nyuuzyou/wikis huggingface dataset:
Hyrule Warriors: Age of Calamity

Hyrule Warriors: Age of Calamity was a Spirit Board event focused on spirits from . It ran from 6 a.m. on January 8, 2021 to 6 a.m. on January 13, 2021 (). During the event, defeating spirits on the Spirit Board which were part of the event awarded more than usual.
The spirits for this event were exclusive to it at the time. After May 25, 2021, these spirits became available in the Shop and on the Spirit Board like most other spirits.
==Description==
===North America===
:Three new spirits from Hyrule Warriors: Age of Calamity have traveled from another time and on to the Spirit Board!
:Defeat them in battle to earn extra gold. Be sure to check them out—for Hyrule!
:© Nintendo © KOEI TECMO GAMES CO., LTD. All rights reserved, Licensed by Nintendo.North American event page
===PAL regions===
:Three new spirits from Hyrule Warriors: Age of Calamity are storming onto the Spirit Board!
:Defeat them in battle to earn extra gold. Be sure to check them out - for Hyrule!
:© Nintendo © KOEI TECMO GAMES CO., LTD. All rights reserved, Licensed by Nintendo.PAL region event page
==Randomly appearing spirits==
Spirit	Spirit	Spirit 	Spirit 	Battle parameters	Battle parameters	Battle parameters 	Battle parameters 	Battle parameters 	Battle parameters	Battle parameters
No. 	Image 	Name 	Series 	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music
1,453 	 	The Legend of Zelda Series	•Tiny (INT)/ (JP/CH/KR)•Giant 	 	1,600 	Temple (Battlefield form) 	N/A 	•Defeat the main fighter to win 	 	
1,454 	 	The Legend of Zelda Series	• • ×2 	 	7,500 	Gaur Plain (Battlefield form) 	•Item: Bob-omb 	•Defeat the main fighter to win•The enemy favors special moves•Reinforcements will appear during the battle 	 	
1,455 	 	The Legend of Zelda Series	• •Giant (Moveset 2133, Yiga Clan Mask, Yiga Clan Outfit)	 	3,400 	Suzaku Castle (Battlefield form)	•Item: Banana Peel	•Defeat the main fighter to win•The enemy favors neutral specials•Reinforcements will appear during the battle	 	
==Names in other languages==
==References==
ICETOP

ICETOP is a partially implemented stage in Super Smash Bros. Melee that can be seen in the game's by Action Replay, but only accessed by other hacks. 
==Overview==
The stage was intended to be a second stage beyond Icicle Mountain; Ice Climber is the only universe with a starter character in Melee to have only one stage. The stage is also known as 10-2, an identically-functioning entry in the debug menu reserved for an Adventure Mode stage following Icicle Mountain (which is stage 10-1).
The game does not load the stage properly if selected through the debug menu, but instead requires other hacks to load. Doing so only yields Icicle Mountain with no music.
According to an answer given by Masahiro Sakurai on the Melee website's Q&A section, a second Ice Climber stage was indeed planned but ultimately scrapped, with the intended name (Sanchō), meaning "Peak", "Mountaintop", or "Summit". This seemingly makes it a conceptual predecessor to the Ice Climber stage in Super Smash Bros. Brawl, Summit, although the Japanese name for that stage is instead (Chōjō), another possible word for "Summit", though the files of Ultimate do give it the name of "Ice_Top".
==References==
Category:Hacking
Category:Stages
Category:Stages (SSBM)
Category:Hacked stages
es:IceTop
Icarus (disambiguation)

Icarus may refer to:
*, a universe based upon Greek mythology
**Kid Icarus, a Nintendo Entertainment System game
**Pit, the protagonist who is sometimes referred to as "Kid Icarus"
*Wings of Icarus, Pit's up special in Brawl
*Centurion, known as Icarus in Japan
*Tournament:ICARUS (series), an annual tournament series held by SmashBrosItalia in Italy
**Tournament:ICARUS, the 2015 tournament
**Tournament:ICARUS II, the 2016 tournament
**Tournament:ICARUS III, the 2017 tournament
**Tournament:ICARUS IV, the 2018 tournament
**Tournament:ICARUS V, the 2019 tournament
Ice (disambiguation)

Ice could mean:
*, a smasher from Germany.
*, a smasher from New York.
*, a smasher from Japan.
*The Ice Climbers
*Ice Shot, the neutral special of the Ice Climbers.
*Iceberg, the Final Smash of the Ice Climbers.
*Ice-based terrain in some stages.
*The freezing effect, which could be described as the "ice" effect.
*A Freezie
Ice Climber (game)

Ice Climber (, Ice Climber) is the sole game of the series. It was developed by Nintendo and released for the in 1985.
==In the series==
===Fighter===
Popo and Nana, otherwise known as the Ice Climbers themselves, are the stars of this game and are playable in Super Smash Bros. Melee, Super Smash Bros. Brawl and Super Smash Bros. Ultimate as one fighter.
===Stages===
The stages Icicle Mountain and Summit are based on this game.
===Enemies===
Topis and Polar Bears appear in Melee as common enemies on the Icicle Mountain stage of Adventure Mode. Polar Bears also appear as enemies in the Super Smash Bros. for Nintendo 3DS mode Smash Run.
===Music===
Both the "Icicle Mountain" and "Ice Climber" songs are a medley of the main level theme and bonus level theme from this game.
===Masterpiece===
The game is a default Masterpiece in Super Smash Bros. Brawl. It can be played for 40 seconds and starts at the first level. This is one of the few masterpieces that did not return in .
===Misc.===
The Target Test stage for the Ice Climbers is also a similar rendering of the game set-up, including a flying Condor at the top of the mountain.
Category:Games
Category:Ice Climber universe
Ice Climbers (SSBB)/Back aerial

==Overview==
==Hitboxes==
===Leader===
|}
===Partner===
|}
==Timing==
Initial autocancel	1-7
Hitboxes 	8-11
Ending autocancel 	19-
Interruptible 	36
Animation length 	39
|-
===Landing lag===
Animation length	15
Category:Ice Climbers (SSBB)
Category:Back aerials (SSBB)
Ice Climbers (SSBB)/Back throw

==Overview==
==Throw data==
Note: for the partner, the throw type is Typeless.
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Ice Climbers (SSBB)
Category:Back throws (SSBB)
Ice Climbers (SSBB)/Dash attack

==Overview==
==Hitboxes==
===Leader===
|}
===Partner===
|}
==Timing==
Hitboxes 	11-12
DACUS window 	3
Boost grab window	2-3
Interruptible 	42
Animation length 	49
!Hitboxes 
|-
!DACUS 
|-
!Boost grab 
Category:Ice Climbers (SSBB)
Category:Dash attacks (SSBB)
Ice Climbers (SSBB)/Down aerial

==Overview==
==Hitboxes==
===Leader===
|}
===Partner===
|}
==Timing==
Initial autocancel	1-2
Hitboxes 	9-51
Ending autocancel 	58-
Interruptible 	64
Animation length 	65
|-
===Landing lag===
Animation length	42
Category:Ice Climbers (SSBB)
Category:Down aerials (SSBB)
Ice Climbers (SSBB)/Down smash

==Overview==
==Hitboxes==
===Leader===
|}
===Partner===
|}
==Timing==
Charges between 	4-5
Hit 1 	9-11
Hit 2 	14-17
Interruptible 	45
Animation length	54
Category:Ice Climbers (SSBB)
Category:Down smashes (SSBB)
Ice Climbers (SSBB)/Down special

==Overview==
==Hitbox==
|}
==Timing==
Ice shards (clean hits)	16-17, 21-22, 26-27, 31-32, 36-37, 41-42, 46-47, 51-52, 56-57
Ice shards (mid hits) 	18-21, 23-26, 28-31, 33-36, 38-41, 43-46, 48-51, 53-56, 58-61
Ice shards (late hits) 	22-24, 27-29, 32-34, 37-39, 42-44, 47-49, 52-54, 57-59, 62-64
Animation length 	79
|-
|-
|-
|-
|-
|-
|-
|-
|-
Category:Ice Climbers (SSBB)
Category:Down special moves (SSBB)
Ice Climbers (SSBB)/Down throw

==Overview==
==Throw data==
Note: for the partner, the throw type is Typeless.
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Ice Climbers (SSBB)
Category:Down throws (SSBB)
Ice Climbers (SSBB)/Forward aerial

==Overview==
==Hitboxes==
===Leader===
|}
===Partner===
|}
==Timing==
Initial autocancel	1-2
Leader Hitboxes 	19-20
Partner Hitboxes 	19-21
Ending autocancel 	49-
Interruptible 	57
Animation length 	59
|Leader 
|-
|Partner 
|-
|Autocancel 
===Landing lag===
Animation length	20
Category:Ice Climbers (SSBB)
Category:Forward aerials (SSBB)
Ice Climbers (SSBB)/Forward throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
Note: for the partner, the throw type is Typeless.
|}
==Timing==
Invincibility 	1-8
Hitbox 	24
Throw Release 	25
Interruptible 	50
Animation length	54
|-
Category:Ice Climbers (SSBB)
Category:Forward throws (SSBB)
Ice Climbers (SSBB)/Forward tilt

Popo forward tilt hitbox visualizations	Popo forward tilt hitbox visualizations	Popo forward tilt hitbox visualizations	Popo forward tilt hitbox visualizations	Popo forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
===Leader===
|}
===Partner===
|}
==Timing==
Hitboxes 	9-12
Interruptible 	33
Animation length	33
Category:Ice Climbers (SSBB)
Category:Forward tilts (SSBB)
Ice Climbers (SSBB)/Grab

==Overview==
==Grabboxes==
===Standing grab===
|}
===Dash grab===
|}
===Pivot grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Animation length	29
===Dash grab===
Grab 	8-9
Animation length	39
===Pivot grab===
Grab 	8-9
Animation length	39
Category:Ice Climbers (SSBB)
Category:Grabs (SSBB)
Ice Climbers (SSBB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Forward tilt 	 	
Forward tilt (angled up) 	 	
Forward tilt (angled down)	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial (Popo) 	 	
Forward aerial (Nana) 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	Ice Shot 	
Side special 	Squall Hammer	
Up special 	Belay 	
Down special 	Blizzard 	
Final Smash 	Iceberg 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward Throw 	 	
Back Throw 	 	
Up Throw 	 	
Down Throw 	 	
Floor attack (front) 	 	
Floor attack (back) 	 	
Trip attack 	 	
Edge attack (fast) 	 	
Edge attack (slow) 	 	
Category:Hitbox repositories
Category:Ice Climbers (SSBB)
Category:Hitboxes (SSBB)
Ice Climbers (SSBB)/Neutral aerial

==Overview==
==Hitboxes==
===Leader===
|}
===Partner===
|}
==Timing==
Initial autocancel	1-5
Hitboxes 	6-23
Ending autocancel 	30-
Interruptible 	46
Animation length 	49
|-
===Landing lag===
Animation length	15
Category:Ice Climbers (SSBB)
Category:Neutral aerials (SSBB)
Ice Climbers (SSBB)/Neutral attack

==Overview==
The Ice Climbers' neutral attack consists of 2 hammer swings.
For the technical data of each individual hit, see:
*Ice Climbers (SSBB)/Neutral attack/Hit 1
*Ice Climbers (SSBB)/Neutral attack/Hit 2
==Quickest loop==
Jab 1 	4-7
Jab 2 	14-16
Interruptible 	28, 32
Animation lengths	39, 48
|-
Category:Ice Climbers (SSBB)
Category:Neutral attacks (SSBB)
Ice Climbers (SSBB)/Up aerial

==Overview==
The Ice Climbers thrust their hammer above them. It can deal up to 10% with a solo climber and 17% with both climbers. Up aerial is the Ice Climbers' fastest aerial with a decently long duration and up aerial has the least amount of ending lag out of all their aerials. They can easily perform up aerial twice in a short hop although it has a high amount of landing lag. Up aerial has a large vertical hitbox and is a very strong juggling tool which can combo into itself at lower percents. It can also create a lot of shield pressure if the opponent is on a platform and up aerial can be very effective when combined with desynching and it is capable of KOing at very high percents. It is overall their best aerial move although if they are trying to start their powerful chain grabs, they have far superior options such as Blizzard so up aerial is mainly useful as a pressure tool from below.
==Hitboxes==
===Leader===
|}
===Partner===
|}
==Timing==
===Attack===
Initial autocancel	1-5
Clean hit 	6-9
Late hit 	10-23
Ending autocancel 	27-
Interruptible 	30
Animation length 	49
|-
===Landing lag===
Animation length	29
Category:Ice Climbers (SSBB)
Category:Normal attacks (SSBB)
Category:Up aerials (SSBB)
Ice Climbers (SSBB)/Up throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
Note: for the partner, the throw type is Typeless.
|}
==Timing==
Invincibility 	1-8
Hitbox 	25
Throw Release 	26
Animation length	53
|-
Category:Ice Climbers (SSBB)
Category:Up throws (SSBB)
Ice Climbers (SSBB)/Up tilt

==Overview==
==Hitboxes==
===Leader===
|}
===Partner===
|}
==Timing==
===Leader===
Hits 1-6 	8-9, 11-12, 14-15, 17-18, 20-21, 23-24
Hit 7 	26
Interruptible 	49
Animation length	49
===Partner===
Hits 1-4 	8-9, 11-12, 14-15, 17-18
Hit 5 	20
Interruptible 	49
Animation length	49
|Leader 
|-
|Partner 
Category:Ice Climbers (SSBB)
Category:Up tilts (SSBB)
Ice Climbers (SSBM)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-7
Hitbox 	8-11
Ending autocancel 	19-
Interruptible 	36
Animation length 	39
|-
===Landing lag===
Animation length 	20
L-cancelled animation length	10
|Normal 
|-
|L-cancelled 
Category:Ice Climbers (SSBM)
Category:Back aerials (SSBM)
Ice Climbers (SSBM)/Back throw

==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
Category:Ice Climbers (SSBM)
Category:Back throws (SSBM)
Ice Climbers (SSBM)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	11-12
Boost grab window	2-4
Interruptible 	38
Animation length 	41
!Hitboxes 
|-
!Boost grab 
Category:Ice Climbers (SSBM)
Category:Dash attacks (SSBM)
Ice Climbers (SSBM)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-2
Hitboxes 	3-52
Ending autocancel 	58-
Interruptible 	64
Animation length 	65
|-
===Landing lag===
Animation length 	25
L-cancelled animation length	12
|Normal 
|-
|L-cancelled 
Category:Ice Climbers (SSBM)
Category:Down aerials (SSBM)
Ice Climbers (SSBM)/Down throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
Category:Ice Climbers (SSBM)
Category:Down throws (SSBM)
Ice Climbers (SSBM)/Down tilt

==Overview==
Popo and Nana swing their hammers across the ground in a forward arc while crouching.
==Hitboxes==
|}
==Timing==
Hitboxes 	8-11
Interruptible 	29
Animation length	34
Category:Ice Climbers (SSBM)
Category:Down tilts (SSBM)
Ice Climbers (SSBM)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-2
Hitbox 	19-22
Ending autocancel 	55-
Interruptible 	55
Animation length 	59
|-
===Landing lag===
Animation length 	20
L-cancelled animation length	10
|Normal 
|-
|L-cancelled 
Category:Ice Climbers (SSBM)
Category:Forward aerials (SSBM)
Ice Climbers (SSBM)/Forward tilt

Ice Climber's forward tilt hitbox visualizations	Ice Climber's forward tilt hitbox visualizations	Ice Climber's forward tilt hitbox visualizations	Ice Climber's forward tilt hitbox visualizations	Ice Climber's forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	6-9
Interruptible 	28
Animation length	31
Category:Ice Climbers (SSBM)
Category:Forward tilts (SSBM)
Ice Climbers (SSBM)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Pound 	
Neutral attack 2 	Upswing 	
Forward tilt 	Hammer Swing 	
Forward tilt (angled up) 	Hammer Swing 	
Forward tilt (angled down)	Hammer Swing 	
Up tilt 	Hammer Spin 	
Down tilt 	Shin Attack 	
Dash attack 	Scoop 	
Forward smash 	Ice Hammer 	
Up smash 	Icicle Crasher	
Down smash 	Hammer Sweep 	
Neutral aerial 	Icy Whirlwind 	
Forward aerial 	Hammer Slam 	
Back aerial 	Reverse Swing 	
Up aerial 	Hammer Reach 	
Down aerial 	Hammer Ride 	
Neutral special 	Ice Shot 	
Side special (solo) 	Squall Hammer 	
Side special (both) 	Squall Hammer 	
Up special 	Belay 	
Down special 	Blizzard 	
Grab 	 	
Dash grab 	 	
Forward roll 	 	
Back roll 	 	
Spot dodge 	 	
Air dodge 	 	
Ledge attack (fast) 	 	
Ledge attack (slow) 	 	
Category:Hitbox repositories
Category:Ice Climbers (SSBM)
Category:Hitboxes (SSBM)
Ice Climbers (SSBM)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-5
Hitbox 	6-23
Ending autocancel 	30-
Interruptible 	46
Animation length 	49
|-
===Landing lag===
Animation length 	20
L-cancelled animation length	10
|Normal 
|-
|L-cancelled 
Category:Ice Climbers (SSBM)
Category:Neutral aerials (SSBM)
Ice Climbers (SSBM)/Neutral attack

==Overview==
The Ice Climbers' neutral attack consists of 2 hammer swings.
For the technical data of each individual hit, see:
*Ice Climbers (SSBM)/Neutral attack/Hit 1
*Ice Climbers (SSBM)/Neutral attack/Hit 2
==Quickest loop==
Jab 1 	4-7
Jab 2 	19-21
Interruptible 	16, 63
Animation lengths	29, 74
|-
Category:Ice Climbers (SSBM)
Category:Neutral attacks (SSBM)
Ice Climbers (SSBM)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-5
Clean hit 	6-9
Late hit 	10-23
Ending autocancel 	27-
Interruptible 	30
Animation length 	39
|-
===Landing lag===
Animation length 	32
L-cancelled animation length	16
|Normal 
|-
|L-cancelled 
Category:Ice Climbers (SSBM)
Category:Up aerials (SSBM)
Ice Climbers (SSBM)/Up tilt

==Overview==
==Hitboxes==
|}
==Timing==
Hits 1-6 	8-9, 11-12, 14-15, 17-18, 20-21, 23-24
Hit 7 	26
Interruptible 	42
Animation length	49
Category:Ice Climbers (SSBM)
Category:Up tilts (SSBM)
Ice Climbers (SSBU)/Back aerial

==Overview==
Each of the duo whips around, flicking their mallet outward. The attack boasts high speed and minimal landing lag, almost as low as an autocancel, with decent range, activity, and ending lag to boot. Due to the lack of landing delay and its above-average shieldstun, it's insanely safe, leaving absolutely no opening after being blocked. On top of being so safe, it's remarkably strong, dealing a boatload of damage and taking stocks at around 110%.
The aforementioned frame data allows back air to start combos in spite of its great power. A landing back aerial can lead to a simple tilt to great effect, a smash attack to send opponents offstage, or a dash attack, stacking on half a stock's worth of damage with the combos that follow. It can additionally be used as a powerful finisher after landing an up tilt or down throw at a variety of percentages, even those high enough to kill. It hasn't got much use in desync combos, however.
While edgeguarding is usually left to neutral or down aerial, back aerial is a great ledge trump punish, and still is useful to KO opponents who are forced to recover predictably. Despite the Climbers' above-average jump height and very poor air speed, back airs can also be chained together thanks to the extra frame advantage from the 2nd Climber's attack. This can cause a lot of damage and even lead to gimps at early percents, and can occasionally be chained further along when desynced. Desyncing can also let the duo swing to a rhythm, erecting a wall of pain with the near-constant swinging.
On top of being a reliable move to punish and KO with, back aerial can pull a lot of weight in corner and ledgetrapping scenarios. The partner's additional swing effectively gives the move much more range and activity with how their aerial is slightly delayed and positioned differently, covering more of the target's options than usual. What's more, a slight desync can have the duo hopping up and down one after the other, constantly posing the threat of a sudden attack while one's down time between jumps is covered by the other. On top of that, the move's risk-free nature means it can easily bait an out of shield option or let the duo continue exerting pressure even if they guess incorrectly.
Upon isolation, the lead climber's back aerial retains most of the excellent traits of its dual form, just less so than before. As such, it's able to serve a solo climber 
quite well, only now it's less damaging and punishable by a handful of out of shield options.
Overall, the Ice Climbers' back aerial is at worst, a premium kill move with a combination of speed, range, and safety that many fighters can't replicate; and is head and shoulders above the rest in its prime.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-7
Hitboxes 	8-11
Ending autocancel 	19-
Interruptible 	36
Animation length 	45
|-
===Landing lag===
Interruptible 	8
Animation length	11
Category:Ice Climbers (SSBU)
Category:Back aerials (SSBU)
Ice Climbers (SSBU)/Back throw

Ice Climbers back throw hurtbox visualization	Ice Climbers back throw hurtbox visualization	Ice Climbers back throw hurtbox visualization	Ice Climbers back throw hurtbox visualization	Ice Climbers back throw hurtbox visualization
 	 	 	 	
==Overview==
The leader of the duo heaves the opponent into the ground with one hand. Despite what the hefty animation would suggest, it deals low damage and has pitiful knockback growth, with high base knockback and ending lag on top of that. As such it lacks use in combos, kills, damage racking, or tech chasing.
When landing a grab while desynced, the partner can be made to buffer a smash attack as the leader throws the opponent, greatly enhancing their damage and launch power. Combining a back throw with an f-smash turns the otherwise very weak throw into a devastating kill move, with back-throw-forward-smash being the second strongest. (While the back throw variant releases opponents at a closer point to the blast zone, the forward throw variant has hitlag and a longer animation, allowing the partner climber to charge their f-smash for a moment before the throw connects and KO earlier) B-throw-f-smash's quicker startup makes it harder to DI, but also harder to time.
Through a tight window, the leader's back throw can put an opponent in just the right spot for the partner's forward air to finish them off. While spiking an opponent off the stage is usually the most desirable position, converting to a forward aerial still has its merits onstage, as with many spikes, the low knockback and high hitstun can allow for potent combo extensions and even a slew of kill confirms.
While the Ice Climbers' back throw is normally one of the weakest in the game, its power and utility are drastically increased with the help of a partner and some desyncing.
==Throw Data==
|}
==Timing==
Invincibility 	1-18
Turnaround 	9
Throw release 	18
Interruptible 	40
Animation length	67
|-
Category:Ice Climbers (SSBU)
Category:Back throws (SSBU)
Ice Climbers (SSBU)/Dash attack

==Overview==
Each of the duo leaps forward, excitedly swinging their mallet like a baseball bat. It "sports" impressive range and an unintuitive, vertical launch angle. The speed and damage output are also pretty good, and they can convert it into a chain of up aerials, slathering boatloads of damage onto the opposition from a single whiff-punish. At percents too high for a combo, it's still useful as one of the Climbers' only long-ranged, non-projectile attacks. But it lacks KO potential.
While the Ice Climbers are able to follow up dash attack to devastating effect, it has little use in desync combos, and if anything, is usually the undesirable result of a misinput when attempting a forward-throw-to-forward-smash confirm. But if desynced in such a way that the player has one climber trekking and the other dashing, they can input a forward tilt and have the partner throw out a dash attack, whose superior reach can catch an opponent off-guard.
While dash attack possesses a great mixture of above-average attributes, nearly everything good about it is "fouled" if the partner is "out", having no combo potential, low damage output, and being much more unsafe, with its only use in this state being a mediocre whiff-punish with solid range. Overall, a move of great highs and significant lows.
==Update History==
 
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==Hitboxes==
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==Timing==
Hitboxes 	9-12
Interruptible 	40
Animation length	47
Category:Ice Climbers (SSBU)
Category:Dash attacks (SSBU)