the opponent stuck in place longer than usual, which buys the climbers some extra time to punish. What's more, it hits pretty hard, and covers them on all sides, so it can be made a very respectable out of shield option in situations where the unimpressive speed has been rendered a nonissue. |
| | |
| ==Hitboxes== | | ==Hitboxes== |
| ===Leader=== | | ===Leader=== |
Revision as of 14:14, May 11, 2024
Hitbox visualization showing Popo's up smash.
Hitbox visualization showing Nana's up smash.
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This article or section may require competitive expertise. You can discuss this issue on the talk page or edit this page to improve it.
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Overview
Each of the duo performs an outward overhead mallet swing. While it would normally be too slow to be much good as an out of shield option, this problem is lessened for the Ice Climbers, specifically, since the additional lag that comes from hitting two different shields can keep the opponent stuck in place longer than usual, which buys the climbers some extra time to punish. What's more, it hits pretty hard, and covers them on all sides, so it can be made a very respectable out of shield option in situations where the unimpressive speed has been rendered a nonissue.
Hitboxes
Leader
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
|
0 |
0 |
0 |
11.0% |
0 |
|
Standard |
50 |
105 |
0 |
|
3.0 |
havel |
-0.8 |
0.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
1 |
0 |
0 |
11.0% |
0 |
|
Standard |
50 |
105 |
0 |
|
3.0 |
havel |
-0.8 |
3.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
2 |
0 |
0 |
11.0% |
0 |
|
Standard |
50 |
105 |
0 |
|
4.0 |
havel |
-0.8 |
7.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
3 |
0 |
0 |
9.0% |
0 |
|
Standard |
50 |
105 |
0 |
|
3.0 |
top |
0.0 |
9.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
Partner
The hitboxes with a "top" bone have two possible X offsets depending on whether the partner is facing right or left (respectively), preventing issues with the Z-axis.
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
|
Early hit
|
0 |
0 |
0 |
8.25% |
0 |
|
Standard |
50 |
126 |
0 |
|
3.0 |
top |
3.0 or -3.0 |
12.0 |
4.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
1 |
0 |
0 |
8.25% |
0 |
|
Standard |
50 |
126 |
0 |
|
3.0 |
top |
3.0 or -3.0 |
10.0 |
5.5 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
2 |
0 |
0 |
8.25% |
0 |
|
Standard |
50 |
126 |
0 |
|
4.0 |
top |
2.0 or -2.0 |
7.0 |
8.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
3 |
0 |
0 |
6.75% |
0 |
|
Standard |
50 |
126 |
0 |
|
3.0 |
top |
3.0 or -3.0 |
9.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
Mid hit
|
0 |
0 |
0 |
8.25% |
0 |
|
Standard |
50 |
126 |
0 |
|
3.0 |
havel |
0.8 |
0.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
1 |
0 |
0 |
8.25% |
0 |
|
Standard |
50 |
126 |
0 |
|
3.0 |
havel |
0.8 |
3.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
2 |
0 |
0 |
8.25% |
0 |
|
Standard |
50 |
126 |
0 |
|
4.0 |
havel |
0.8 |
7.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
3 |
0 |
0 |
6.75% |
0 |
|
Standard |
50 |
126 |
0 |
|
3.0 |
top |
3.0 or -3.0 |
9.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
Late hit
|
0 |
0 |
0 |
8.25% |
0 |
|
Standard |
50 |
126 |
0 |
|
3.0 |
havel |
3.8 |
1.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
1 |
0 |
0 |
8.25% |
0 |
|
Standard |
50 |
126 |
0 |
|
3.0 |
havel |
3.8 |
4.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
2 |
0 |
0 |
8.25% |
0 |
|
Standard |
50 |
126 |
0 |
|
4.0 |
havel |
2.8 |
8.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
3 |
0 |
0 |
6.75% |
0 |
|
Standard |
50 |
126 |
0 |
|
3.0 |
top |
3.0 or -3.0 |
9.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
Latest hit
|
0 |
0 |
0 |
8.25% |
0 |
|
Standard |
50 |
126 |
0 |
|
3.0 |
havel |
4.8 |
1.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
1 |
0 |
0 |
8.25% |
0 |
|
Standard |
50 |
126 |
0 |
|
3.0 |
havel |
4.8 |
4.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
2 |
0 |
0 |
8.25% |
0 |
|
Standard |
50 |
126 |
0 |
|
4.0 |
havel |
3.8 |
8.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
3 |
0 |
0 |
6.75% |
0 |
|
Standard |
50 |
126 |
0 |
|
3.0 |
top |
3.0 or -3.0 |
9.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Punch |
|
All |
All |
|
|
|
|
|
|
Timing
Charges between
|
7-8
|
Leader
|
12-17
|
Partner (early, mid, late, latest)
|
12, 13-14, 15, 16-17
|
Interruptible
|
50
|
Animation length
|
61
|