Ice Climbers

127 moves59 changed by HDR68 vanillainternal iceclimber
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-5245°0 / 100-8416–0, 1, 2, 3top
4-52Sakurai30 / 15-84top
hdr☆
Jab
4-5245°0 / 100–4––0, 1, 2, 3top
4-52Sakurai30 / 15–4top
vanilla
Jab
4-53.545°60 / 95-13421–0, 1, 2top

Dash Attack

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Dash Attack
11-14970°90 / 40-221140–0, 1havel, shoulderl
hdr☆‡
Dash Attack
11-14970°90 / 40–11––0, 1havel, shoulderl

Tilt Attacks

11 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
9-108Sakurai30 / 110-17933–0, 1, 2havel
hdr☆
Forward Tilt
9-108Sakurai30 / 110–9––0, 1, 2havel
hdr☆
Forward Tilt
9-108Sakurai30 / 110–9––0, 1, 2havel
hdr
Forward Tilt
9-108Sakurai30 / 110-17933–0, 1, 2havel
vanilla
Forward Tilt
9-109Sakurai30 / 100-17933–0, 1, 2havel
hdr‡
Up Tilt
7-81125°75 fixed-33743–0top
9-250.5110°15 / 20-310, 1havel
27490°47 / 95-110, 1top
hdr☆‡
Up Tilt
7-81125°75 fixed–7––0top
9-250.5110°15 / 20–0, 1havel
27490°47 / 95–0, 1top
hdr‡
Down Tilt
7-9675°40 / 95-17730–0, 1havel
7-9685°40 / 95-172havel
hdr☆‡
Down Tilt
7-9675°40 / 95–7––0, 1havel
7-9685°40 / 95–2havel
hdr☆
AttackSlw
9-108Sakurai30 / 110–9––0, 1, 2havel
hdr☆
AttackSlw_Nana
9-108Sakurai30 / 110–9––0, 1, 2havel

Smash Attacks

9 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr‡
Forward Smash
101150°50 / 110-331052–0havel
11-1212.5Sakurai50 / 110-320havel
1311Sakurai50 / 110-300top
hdr☆‡
Forward Smash
101150°50 / 110–10––0havel
11-1212.5Sakurai50 / 110–0havel
1311Sakurai50 / 110–0top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr‡
Up Smash
9-151183°50 / 110-34952–0, 1, 2havel
9-15983°50 / 110-363top
hdr☆‡
Up Smash
9-151183°50 / 110–9––0, 1, 2havel
9-15983°50 / 110–3top
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr◆
Down Smash
7-121240°50 / 110-27743–1, 2havel
hdr☆
Down Smash
7-121240°50 / 110–7––1, 2havel

Aerial Attacks

10 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
6-237Sakurai20 / 100-364681-5, 30–0, 1, 2, 3shoulderl, havel
hdr☆
Neutral Air
6-237Sakurai20 / 100–6––1-5, 30–0, 1, 2, 3shoulderl, havel
hdr
Forward Air
18-2112285°30 / 54-21857101-3, 49–0havel
18-211270°40 / 100-21havel
18-211170°40 / 100-22havel
hdr☆
Forward Air
18-2112285°30 / 54–18––1-3, 49–0havel
18-211270°40 / 100–1havel
18-211170°40 / 100–2havel
hdr
Back Air
8-119Sakurai25 / 134-383291-7, 19–0, 1, 2havel
hdr☆
Back Air
8-119Sakurai25 / 134–8––1-7, 19–0, 1, 2havel
hdr◆‡
Up Air
7-9970°10 / 140-6736121-6, 36–0havel
7-29770°10 / 140-71, 2havel
10-29770°10 / 140-70havel
hdr☆‡
Up Air
7-9970°10 / 140–7––1-6, 36–0havel
7-29770°10 / 140–1, 2havel
10-29770°10 / 140–0havel
hdr‡
Down Air
5-391065°80 / 41-6563 (on hit: +23)131-3, 54–0havel
hdr☆‡
Down Air
5-391065°80 / 41–5––1-3, 54–0havel

Special Attacks

25 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Neutral Special
18-21980°80 / 60-311856–0havel
hdr☆
Neutral Special
18-21980°80 / 60–18––0havel
hdr•
Neutral Special
18-21980°80 / 60-101856160havel
hdr☆•
Neutral Special
18-21980°80 / 60-1018–160havel
hdr
Side Special
10, 13, 15, 18, 21, 24, 28, 32, 37, 421.325°25 / 95-651078–0top
49-502Sakurai50 / 100-250, 1top
hdr
Side Special
10, 14, 18, 23, 28, 34, 402.225°25 / 60-641078–0top
10, 14, 18, 23, 28, 34, 402.225°25 / 50-641top
51470°50 / 140-220, 1top
52470°50 / 140-210top
vanilla
Side Special
no hitboxes–78––
hdr☆
Side Special
10, 13, 15, 18, 21, 24, 28, 32, 37, 420.97525°25 / 95–10––0top
49-501.5Sakurai50 / 100–0, 1top
hdr
Side Special
10, 13, 15, 18, 21, 24, 28, 32, 37, 421.325°25 / 95-831096–0top
49-502Sakurai50 / 100-430, 1top
hdr
Side Special
10, 14, 18, 23, 28, 34, 402.225°25 / 60-701084–0top
10, 14, 18, 23, 28, 34, 402.225°25 / 50-701top
51470°50 / 140-280, 1top
52470°50 / 140-270top
vanilla•
Side Special
no hitboxes–84––
hdr☆
Side Special
10, 13, 15, 18, 21, 24, 28, 32, 37, 420.97525°25 / 95–10––0top
49-501.5Sakurai50 / 100–0, 1top
vanilla•‡
Up Special
no hitboxes–14––
vanilla
Up Special
no hitboxes–43––
vanilla•
Up Special
no hitboxes–60––
SpecialHiThrow2Cancel vanilla•
Up Special
no hitboxes–60––
vanilla•
Up Special
no hitboxes–15––
vanilla
Up Special
1-181680°60 / 60-48160–0head
vanilla•
Up Special
no hitboxes–60––
vanilla•‡
Up Special
no hitboxes–1427–
vanilla•
Up Special
no hitboxes–4627–
SpecialAirHiThrow2 vanilla•
Up Special
no hitboxes–6027–
vanilla•
Up Special
no hitboxes–1527–
vanilla➔
Down Special
spawns blizzard1685––
vanilla➔
Down Special
spawns blizzard1685––

Grabs

11 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-9––– / –––35–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr☆‡
Grab
7-9––– / –––––0grab
hdr☆
Pummel
11Sakurai30 fixed–1––0top
hdr☆‡
Dash Grab
10-11––– / –––––0grab
hdr☆‡
Pivot Grab
10-11––– / –––––0grab
hdr‡
Dash Grab
10-11––– / –––46–0grab
hdr‡
Pivot Grab
10-11––– / –––40–0grab

Throws

12 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1545°70 / 60–2550250–
1-233Sakurai40 / 100–0–
243Sakurai50 / 60–0top
ThrowFNana vanilla◆
Forward Throw
no hitboxes–1––
hdr☆
Forward Throw
1545°70 / 60–25––0–
1-233Sakurai40 / 100–0–
243Sakurai50 / 60–0top
hdr
Back Throw
1660°80 / 30–1840220–
1-393Sakurai40 / 100–0–
ThrowBNana vanilla
Back Throw
no hitboxes–1––
hdr☆
Back Throw
1660°80 / 30–18––0–
1+3Sakurai40 / 100–0–
hdr‡
Up Throw
1588°120 / 26–3561260–
1-323Sakurai40 / 100–0–
33-34370°75 / 60–0, 1havel
ThrowHiNana vanilla◆
Up Throw
no hitboxes–1––
hdr☆‡
Up Throw
1588°120 / 26–35––0–
1-323Sakurai40 / 100–0–
33-34370°75 / 60–0, 1havel
hdr‡
Down Throw
1680°45 / 120–3756190–
1-553Sakurai40 / 100–0–
ThrowLwNana vanilla
Down Throw
no hitboxes–1––
hdr☆‡
Down Throw
1680°45 / 120–37––0–
1+3Sakurai40 / 100–0–

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla•
Spot Dodge
intangible 3–15–27––
vanilla•
Forward Roll
intangible 4–13–34––
EscapeB vanilla•
Back Roll
intangible 4–13–34––
hdr•
Air Dodge
intangible 4–26–5910–
hdr•
Air Dodge
intangible 4–26–5910–
vanilla
Ledge Attack
24-26845°90 / 20-272458–0top
vanilla
Get-Up Attack
19-20748°80 / 48-271952–0top
24-25748°80 / 48-220top
vanilla
Get-Up Attack
19-20748°80 / 48-271952–0top
24-25748°80 / 48-220top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–26––
DownWaitU vanilla•
DownWaitU
no hitboxes––––
DownDamageU vanilla•
DownDamageU
no hitboxes–14––
DownDamageU3 vanilla•
DownDamageU3
no hitboxes–40––
vanilla
DownEatU
no hitboxes–30––
DownStandU vanilla
Get-Up
no hitboxes–33––
DownForwardU vanilla
Get-Up Roll
no hitboxes–38––
DownBackU vanilla
Get-Up Roll
no hitboxes–38––
DownSpot vanilla
DownSpot
no hitboxes–30––
vanilla
DownBoundD
no hitboxes–26––
DownWaitD vanilla•
DownWaitD
no hitboxes––––
DownDamageD vanilla•
DownDamageD
no hitboxes–14––
DownDamageD3 vanilla•
DownDamageD3
no hitboxes–40––
vanilla
DownEatD
no hitboxes–30––
DownStandD vanilla
Get-Up
no hitboxes–30––
DownForwardD vanilla
Get-Up Roll
no hitboxes–38––
DownBackD vanilla
Get-Up Roll
no hitboxes–38––
Passive vanilla
Tech
no hitboxes–29––
PassiveStandF vanilla
Tech
no hitboxes–43––
PassiveStandB vanilla
Tech
no hitboxes–43––
PassiveWall vanilla•
Tech
no hitboxes–20––
PassiveWallJump vanilla•
Tech
no hitboxes–40––
PassiveCeil vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–29––
vanilla
Ledge Grab
intangible 1–29–20––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–37––
CliffEscape hdr✕
Ledge Roll
no hitboxes–52––
vanilla•‡
Ledge Jump
no hitboxes–13––
hdr•
Ledge Jump
no hitboxes–25––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–12––

Projectiles & Articles

6 articles

Spawned objects carry their own hitboxes. Some moves put all of their damage here and none on the fighter, so this is where their numbers live. Frames count from the article appearing, not from the input.

Blizzard

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Fly
1-21.8Sakurai10 / 600top
3-41Sakurai10 / 600top
5+0.5Sakurai10 / 200top

Condor

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Main
1+545°40 / 1570, 1top

Iceberg Wind

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Main
1+020°50 / 900, 3, 4top
1+040°50 / 905top

Iceberghit

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Main
1-511385°150 / 300tophit
1+765°80 / 1371, 2top
52+1185°60 / 1070tophit

Iceshot

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Shoot
13.5Sakurai5 / 500top
2+3.5Sakurai5 / 500top

Whitebear

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Main
1+1650°60 / 770, 1body, head

Attributes

Weight & Size

Weight
88
Jostle Weight
5.2
Shield Radius
10.6

Ground Movement

Walk Speed
0.95
Walk Accel (mul)
0.089
Walk Accel (add)
0.105
Initial Dash
1.4
Run Speed
1.4
Run Accel (mul)
0.05
Run Accel (add)
0.02
Traction
0.035

Jumps

Jumpsquat
4
Jump Initial Y
9.7132
Full Hop Height
34.69
Short Hop Height
14.75
Air Jump Height
34.69
Jump Count
2
Horizontal Jump Speed
1.4

Air Movement

Air Speed
0.83
Air Accel (add)
0.02
Air Accel (mul)
0.027
Air Friction
0.02
Gravity
0.1
Fall Speed
1.61

Landing Lag

Nair
8
Fair
10
Bair
9
Uair
12
Dair
13
Empty Landing
4
Heavy Landing
4

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (55 -> 43 frames).Down Smash
  • HDR replaces the animation (46 -> 54 frames).Up Air
  • HDR replaces the animation (69 -> 65 frames).ThrowFNana, ThrowHiNana
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Dash Attack, AttackDash_Nana, Up Tilt, AttackHi3_Nana, Down Tilt, AttackLw3_Nana, Forward Smash, AttackS4_Nana, Up Smash, AttackHi4_Nana, Up Air, AttackAirHi_Nana, Down Air, AttackAirLw_Nana, Up Special (Start), Up Special (Air, Start), Grab, Catch_Nana, CatchDash_Nana, CatchTurn_Nana, Dash Grab, Pivot Grab, Up Throw, ThrowHi_Nana, Down Throw, ThrowLw_Nana, CliffJump1
☆Added by HDR, reusing an animation chosen at runtime, so FAF cannot be derived.
  • Attack11_Nana, AttackDash_Nana, AttackS3_Nana, AttackS3Hi_Nana, AttackHi3_Nana, AttackLw3_Nana, AttackS4_Nana, AttackHi4_Nana, AttackLw4_Nana, AttackAirN_Nana, AttackAirF_Nana, AttackAirB_Nana, AttackAirHi_Nana, AttackAirLw_Nana, Neutral Special ( Nana), Neutral Special (Air, Nana), Side Special (1 Nana), Side Special (Air, 1 Nana), Catch_Nana, CatchAttack_Nana, CatchDash_Nana, CatchTurn_Nana, ThrowF_Nana, ThrowB_Nana, ThrowHi_Nana, ThrowLw_Nana, AttackSlw, AttackSlw_Nana
✕HDR removes this move’s hitboxes.
  • CliffEscape
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Blizzard — see Projectiles & Articles below.Down Special, Down Special (Air)
•Other notes.
  • FAF here is the animation's length: the motion list sets no cancel frame for this action, so the true actionable frame may be earlier.AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Side Special (Air, 2Nana), Up Special (Start), Up Special (Throw2), Up Special (Throw2Cancel), Up Special (StartNana), Up Special (Throw2Nana), Up Special (Air, Start), Up Special (Air, Throw), Up Special (Air, Throw2), Up Special (Air, StartNana), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Landing lag is 16 frames, from `param_special_n.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Neutral Special (Air), Neutral Special (Air, Nana)
  • Landing lag is 27 frames, from `param_special_hi.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Up Special (Air, Start), Up Special (Air, Throw), Up Special (Air, Throw2), Up Special (Air, StartNana)
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
  • Intangible on frames 3-15.Spot Dodge
  • Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
  • Intangible on frames 4-13.Forward Roll, Back Roll
  • Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
  • Timing from fighter_param_motion (escape_air_cancel_frame), not the animation.Air Dodge
  • Intangible on frames 4-26.Air Dodge, Air Dodge (Directional)
  • Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
  • Timing from fighter_param_motion (escape_air_slide_cancel_frame), not the animation.Air Dodge (Directional)
  • Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)
  • Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Shield

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.