Ice Climbers

127 moves59 changed by HDR68 vanillainternal iceclimber
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-5245°0 / 100-204280, 1, 2, 3top
4-52Sakurai30 / 15-204top
hdr
Jab
4-5245°0 / 10040, 1, 2, 3top
4-52Sakurai30 / 154top
vanilla
Jab
4-53.545°60 / 95-224300, 1, 2top

Dash Attack

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
11-14970°90 / 40-2211400, 1havel, shoulderl
hdr☆‡
Dash Attack
11-14970°90 / 40110, 1havel, shoulderl

Tilt Attacks

11 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
9-108Sakurai30 / 110-179330, 1, 2havel
hdr
Forward Tilt
9-108Sakurai30 / 11090, 1, 2havel
hdr
Forward Tilt
9-108Sakurai30 / 11090, 1, 2havel
hdr
Forward Tilt
9-108Sakurai30 / 110-179330, 1, 2havel
vanilla
Forward Tilt
9-109Sakurai30 / 100-179330, 1, 2havel
hdr
Up Tilt
7-81125°75 fixed-337430top
9-250.5110°15 / 20-310, 1havel
27490°47 / 95-110, 1top
hdr☆‡
Up Tilt
7-81125°75 fixed70top
9-250.5110°15 / 200, 1havel
27490°47 / 950, 1top
hdr
Down Tilt
7-9675°40 / 95-177300, 1havel
7-9685°40 / 95-172havel
hdr☆‡
Down Tilt
7-9675°40 / 9570, 1havel
7-9685°40 / 952havel
hdr
AttackSlw
9-108Sakurai30 / 11090, 1, 2havel
hdr
AttackSlw_Nana
9-108Sakurai30 / 11090, 1, 2havel

Smash Attacks

9 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
101150°50 / 110-2910480havel
11-1212.5Sakurai50 / 110-280havel
1311Sakurai50 / 110-260top
hdr☆‡
Forward Smash
101150°50 / 110100havel
11-1212.5Sakurai50 / 1100havel
1311Sakurai50 / 1100top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
9-151183°50 / 110-299470, 1, 2havel
9-15983°50 / 110-313top
hdr☆‡
Up Smash
9-151183°50 / 11090, 1, 2havel
9-15983°50 / 1103top
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
7-121240°50 / 110-257411, 2havel
hdr
Down Smash
7-121240°50 / 11071, 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 / 10061-5, 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 / 54181-3, 49–0havel
18-211270°40 / 1001havel
18-211170°40 / 1002havel
hdr
Back Air
8-119Sakurai25 / 134-383691-7, 19–0, 1, 2havel
hdr
Back Air
8-119Sakurai25 / 13481-7, 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 / 14071-6, 36–0havel
7-29770°10 / 1401, 2havel
10-29770°10 / 1400havel
hdr
Down Air
5-391065°80 / 41-6563 (on hit: +23)131-3, 54–0havel
hdr☆‡
Down Air
5-391065°80 / 4151-3, 54–0havel

Special Attacks

25 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Neutral Special
18-21980°80 / 60-3118560havel
hdr
Neutral Special
18-21980°80 / 60180havel
hdr
Neutral Special
18-21980°80 / 60-3118560havel
hdr
Neutral Special
18-21980°80 / 60180havel
hdr
Side Special
10, 13, 15, 18, 21, 24, 28, 32, 37, 421.325°25 / 95-6510780top
49-502Sakurai50 / 100-250, 1top
hdr
Side Special
10, 14, 18, 23, 28, 34, 402.225°25 / 60-6410780top
10, 14, 18, 23, 28, 34, 402.225°25 / 50-641top
51470°50 / 140-220, 1top
52470°50 / 140-210top
SpecialS2Nana vanilla
Side Special
no hitboxes78
hdr
Side Special
10, 13, 15, 18, 21, 24, 28, 32, 37, 420.97525°25 / 95100top
49-501.5Sakurai50 / 1000, 1top
hdr
Side Special
10, 13, 15, 18, 21, 24, 28, 32, 37, 421.325°25 / 95-8310960top
49-502Sakurai50 / 100-430, 1top
hdr
Side Special
10, 14, 18, 23, 28, 34, 402.225°25 / 60-7010840top
10, 14, 18, 23, 28, 34, 402.225°25 / 50-701top
51470°50 / 140-280, 1top
52470°50 / 140-270top
SpecialAirS2Nana vanilla
Side Special
no hitboxes84
hdr
Side Special
10, 13, 15, 18, 21, 24, 28, 32, 37, 420.97525°25 / 95100top
49-501.5Sakurai50 / 1000, 1top
vanilla•‡
Up Special
no hitboxes14
vanilla
Up Special
no hitboxes43
vanilla
Up Special
no hitboxes60
SpecialHiThrow2Cancel vanilla
Up Special
no hitboxes60
SpecialHiStartNana vanilla
Up Special
no hitboxes15
vanilla
Up Special
1-181680°60 / 60-481600head
SpecialHiThrow2Nana vanilla
Up Special
no hitboxes60
vanilla•‡
Up Special
no hitboxes14
vanilla
Up Special
no hitboxes46
SpecialAirHiThrow2 vanilla
Up Special
no hitboxes60
SpecialAirHiStartNana vanilla
Up Special
no hitboxes15
vanilla
Down Special
spawns blizzard1685
vanilla
Down Special
spawns blizzard1685

Grabs

11 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-9– / –350grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11Sakurai30 fixed-3170top
CatchCut vanilla
Grab
no hitboxes30
hdr☆‡
Grab
7-9– / –0grab
hdr
Pummel
11Sakurai30 fixed10top
hdr☆‡
Dash Grab
10-11– / –0grab
hdr☆‡
Pivot Grab
10-11– / –0grab
hdr
Dash Grab
10-11– / –480grab
hdr
Pivot Grab
10-11– / –410grab

Throws

12 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1542°70 / 602550250
1-233Sakurai40 / 1000
243Sakurai50 / 60-220top
ThrowFNana vanilla
Forward Throw
no hitboxes50
hdr
Forward Throw
1542°70 / 60250
1-233Sakurai40 / 1000
243Sakurai50 / 600top
hdr
Back Throw
1660°80 / 301840220
1-393Sakurai40 / 1000
ThrowBNana vanilla
Back Throw
no hitboxes40
hdr
Back Throw
1660°80 / 30180
1+3Sakurai40 / 1000
hdr
Up Throw
1588°120 / 263561260
1-323Sakurai40 / 1000
33-34370°75 / 60-240, 1havel
ThrowHiNana vanilla
Up Throw
no hitboxes53
hdr☆‡
Up Throw
1588°120 / 26350
1-323Sakurai40 / 1000
33-34370°75 / 600, 1havel
hdr
Down Throw
1672°45 / 1203756190
1-553Sakurai40 / 1000
ThrowLwNana vanilla
Down Throw
no hitboxes50
hdr☆‡
Down Throw
1672°45 / 120370
1+3Sakurai40 / 1000

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
EscapeB vanilla
Back Roll
intangible 4–1334
hdr
Air Dodge
intangible 4–265810
hdr
Air Dodge
intangible 4–265810
vanilla
Ledge Attack
24-26845°90 / 20-2524560top
vanilla
Get-Up Attack
19-20748°80 / 48-2119460top
24-25748°80 / 48-160top
vanilla
Get-Up Attack
19-20748°80 / 48-2119460top
24-25748°80 / 48-160top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes30
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes30
vanilla
DownBoundD
no hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes30
DownForwardD vanilla
Get-Up Roll
no hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes36
Passive vanilla
Tech
no hitboxes27
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes20
PassiveWallJump vanilla
Tech
no hitboxes40
PassiveCeil vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes29
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes35
CliffEscape hdr
Ledge Roll
no hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes16
hdr
Ledge Jump
no hitboxes25

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes8

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
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
  • 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
  • FAF is HDR's runtime calculation rather than a param: the air dodge stalls for 28 frames and ends once the fighter has fallen 35 units, so it follows their gravity and fall speed.Air Dodge, Air Dodge (Directional)
  • 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
  • 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.