Ice Climbers

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Nana's data is in parentheses. In general, when both Climbers are together, the AI's attacks land seven frames later. The Climbers share frame data on attacks, but if one climber hits something, the other will delay their attack, essentially sharing in the hitlag in order to stay at a comparable level of desync.

Ground Attacks

Jab 1
4
27
--
Transitions to Jab 2 as early as frame 10.
2.0(1.5)
6(6)
3(3)
--
-20(-15)
4—5
Jab 2
4
29
--
--
3.5(2.6)
9(9)
4(4)
--
-21(-12)
4—5
Forward Tilt
9
29
--
--
9.0(6.7)
7(6)
9(7)
--
-14(-10)
9—10
Up Tilt
8/11/14/17/20/23/27
48
--
--
0.8/4.5(0.6/3.0)
4/11(4/10)
2/5(2/4)
--
-16(-10)
8—9/11—12/14—15/17—18/20—21/23—24/27
Down Tilt
8
30
--
--
6.0(4.5)
6(5)
6(5)
--
-16(-10)
8—11
Dash Attack
11
41
--
--
6.0(4.5)
6(5)
6(5)
--
-24(-18)
11—14
Forward Smash
11
46
--
Charge hold is frame 4
12.0(9.0)
9(7)
8(7)
--
-27(-22)
11—13
Up Smash
12
49
--
Charge hold is frame 7
11.0(8.2)
8(7)
8(6)
--
-29(-24)
12—17
Down Smash
9/16
40
--
Charge hold is frame 4
13.0(9.7)
9/8
9/7
--
-22/-17
9—11/16

Aerial Attacks

Neutral Air
6
45
7
Autocancels on frame 1-5 and 30 onward
7.0(5.2)
7(6)
3(3)
--
-4(+2)
6—23
Forward Air
19
56
10
Autocancels on frame 1-2 and 49 onward
12.0(9.0)
9(7)
5(4)
--
-5(+3)
19—20
Back Air
8
35
7
Autocancels on frame 1-7 and 19 onward
10.0(7.5)
8(7)
4(3)
--
-3(+0)
8—11
Up Air
7
35
14
Autocancels on frame 1-6 and 27 onward
9.0(6.7)
7(6)
4(3)
--
-10(-3)
7—11
Down Air
12
63
20
Autocancels on frame 54 onward
8.0(6.0)
7(6)
4(3)
--
-16(-12)
12—51

Special Attacks

Neutral B (Ice Shot)
18/19
55
--
Second startup value is the melee attack. Climber does not suffer hitlag from it.
3.5/3.5 (3.5/3.5)
5
2
--
-29(-24)
18/19—**
*Pretend Nana is there :)*
Side B, both (Squal Hammer, both)
10/14/18/23/28/34/40/51
77
29
Landing lag only occurs if you enter special fall.
2.0/4.0
4/8
3/5
--
-21
10/14/18/23/28/34/40/51—52
Side B, alone (Squal Hammer, alone)
10/13/15/18/21/24/28/32/37/42/49
77
29
Landing lag only occurs if you enter special fall.
1.2/2.0
4/4
3/3
--
-24
10/13/15/18/21/24/28/32/37/42/49—50
Up B (Belay)
16
--
30
Hitting somebody with this move reduces its height gain for your climber. The AI is invulnerable frame 1-15 and invincible frame 16-33
16.0
10
14
--
--
16—33
Down B (Blizzard)
16/21/26/31/36/41/46/51/56
84
--
--
1.7(1.7)
4
2
--
-22(-15)
lul

Grabs / Throws

Grab
8
39
--
--
--
Dash Grab
10
47
--
--
--
Pivot Grab
10
40
--
--
--
Pummel
1
16
Total frames includes 11 frames of hitlag.
--
1.0
Forward Throw
24/25
49
--
--
3.0/5.0
Backward Throw
18
39
--
--
6.0
Up Throw
25/27
52
--
--
3.0/5.0
Down Throw
37
49
--
--
6.0

Dodges / Rolls

Spot Dodge
20/25
--
Invulnerable on frame 3-17
Forward Roll
29
--
Invulnerable on frame 4-15.
Backward Roll
34
--
Invulnerable on frame 5-16.
Neutral Air Dodge
58
10
Invulnerable on frame 3-28.
Air Dodge, Down
81
11-19
Invulnerable on frame 3-21.
Air Dodge, Diagonally Down
86
11-19
Invulnerable on frame 3-21.
Air Dodge, Left/Right
96
11-19
Invulnerable on frame 3-21.
Air Dodge, Diagonally Up
115
11-19
Invulnerable on frame 3-21.
Air Dodge, Up
129
11-19
Invulnerable on frame 3-21.

Misc Info

Weight — 92
Gravity — 0.082
Walk Speed — 1.008 (1.1088)
Run Speed — 1.53 (1.683)
Initial Dash — 1.68
Air Speed — 0.83 (0.8715)
Total Air Acceleration — 0.09 (0.0945)
SH / FH / SHFF / FHFF Frames — 41 / 62 / 29 / 44
Fall Speed / Fast Fall Speed — 1.3 / 2.08
Out of Shield, Neutral Air — 9 frames
Out of Shield, Up Air — 10 frames
Out of Shield, Back Air — 11 frames
Shield Grab (Grab, post-Shieldstun) — 12 frames
Shield Drop — 11 frames (universal)
Jump Squat (pre-Jump frames) — 3 frames (universal)