This article is about the hitbox visualization in Super Smash Bros. Ultimate . For the move itself, see Squall Hammer .
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Hitbox visualizations Edit
Leader
Partner
Singular
Dual
Singular (leader) Edit
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
Front hits 1-5
0
0
0
1.3%
0
Forward
25
95
0
3.5
top
0.0
7.5
3.0
0.7×
1.3×
0%
Kick
All
All
1
0
0
1.3%
0
Forward
13
95
0
4.0
top
0.0
8.0
8.5
0.7×
1.3×
0%
Kick
All
All
Back hits 1-5
2
0
0
1.3%
0
Standard
25
95
0
3.5
top
0.0
7.5
-3.0
0.7×
1.3×
0%
Kick
All
All
3
0
0
1.3%
0
Standard
13
95
0
4.0
top
0.0
8.0
-8.5
0.7×
1.3×
0%
Kick
All
All
Final hit
0
0
0
2.0%
0
Forward
50
100
0
3.5
top
0.0
7.5
4.0
1.0×
1.5×
0%
Kick
All
All
1
0
0
2.0%
0
Forward
50
100
0
5.0
top
0.0
8.0
10.0
1.0×
1.5×
0%
Kick
All
All
Singular (partner) Edit
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
Front hits 1-5
0
0
0
0.975%
0
Forward
25
95
0
3.5
top
0.0
7.5
3.0
0.7×
1.3×
0%
Kick
All
All
1
0
0
0.975%
0
Forward
13
95
0
4.0
top
0.0
8.0
8.5
0.7×
1.3×
0%
Kick
All
All
Back hits 1-5
2
0
0
0.975%
0
Standard
25
95
0
3.5
top
0.0
7.5
-3.0
0.7×
1.3×
0%
Kick
All
All
3
0
0
0.975%
0
Standard
13
95
0
4.0
top
0.0
8.0
-8.5
0.7×
1.3×
0%
Kick
All
All
Final hit
0
0
0
1.5%
0
Forward
50
100
0
3.5
top
0.0
7.5
4.0
1.0×
1.5×
0%
Kick
All
All
1
0
0
1.5%
0
Forward
50
100
0
5.0
top
0.0
8.0
10.0
1.0×
1.5×
0%
Kick
All
All
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
Hits 1-7
0
0
0
2.2%
0
Forward
25
60
0
3.5
top
0.0
7.5
4.5
0.7×
1.3×
0%
Kick
All
All
1
0
0
2.2%
0
Forward
13
60
0
4.5
top
0.0
8.0
10.0
0.7×
1.3×
0%
Kick
All
All
2
0
0
2.2%
0
Standard
25
50
0
3.5
top
0.0
7.5
-4.0
0.7×
1.3×
0%
Kick
All
All
3
0
0
2.2%
0
Standard
13
50
0
4.0
top
0.0
8.0
-10.0
0.7×
1.3×
0%
Kick
All
All
Final hit (early)
0
0
0
4.0%
0
Standard
50
140
0
5.0
top
0.0
6.0 to 12.0
10.0
1.5×
1.0×
0%
Kick
All
All
1
0
0
4.0%
0
Standard
50
140
0
5.0
top
0.0
6.0 to 12.0
-10.0
1.5×
1.0×
0%
Kick
All
All
Final hit (late)
0
0
0
4.0%
0
Standard
50
140
0
7.0
top
0.0
12.0
4.0 to -4.0
1.5×
1.0×
0%
Kick
All
All
In the air, the move enables ledge grabs from both sides starting on frame 56.
Front hits 1-5
10, 15, 21, 28, 37
Back hits 1-5
13, 18, 24, 32, 42
Final hit
49-50
Interruptible (grounded)
78
Animation length
94
In the air, the move enables ledge grabs from both sides starting on frame 58.
Hits 1-7
10, 14, 18, 23, 28, 34, 40
Final hit (early, late)
51, 52
Interruptible (grounded)
78
Animation length
83
Helplessness landing Edit
Interruptible
30
Animation length
37
Parameters Edit
The move alters the Ice Climbers' physics until frame 51 for a singular attack, and frame 53 for a dual attack, period during which it can also gain height by pressing the special move button.
Maximum distance between climbers to attack together
30
Initial horizontal speed
0.8 (grounded) 1 (aerial)
Horizontal acceleration by input
0.12 (grounded) 0.08 (aerial)
Minimum stick sensitivity for acceleration
0.25
Horizontal speed modifier on slopes
0.25
Speed multiplier when bouncing off wall
0.5
Minimum speed when bouncing off wall
0.4
Maximum horizontal speed
1.1 (grounded) 1.3 (aerial)
Initial upward speed in the air
0.6 (singular) 1.2 (dual)
Gravity
0.1
Falling speed
2.8
Added upward speed via button press
0.8 (singular) 1 (dual)
Delay between button presses
10 frames
Navigation