nyuuzyou/wikis huggingface dataset:
Ice Climbers (SSBU)/Up aerial

==Overview==
Each of the duo swings their mallet outward overhead. It sports high speed, decent activity, and moderate ending and landing lag. Like many sword arc aerials, it provides quick, wide, and disjointed coverage, able to juggle foes effectively and cover entire platforms. It deals high damage and has enough shieldstun to be nearly unpunishable out of shield, which is accentuated further yet by the climbers' landing animation keeping their hurtboxes low to the ground.
The great frame advantage carried by the partner climber's part of the move allow it to chain into itself at low to mid percents, leading to highly damaging ladder combos similar to those of Mario, although the much higher power of the duo's up aerial makes it less viable for kill confirms and moreso for racking up damage or as a raw kill move. Although like Mario, a landing up aerial can lead to a spike with their forward aerial for an early kill. Up air can also be confirmed into with a down throw or up tilt at nearly any realistic percent, causing devastating damage early on and relatively easy KOs later on. However, in desyncs, it has little use save for some very niche zero to death combos.
While its high launch angle prevents it from being useful for edgeguarding, it's a great way to shark unsuspecting enemies because of its speed and size.
Even without a partner to strike with, the Ice Climbers' up aerial still has good range, short startup, and passable KO potential. It is therefore one of a solo climber's best moves and a solid move overall, despite losing much of its damage, safety, and combo potential upon isolation. A clear sign of what an incredible attack it is as a pair.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-6
Hitboxes 	7-11
Ending autocancel 	27-
Interruptible 	36
Animation length 	45
|-
===Landing lag===
Interruptible 	15
Animation length	22
==trivia==
*If both the partner climber and their opponent are launched off stage, the partner will attempt to hit the opponent with an up aerial.
*If the Ice Climbers land during an up aerial and crouch afterwards, their models will rotate 360 degrees before entering their crouching animation.
Category:Ice Climbers (SSBU)
Category:Up aerials (SSBU)
Ice Climbers (SSBU)/Up smash

==Overview==
Each of the duo performs an outward overhead mallet swing. While it would normally be too slow to be much good as an out of shield option, this problem is lessened for the Ice Climbers, specifically, since the additional lag that comes from hitting two different shields can keep the opponent stuck in place longer than usual, which buys the climbers some extra time to punish. What's more, it hits pretty hard, and covers them on all sides, so it can be made a very respectable out of shield option in situations where the unimpressive speed has been rendered a nonissue.
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 an up throw with an up smash turns the otherwise very weak throw into a great kill move, with up-throw-up-smash being their 3rd strongest. A desynced up smash also hosts some combo potential at low to mid percentages if only one climber uses the move, allowing the other to jump up and hit the opponent again. It can also be desynced out of shield and lead to kill-confirms. By inputting an out of shield up smash for a split second and with tight timing, only the partner will use it. The leader can then toss their partner up to hit the enemy again with an up special, although small or medium-sized opponents can escape with DI and it leaves the Ice Climbers helpless for several seconds afterward, making it fairly situational and very risky. Without desyncing, up smash offers no combo capabilities, but it can be comboed into from a down throw at very low percents.
While their up smash is respectable as a pair, it becomes far worse upon isolation. Losing almost half of its damage, and no longer being able to rely on an extra shield to give it leeway on its underwhelming speed. But it does at least work as a better than nothing kill move if it catches someone by surprise.
==Hitboxes==
===Leader===
|}
===Partner===
The hitboxes with a "top" bone have two possible X offsets depending on whether the partner is facing right or left (respectively), preventing issues with the Z-axis.
|}
==Timing==
Charges between 	7-8
Leader 	12-17
Partner (early, mid, late, latest)	12, 13-14, 15, 16-17
Interruptible 	50
Animation length 	61
!Leader 
|-
!Partner 
Category:Ice Climbers (SSBU)
Category:Up smashes (SSBU)
Ice Climbers (SSBU)/Up throw

Ice Climbers up throw hurtbox and hitbox visualization	Ice Climbers up throw hurtbox and hitbox visualization	Ice Climbers up throw hurtbox and hitbox visualization	Ice Climbers up throw hurtbox and hitbox visualization	Ice Climbers up throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
The leader of the duo knocks the target into the air similarly to an overhead serve in tennis. It carries virtually nonexistent knockback scaling but very high base knockback. High enough to take stocks at very low percentages or from light and floaty characters if used on a high enough platform on a stage such as Palutena's Temple. Though it is unable to KO at realistic percentages anywhere else.
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 an up throw with an up smash turns the otherwise very weak throw into a great kill move, with up-throw-up-smash being their 3rd strongest.
In situations where an opponent separates the climbers and goes after the 2nd one, up throw has a niche for helping to alleviate the opposing pressure. If the lead climber manages to get ahold of a foe, up throw's prolonged animation and massive base knockback buys their partner lots of time to recover. (Although at middling percents it'd be more effective to opt for a simple throw combo)
While the Ice Climbers' up throw is seldom worth the trouble, its usefulness can be greatly improved with the help of some desyncing.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-27
Hitbox 	25-26
Throw Release 	27
Interruptible 	53
Animation length	64
|-
Category:Ice Climbers (SSBU)
Category:Up throws (SSBU)
Ice Climbers edge floating glitch

The Ice Climbers edge floating glitch is an glitch performed in Super Smash Bros. Brawl that causes Nana to float near the edge, where Popo is standing. The glitch was discovered by .
==Execution==
===Stages===
Any stage with a ledge.
===Controls===
When close to an edge, the player must quickly dash dance back and forth, and then stutter step into a smash attack. After that, they should start using aerials.
It can also be performed on soft platforms (e.g., the three on ).
==Application==
This glitch can be used to confuse opponents, but it can also be used to edge guard foes. However, possibly its best use is in combos that end with Nana's forward aerial meteor smash (i.e. down throw, forward smash, forward aerial).
==Video==
Category:Glitches (SSBB)
Category:Ice Climbers
Ice Climbers on fire glitch

The Ice Climbers on fire glitch is a glitch in Melee that was discovered and named by Mew2King, and it was first documented on his website.
==How to Perform==
The player must grab a Fire Flower with Popo, jump in the air, then press the Z button to have Popo release the Fire Flower in the air and then grab it almost immediately with Nana. Afterwards, the player must press and hold the A button for Nana to use the Fire Flower, then input a down special without releasing the A button. Popo and Nana will then do their Blizzard attack and Nana will be on fire (holding the Fire Flower with fire coming out of it constantly) the whole time until she drops the item or gets KO'd.
==Notes==
*The glitch has no practical applications due to the fact that the flames do no damage as they have no associated hitboxes. This is because, as Mew2King states in his description of the glitch, the Fire Flower itself is not being used to produce the flames, it is required merely to produce the effect.
*If the Fire Flower is used while the glitch is active, the glitch flames will be replaced by the usual ones produced by the Fire Flower, but they will not last forever as the item runs out of energy after a while. When this happens, the glitch flames return, once again doing no damage.
*This glitch only works in the NTSC 1.0 and 1.1 versions.
Category:Glitches (SSBM)
Ice Shot

Ice Shot (, Ice Shot) is the Ice Climbers' neutral special move.
==Overview==
The controlled Ice Climber summons a small stalagmite of ice and hits it with a hammer so that it slides off along the ground, damaging whatever it hits. This move is mimicked by the CPU Ice Climber if it is with the human-controlled one, so two shots at a time can be shot along the floor. Unfortunately, it shrinks in size as it slides, making long range Ice Shots undesirable.
Although this attack only does small damage for each chunk of ice, it can be very useful in attacking and defending if used correctly. With both Climbers, it fires two blocks. If used in mid-air, the Ice Shots fall fast until they hit the ground, and they travel very fast down slopes. If one gets reflected, the other can cancel it out. In Super Smash Bros. Brawl, if the CPU Climber is present, using Blizzard or Squall Hammer, then immediately using Ice Shot, may result in both Climbers facing different directions, shooting an Ice Shot left and right simultaneously. If used immediately after a jump, Ice Shot will send the Ice Climbers up a small distance, like Mario's Cape.
It is possible for an opponent to be frozen by Ice Shot, with the chance increasing with the opponent's damage but still being relatively slim.
In Super Smash Bros. Melee, landing during the move when using it in the air incurs 16 frames of landing lag, and from Brawl onwards results in a unique crash landing animation where the Climbers land on their rears.
In Brawl, shielding will send the Ice Shot back at the Climbers, but not do any damage to them. It can also lock. In Ultimate, a reflected Ice Shot now deals damage to the Climbers.
In Melee, the projectile was energy-based, able to be absorbed by PSI Magnet and Oil Panic; in Brawl onwards, it is a solid projectile. Also, in Melee, the hammers dealt physical damage to those too close to the Ice Climbers while executing the attack, inflicting upward knockback. This is not the case in Brawl, though.
In Super Smash Bros. Ultimate, desyncing can be used to make the attack come out consistently, and therefore trap opponents offstage.
==Instructional quotes==
==Origin==
While not used by the Ice Climbers, it may be based on an attack used by Topis in , where they push a similar piece of ice, which would slide into gaps and block them. Similarly to Ice Shot, these pieces of ice would damage Popo or Nana if they ran into them.
==Gallery==
File:Ice Climbers Ice Shot Melee.jpg|Ice Shot in Melee.
Ice Climbers Ice Shot SSBB.png|Ice Shot in Brawl.
SSBUWebsiteKirby6.jpg|An Ice Shot projectile near in Ultimate.
Ice Climbers SSBU Skill Preview Neutral Special.png|Ice Shot as shown by the Move List in Ultimate.
==Names in other languages==
==Trivia==
*If the following Ice Climber is sent flying out of the stage, they will use Ice Shot to recover.
Category:Ice Climber universe
Category:Neutral special moves
Category:Projectiles
Category:Ice Climbers
Category:Ice Climbers (SSBM)
Category:Ice Climbers (SSBB)
Category:Ice Climbers (SSBU)
es:Golpe Iceberg
Icelandic Power Rankings

The Icelandic Power Rankings is a ranking of the best smashers in .
==Melee== 
===February 9, 2018===
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===August 8, 2016===
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==Brawl==
The Brawl power rankings have been discontinued, as there is no longer a scene for the game.
===July 13, 2014===
This is the most recent, and final Brawl Power Ranking.
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===November, 2013===
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==Smash 4==
====October 2018====
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====February 2018====
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====August 2017====
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===Reykjavík=== 
====November 26, 2018====
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====February 9, 2018==== 
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====June 19, 2016====
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====April 28, 2015====
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====February 14, 2015====
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==Ultimate==
===December 3rd, 2023===
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===July 9th, 2023===
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===November 22nd, 2022===
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===July 3rd, 2022===
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===December 12th, 2021===
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===June 29, 2021===
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===November 28, 2020===
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===December 19, 2019===
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===June 1, 2019===
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===Reykjavík===
====February 27, 2019====
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==External links== 
*Current Melee rankings
*Current Brawl rankings
Category:European Power Rankings
Icicle Mountain

Icicle Mountain (, Icicle Mountain) is a stage in Super Smash Bros. Melee. 
In Adventure Mode, the mountain path is dominated by Freezie-pushing Topis and Polar Bears that force the stage to "jump" upward when they hop. Players can jump along the top of the stage to force their way higher to quickly face-off against the Ice Climber team, or climb still higher to reach the two-platform summit.
In All-Star mode, this stage is played on when the player faces the Ice Climbers and any of their teammates.
==Stage overview==
Unveiled at E3 2001, Icicle Mountain is a stage that constantly moves up or down (mostly up), therefore making it a sidescroller. It moves infinitely up/down, although the speed varies. It has platforms that are flat as well as diagonal. There are ice blocks that can be destroyed with one hit, both large and small ones. Many sections of platforms are slippery as they are made of ice. There are also platforms that drop if one stands on them for too long. If playing as or , one should be aware that is completely useless, due to the fact that floors are constantly generated, permanently blocking the move.
===Unused versions===
==Origin==
This stage is loosely based on the NES game , in which the goal is to try to get to the top of the level by jumping through blocks while dodging obstacles, such as falling icicles, and enemies. If the Ice Climbers get hit by an enemy or a falling icicle, they lose a life. If the Ice Climbers take too long to complete a level, a Polar Bear appears and jumps to make the screen scroll up, causing them to lose a life if forced offscreen. In this stage, destructible blocks and icicles appear; however, the icicles do not fall nor damage fighters. The stage scrolling up the mountain is also similar to Polar Bears causing the screen to scroll up. 
==Tournament legality==
Icicle Mountain is universally banned at tournaments, primarily because its focus for players is to survive rather than actually fight. Additionally, it heavily favours characters with superior jumping prowess. The upper and horizontal blast lines are close to the stage, allowing for some very early KOs, and there are impassable platforms throughout the stage that can block a potential KO. The frequent blocking of the lower blast line also undermines spikes and meteor smashes, as well as minimizing edge guarding skills.
==Names in other languages==
==Trivia==
*Any AI character tends to SD easily when the stage starts scrolling quickly upwards. This is because the AI will ascend only one platform at a time, frequently leading to them not moving quickly enough to escape the lower blast line.
*Icicle Mountain, along with , , and Poké Floats, are the only stages not to reappear outside of Melee, with Flat Zone being represented by Flat Zone X.
Category:Stages
es:Glaciar Infinito: Montaña Carámbano
Idaho Power Rankings

The Boise Idaho Power Rankings are the power rankings for the Western half of the US state of Idaho. There are separate rankings for the two halves of the state, the Boise Idaho Power Rankings and the Eastern Idaho Power Rankings. These rankings are for Boise Idaho only. Northern Idaho Power Rankings are joined with the Eastern Washington Power Rankings.
==Melee==
===Summer 2021===
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===Winter 2017===
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===Winter 2016===
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===Summer 2016===
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===Fall 2015===
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===Summer 2015===
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===Spring 2009===
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==Project M==
===Winter 2018===
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===Eastern Idaho Fall 2017===
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===Summer 2017===
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===Winter 2017===
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===Fall 2016===
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===Fall 2015===
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====
===June 2017===
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===April 2017===
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===January 2017===
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===October 2016===
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===July 2016===
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===April 2016===
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===November 2015===
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==Ultimate==
===Summer 2023 (Season 9)===
Announcement
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===Spring 2023 (Season 8)===
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===Summer 2022 (Season 7)===
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===Spring 2022 (Season 6)===
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===Winter 2021 (Season 5)===
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===Spring 2020 (Season 4)===
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===Winter 2019 (Season 3)===
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===Spring 2019 (Season 2)===
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===Winter 2018 (Season 1)===
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==External links==
* Idaho smash Facebook page
Category:American Power Rankings
Identity Crisis

Identity Crisis (known as Dual Identities in PAL versions of the game) is a single-player event match in . It is a standard two-stock match that takes place on Bridge of Eldin. The player controls for their first stock and for their second, while the opponent is for their first stock and for their second.
== Progression ==
This event is unlocked by clearing Princess Punch-Up!. Completing the event unlocks the right path.
* Right path: Awards 2000G. Leads to Galactic Avenger.
Completing the event on hard difficulty within 50 seconds awards a Trade-Off Speedster Needles equipment.
==Trivia==
*Since the player only goes to the character selection screen to pick Sheik, they cannot use character customizations on Zelda.
Ifrit

Ifrit (, Ifrit) is a summon from the series.
==Origin==
Ifrit is a recurring summonable entity, introduced in Final Fantasy III along with the Summon ability. He made several appearances in later games, always associated with the Fire element, and several times alongside Shiva specifically (VI, VIII, XVI). His attack, Hellfire, deals fire damage to all enemies.
His appearance in the Midgar stage is based on his Final Fantasy VII summoning sequence, where he coats himself in flames and throws himself at the enemies like a meteor. His design, however, is based on his more lion-like Final Fantasy VIII version. 
The Ifrit Summon Materia can be found on the Cargo Ship after defeating Jenova∙BIRTH but it can’t obtained afterwards if Cloud doesn’t pick it up.
==In Super Smash Bros. 4==
===As a stage element===
Ifrit appears as one of the summons on Midgar. Once summoned, he appears in the background, then coats himself in flames and flies away. Afterwards, a large pillar of flame appears from under the stage or one of its sides, moving or tilting it. Contact with the flame deals damage, except to the summoner.
===Other===
Ifrit also appears as a Profile icon, unlocked with and Midgar.
==In Super Smash Bros. Ultimate==
===As a stage element===
Ifrit once again appears as a summon on Midgar, serving the same exact role that it did in Smash 4.
===As a spirit===
Ifrit also appears as an Ace-class primary spirit in the Final Fantasy DLC Spirit Board.
Ifrit uses a Giant puppet fighter and is fought on the Norfair stage's Ω form. During the battle, the floor becomes lava, referencing Ifrit's signature move, Hellfire, which inflicts engulfs the summoner's enemies with fire and inflicts fire damage. Also, Bowser has increased attack power and move speed.
No. 	Image	Name	Type	Class	Slots	Base 	Max 	Base	Max 	Base	Max 	Ability 	Series
1,452	 	 	★★★ 	1 	3438 	10366	1954	5890	1172	3534	Fire Attack ↑	FINAL FANTASY Series	
==Gallery==
Ifrit on midgar.jpg|Ifrit as he appears in Midgar.
Ifrit uses Hellfire.jpg|Ifrit uses Inferno.
SSBUWebsiteCloud4.jpg| Ifrit on Midgar with Cloud in Ultimate.
==Names in other languages==
==External links==
*Ifrit on the Final Fantasy Wiki
*Hellfire on the Final Fantasy Wiki
Category:Square Enix
Category:Third-party characters
Category:Spirits
Ike (SSB4)/Back aerial

==Update history==
 1.0.4/ 1.0.1
*
==Hitboxes==
|}
===Attack===
Initial autocancel	1-2
Hitboxes 	7-9
Ending autocancel 	35-
Animation length 	54
|-
===Landing lag===
Animation length	19
Category:Ike (SSB4)
Category:Back aerials (SSB4)
Ike (SSB4)/Back throw

==Overview==
==Throw & Hitbox Data==
===Hitboxes===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitbox 	20-21
Throw Release 	22
Interruptible 	38
Animation length	53
|-
Category:Ike (SSB4)
Category:Back throws (SSB4)
Ike (SSB4)/Down smash

==Overview==
==Update history==
 1.0.4/ 1.0.0
*
*
*
==Hitboxes==
|}
==Timing==
Charges between 	5-6
Hit 1 	13-15
Hit 2 (clean) 	32-33
Hit 2 (late) 	34-36
Interruptible 	71
Animation length	80
Category:Ike (SSB4)
Category:Down smashes (SSB4)
Ike (SSB4)/Down throw

==Overview==
==Update history==
 1.1.0
*
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitbox 	35-39
Throw Release 	40
Interruptible 	58
Animation length	73
|-
Category:Ike (SSB4)
Category:Down throws (SSB4)
Ike (SSB4)/Forward aerial

==Overview==
==Update history==
 1.0.4/ 1.0.1
*
*
*
*
*
*
*
 1.0.8
*
*
*
 1.1.4
*
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Hitboxes 	12-16
Ending autocancel 	38-
Animation length 	55
Interruptible 	56
|-
===Landing lag===
Animation length	18
Category:Ike (SSB4)
Category:Forward aerials (SSB4)
Ike (SSB4)/Forward throw

==Overview==
==Throw & Hitbox Data==
===Hitboxes===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitbox 	5-6
Throw Release 	7
Interruptible 	34
Animation length	49
|-
Category:Ike (SSB4)
Category:Forward throws (SSB4)
Ike (SSB4)/Forward tilt

Ike forward tilt hitbox visualization	Ike forward tilt hitbox visualization
↗ 	
→ 	
↘ 	
==Hitboxes==
===Angled up===
|}
===Angled forward===
|}
===Angled down===
|}
==Timing==
Hitboxes 	13-14
Interruptible 	44
Animation length	56
Category:Ike (SSB4)
Category:Forward tilts (SSB4)
Ike (SSB4)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Interruptible 	33
Animation length	39
===Dash grab===
Grab 	10-11
Interruptible 	41
Animation length	47
===Pivot grab===
Grab 	11-12
Interruptible 	39
Animation length	41
Category:Ike (SSB4)
Category:Grabs (SSB4)
Ike (SSB4)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
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 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special (uncharged) 	Eruption 	
Neutral special (full charge)	Eruption 	
Side special 	Quick Draw	
Up special (rise) 	Aether 	
Up special (fall) 	Aether 	
Up special landing 	Aether 	
Down special 	Counter 	
Down special (hit) 	Counter 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw (collateral) 	 	
Back throw (collateral) 	 	
Up throw (collateral) 	 	
Down throw (collateral) 	 	
Category:Ike (SSB4)
Category:Hitboxes (SSB4)
Ike (SSB4)/Neutral aerial

==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Clean hit 	12-21
Late hit 	22-27
Ending autocancel 	64-
Interruptible 	60
Animation length 	71
|-
===Landing lag===
Animation length	14
Category:Ike (SSB4)
Category:Neutral aerials (SSB4)
Ike (SSB4)/Neutral attack/Hit 3

==Overview==
==Update history==
 1.0.4/ 1.0.0
*
*
 1.0.8
*
*
==Hitboxes==
|}
==Timing==
Hitboxes 	5-8
Animation length	38
Interruptible 	40
Category:Ike (SSB4)
Category:Neutral attacks (SSB4)
Ike (SSB4)/Neutral special

==Overview==
Ike's neutral special in SSB4 is Eruption. Ike charges up Ragnell that is alit with flames before thrusting it into the ground, creating a pillar of blue fire. It is Ike's main edge-guarding tool and has many positives. The longer Ike charges the taller and stronger the flames will be, having incredibly high vertical range at full charge, putting opponents at tough spot and can KO as low as 45%, the uncharged tip can meteor smash, uncharged has a longer downward reach until the move is fully charged, it has transcendent priority and when fully charged it has four frames of super armor starting on frame 234 and ends on 238. However, when it fully charged, Ike will receives 10% recoil damage. In 1.1.4 Eruption's hitbox duration now lasts 2 more frames.
==Update History==
 1.1.4
*
Category:Ike (SSB4)
Category:Special moves (SSB4)
Category:Neutral special moves (SSB4)
Category:Flame attacks (SSB4)