nyuuzyou/wikis huggingface dataset:
Ice Climbers (SSBU)/Down smash

==Overview==
Each of the duo stands back to back, winding up for a brief moment to swipe their mallet across the ground. It is both the fastest and farthest-reaching of their smash attacks, if only by a small margin. While it boasts impressive knockback, it's usually an inferior KO option compared to their other smashes, suffering from a launch angle that sends opponents toward the upper corners of the stage, the farthest one can go without losing a stock. If positioned just right, or against a large enough fighter, both Popo and Nana can end up hitting the opponent, causing severe damage. 
Despite clipping the ledge and technically being more active, it's often foregone as a two-framing option in favor of forward tilt or down tilt due to its higher ending lag and the aforementioned launch angle.
As a smash attack, it's got no intended use for starting, extending, or finishing combos. But the duo can stretch its usage a fair amount with the help of desyncing. 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 down throw with a down smash turns the otherwise combo-oriented throw into a kill move. A desynced down 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 also has a very situational use in a certain zero-to-death combo.
Unlike most of their moves, losing a partner robs down smash of coverage rather than strength, unable to hit on both sides and being relegated to a sidegrade to their forward smash that trades killpower for speed and range. When looking for a kill, Ice Climbers players sometimes set up a spot-dodge-down-smash scenario, baiting an out-of-shield option with one of their very safe aerials and using down smash as a quick punishment. This can also be done with a single climber, as some of their aerials are really safe even without the extra shieldstun provided by their partner.
Overall, the Ice Climbers' down smash is an above-average, but sometimes outclassed move as a pair, and still a competent attack even when used alone.
==Update History==
 
*
 
*
==Hitboxes==
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==Timing==
Charges between 	4-5
Hitboxes 	9-11
Interruptible 	41
Animation length	54
Category:Ice Climbers (SSBU)
Category:Down smashes (SSBU)
Ice Climbers (SSBU)/Down throw

Ice Climbers down throw hurtbox visualization	Ice Climbers down throw hurtbox visualization	Ice Climbers down throw hurtbox visualization	Ice Climbers down throw hurtbox visualization	Ice Climbers down throw hurtbox visualization
 	 	 	 	
==Overview==
The leader of the duo hoists the target overhead, jumping into the air for a moment and slamming the target into the ground. Despite being made for starting combos, it's also got the best raw KO potential of their throws. (But even then, it won't take a stock until about 214%)
Down throw is able to combo into forward tilt or up smash at 0-8%, but where it truly shines is about 15% later, where it often leads to several up aerials and massive damage in the process. Down throw can additionally be strung with any of their other aerials (except for down aerial) up until high enough percents that they become kill confirms. (Except for Neutral aerial) Their down throw is an especially important combo starter for an isolated lead climber, since their other moves lose most of their combo potential without the help of a partner, and down throw provides the majority of a solo climber's kill confirms as well. At relatively high percents, a down throw can instead be followed up with a blizzard to catch opponents attempting to airdodge or DI to escape.
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 down throw with a down smash turns the otherwise combo-oriented throw into a kill move. However, it is rarely chosen over the other variants due to being one of the toughest to time and having inconsistent killpower, with a lackluster launch angle that's highly susceptible to DI.
Overall, the Ice Climbers' down throw is by far their best, and usually the only one worth going for. While it doesn't benefit from desync techs as much as the others, it doesn't really need to.
==Throw Data==
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==Timing==
Invincibility 	1-37
Throw Release 	37
Interruptible 	50
Animation length	68
|-
Category:Ice Climbers (SSBU)
Category:Down throws (SSBU)
Ice Climbers (SSBU)/Down tilt

==Overview==
Each of the duo performs an outward sweeping attack with their mallet. It sports quick startup, decent activity, and solid damage output. With moderate range, knockback, and ending lag to boot. While the move lacks combo potential and significant KO potency, it's fairly easy to poke shields with, and sends opponents diagonally downward, making it useful as a means of unexpectedly knocking the enemy offstage and setting up edgeguards. 
The move clips the ledge if positioned right, and its high speed, disjoint, and semi-spike launch angle make it a fairly safe and very dangerous two-framing option. What's more, the extra swing from the 2nd Climber works as a built-in 2nd try if the leader swings too early.
Depending on how much the 2nd Climber's attack is delayed (via desynching) this can make the move much safer than it would be otherwise, and even gives it some use in setting up tech chases. But it doesn't seem to have much use in desyncs outside of that.
Even with only one of the two, down tilt still serves as a passable poking and gimping tool, and a desirable move when used in a pair.
==Hitboxes==
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==Timing==
Hitboxes 	8-11
Interruptible 	31
Animation length	34
==Trivia==
*The move has a 40% trip chance that can only happen on slants due to the launch angle.
Category:Ice Climbers (SSBU)
Category:Down tilts (SSBU)
Ice Climbers (SSBU)/Edge attack

==Overview==
Each of the duo heaves themselves onto the stage and takes a big inward swing at the enemy. Compared to most getup attacks, it's very slow and has low damage output, but above-average damage with the partner's 2nd attack.
With good timing, the Ice Climbers can be desynced while grabbing the edge. This allows them to pick two different getup options at once, making them difficult to ledgetrap. What's more, if only one of the climbers is trapped successfully, the other can punish the opponent, turning an unfavorable situation into an advantageous one. This technique is often used to make the 2nd Climber use a getup attack while the 1st Climber safely gets up or jumps up to hit the opponent with a Blizzard. If the leader is quick about it, they can even get a combo or kill confirm out of their partner's attack.
Although a separated partner climber is programmed to make a beeline for their leader, if a foe tries to stop them, they will occasionally make an effort to fight back. The partner climber can throw opponents for a loop by using their edge attack instead of the usual.
As a pair, the Ice Climbers' edge attack sports versatility far beyond what anyone else's can muster, but on its own, it's among the worst in the game, having a very long startup with little payoff for landing it.
==Hitboxes==
===Leader===
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===Partner===
The hitbox has two possible X offsets depending on whether the partner is facing right or left (respectively), preventing issues with the Z-axis.
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==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-26
Intangibility (2nd grab)	1-21
Intangibility (3rd grab)	1-13
Hitbox 	24-26
Interruptible 	56
Animation length 	59
!Hitboxes 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Ice Climbers (SSBU)
Category:Edge attacks (SSBU)
Ice Climbers (SSBU)/Floor attack (back)

==Overview==
Each of the duo gets up and swings their mallet side to side. With the help of a partner, it can hit several times for high damage and even break shields.
With good timing, the climbers can be desynced while prone, allowing them to pick two different getup options and making them difficult to tech chase. It largely invalidates moves such as Flame Choke and Silent Takedown because the climber made prone can use their getup attack while counting on their teammate to cover for them with a variety of other moves.
Without a partner, it seems to be your average back floor attack.
==Hitboxes==
===Leader===
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===Partner===
The hitboxes have two possible X offsets depending on whether the partner is facing right or left (respectively), preventing issues with the Z-axis.
|}
==Timing==
Intangibility 	1-25
Hit 1 	19-20
Hit 2 	24-25
Interruptible 	46
Animation length	54
|-
Category:Ice Climbers (SSBU)
Category:Floor attacks (SSBU)
Ice Climbers (SSBU)/Floor attack (front)

==Overview==
Each of the duo gets up and spins around while swinging their mallet outward. With the help of a partner, it can hit several times for high damage and even break shields.
With good timing, the climbers can be desynced while prone, allowing them to pick two different getup options and making them difficult to tech chase.
Without a partner, it seems to be your average front floor attack.
==Hitboxes==
===Leader===
|}
===Partner===
The hitboxes have two possible X offsets depending on whether the partner is facing right or left (respectively), preventing issues with the Z-axis.
|}
==Timing==
Intangibility 	1-25
Hit 1 	19-20
Hit 2 	24-25
Interruptible 	46
Animation length	59
|-
Category:Ice Climbers (SSBU)
Category:Floor attacks (SSBU)
Ice Climbers (SSBU)/Floor attack (trip)

==Overview==
Each of the duo gets up and swings their mallet side to side. With the help of a partner, it can hit several times for high damage and even break shields.
By tripping, the climbers can be desynced, turning a would-be opening into an opportunity. It largely invalidates moves such as Banana Peel and R.O.B.'s down tilt because the climber that tripped can use their getup attack while counting on their teammate to cover for them with a variety of other moves.
Without a partner, it seems to be your average tripped floor attack.
==Hitboxes==
===Leader===
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===Partner===
The hitboxes have two possible X offsets depending on whether the partner is facing right or left (respectively), preventing issues with the Z-axis.
|}
==Timing==
Intangibility 	1-7
Hit 1 	19-20
Hit 2 	31-32
Interruptible 	50
Animation length	61
|-
Category:Ice Climbers (SSBU)
Category:Floor attacks (SSBU)
Ice Climbers (SSBU)/Forward smash

==Overview==
Each of the duo swings their mallet overhead, happily bringing it down onto their target with great force. While its 11 frame startup is only decent compared to most of their kit, it's very quick for a forward smash, the 2nd fastest in the game, in fact. Its impressive speed doesn't sacrifice power in return, either. As it's able to reliably take stocks around 70%. Aside from the typical hard read/punish that most f-smashes serve as, such a fast instance of the move is great for punishing opponents who carelessly grab one of the Ice Climbers, potentially robbing an opponent of their stock at mid percents even when they were the one landing an attack.
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 forward or back throw with an f-smash turns the otherwise very weak throws into devastating kill moves, with forward-throw-forward-smash being their strongest, and backward-throw-forward-smash being a close second. (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. Especially skillful players can also confirm a forward smash with down throw, which has an even longer animation than forward throw, allowing another dozen frames of charge time, and therefore even more potent KO power. But this should only be attempted in the case that it otherwise wouldn't kill, since sneaking that downward input within the limited buffer window is tricky.
While forward smash is an inferior two-framing option compared to down or forward tilt due to only reaching the ledge instead of clipping it, it has its use as a powerful ledge regrab punish in some matchups. Hitting much harder than the tilts, even if only one of the two finds their target.
It's quite a good move in its base form, and even with only a single climber, their forward smash is still decent. Posessing the speed and knockback that made it an appealing move, albeit with a good deal less damage and safety.
==Hitboxes==
===Leader===
|}
===Partner===
The hitboxes 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 	4-5
Early hit 	11
Late hit 	12-13
Interruptible 	47
Animation length	51
Category:Ice Climbers (SSBU)
Category:Forward smashes (SSBU)
Ice Climbers (SSBU)/Forward throw

Ice Climbers forward throw hurtbox and hitbox visualization	Ice Climbers forward throw hurtbox and hitbox visualization	Ice Climbers forward throw hurtbox and hitbox visualization	Ice Climbers forward throw hurtbox and hitbox visualization	Ice Climbers forward throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
The leader of the duo puts on a "No Nonsense" expression and swats the target aside, swinging their mallet like a golf club. It deals average damage for a throw, with high base knockback but very little knockback scaling. It offers no combo, damage racking, or tech chase prowess, either, making for a thoroughly unimpressive throw.
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 forward throw with an f-smash turns the otherwise very weak throw into a devastating kill move, with forward-throw-forward-smash being their 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) F-throw-f-smash's slower startup makes it easier to time, but also easier to DI.
At the edge of the stage, the leader's forward 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 easy combo extensions and even a slew of kill confirms.
While the Ice Climbers' forward throw is normally not at all worth the risk of grabbing, its utility is increased tenfold with the help of a partner and some desyncing.
==Throw and Hitbox Data==
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==Timing==
Invincibility 	1-25
Hitbox 	24
Throw Release 	25
Interruptible 	50
Animation length	64
|-
Category:Ice Climbers (SSBU)
Category:Forward throws (SSBU)
Ice Climbers (SSBU)/Forward tilt

Ice Climbers forward tilt hitbox visualization	Ice Climbers forward tilt hitbox visualization	Ice Climbers forward tilt hitbox visualization
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→ 	 	
↘ 	 	
==Overview==
Each of the duo flicks their mallet outward. The attack boasts impressive speed, damage and knockback, without lacking in range or safety, either. It is, however, held back when it comes to activity, being active for only 2 frames. Depending on how much the 2nd Climber's attack is delayed (via desyncing) this can make the move much safer than it would be otherwise, and even grants it a touch of combo potential.
When angled upward, it is their most reliable followup from down throw at 0-4%
It clips the ledge when angled downward, and when combined with its relatively high speed and power, makes for an above-average two-frame option in spite of its low activity. Which is largely compensated by the delayed swing of the partner, working as a built-in 2nd try at a two-frame if the leader moves too early.
The partner can be made to use a forward tilt on their own if done out of a desyncing method known as the "Soymilk" desync, which involves manipulating the 2nd Climber to buffer a move independently during their turnaround animation. When performed by only one of the Ice Climbers, forward tilt also used for some of their zero-to-death combos, usually following a down throw and leading into a side special or forward aerial.
Even without a partner to strike with, forward tilt retains enough of its two-framing and KO potential to be a competent move on its own, a further testament to the power of the move in its base form. As long as both climbers are present, the Ice Climbers' forward tilt is a very solid attack and a standout among a fairly unremarkable move category.
==Hitboxes==
|}
==Timing==
Hitboxes 	9-10
Interruptible 	30
Animation length	43
Category:Ice Climbers (SSBU)
Category:Forward tilts (SSBU)
Ice Climbers (SSBU)/Grab

==Overview==
The leader of the duo moves their mallet aside to grab at nearby enemies with their dominant hand. While holding an opponent, their partner is made unable to move alongside them, though this can be circumvented with desyncs and/or input buffering.
The grab itself can be used for desyncing. Since the ZL and ZR buttons can do things besides grab, such as airdodging or throwing an item. One of the most beginner friendly means of desyncing involves simply grabbing and buffering a special move, causing the partner climber to use it at the exact same time rather than six frames later. This then leads to the desync due to the 2nd Climber's wider buffer window.
While grabbing offers near endless utility for the Ice Climbers specifically, its mediocre speed and miniscule range make it one of the worst grabs in the game.
==Grabbox Data==
===Standing Grab===
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===Dash Grab===
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===Pivot Grab===
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==Timing==
===Standing grab===
Grab 	8-9
Interruptible 	40
Animation length	39
===Dash grab===
Grab 	10-11
Interruptible 	48
Animation length	56
===Pivot grab===
Grab 	10-11
Interruptible 	41
Animation length	46
Category:Ice Climbers (SSBU)
Category:Grabs (SSBU)
Ice Climbers (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 popo 	Right Sweep 	
Neutral attack 1 nana 	Right Sweep 	
Neutral attack 2 popo 	Left Sweep 	
Neutral attack 2 nana 	Left Sweep 	
Forward tilt popo 	Side Strike 	
Forward tilt nana 	Side Strike 	
Forward tilt (high) popo 	Side Strike 	
Forward tilt (high) nana 	Side Strike 	
Forward tilt (low) popo 	Side Strike 	
Forward tilt (low) nana 	Side Strike 	
Up tilt popo 	Hammer Spin 	
Up tilt nana 	Hammer Spin 	
Down tilt popo 	Shin Attack 	
Down tilt nana 	Shin Attack 	
Dash attack popo 	Dash Strike 	
Dash attack nana 	Dash Strike 	
Forward smash popo 	Stake Smash 	
Forward smash nana 	Stake Smash 	
Up smash popo 	Icicle Crasher 	
Up smash nana 	Icicle Crasher 	
Down smash popo 	Hammer Sweep 	
Down smash nana 	Hammer Sweep 	
Neutral aerial popo 	Climber Turn 	
Neutral aerial nana 	Climber Turn 	
Forward aerial popo 	Hammer Slam 	
Forward aerial nana 	Hammer Slam 	
Back aerial popo 	Reverse Strike 	
Back aerial nana 	Reverse Strike 	
Up aerial popo 	Overhead Sweep 	
Up aerial nana 	Overhead Sweep 	
Down aerial popo 	Hammer Swoop 	
Down aerial nana 	Hammer Swoop 	
Neutral special 	Ice Shot 	
Side special (duo) (popo) 	Squall Hammer 	
Side special (duo) (nana) 	Squall Hammer 	
Side special (solo) (popo)	Squall Hammer 	
Side special (solo) (Nana)	Squall Hammer 	
Up special 	Belay 	
Down special (Popo) 	Blizzard 	
Down special (Nana) 	Blizzard 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Headbutt 	
Forward throw 	Hockey Shot 	
Back throw 	Snowy Mountain Throw	
Up throw 	Grab Icicle Crasher 	
Down throw 	Avalanche Crusher 	
Getup attack front popo 	 	
Getup attack front nana 	 	
Getup attack back popo 	 	
Getup attack back nana 	 	
Getup attack trip popo 	 	
Getup attack trip nana 	 	
Ledge attack popo 	 	
Ledge attack nana 	 	
Category:Ice Climbers (SSBU)
Category:Hitboxes (SSBU)
Ice Climbers (SSBU)/Neutral aerial

==Overview==
Each of the duo twirls diagonally with their mallet extended, ending with a flourish after a couple rotations. It sports decent range on either side, high activity, moderate ending lag, and remarkably low landing lag. Thanks to leaving such a small opening while also possessing respectable shieldstun, it's very safe on shield, enough in fact to actually give the duo a slight frame advantage against an opponent who blocks it.
A short-hop-nair is their fastest out of shield option, but sometimes struggles to connect with short attackers or those low to the ground during a landing animation.
Its high speed, activity, and low launch angle make it a very useful gimping tool, which is further compounded with the 2nd Climber's additional coverage.
When landing with the move, neutral aerial is quite useful for combos, leading to a jab, tilt, or smash attack at low percents, and starting a tech chase or combo into dash attack at mid percents. It can even start combos while rising and chain into itself when desynced, carrying foes across the stage for a chance to be spiked. A desynced neutral aerial additionally plays a role in some of the Ice Climbers' zero to death combos.
Even without both climbers, it's still a good move that does most of what it could at its best. It's still very safe, good at edgeguarding, and can still be used as a combo starter or out of shield option. Which speaks volumes for the incredible traits of its base form.
==Hitboxes==
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==Timing==
===Attack===
Initial autocancel	1-5
Hitboxes 	6-23
Ending autocancel 	30-
Interruptible 	46
Animation length 	64
|-
===Landing lag===
Interruptible 	8
Animation length	11
Category:Ice Climbers (SSBU)
Category:Neutral aerials (SSBU)
Ice Climbers (SSBU)/Neutral attack

==Overview==
The Ice Climbers' neutral attack consists of 2 hammer swings. Alone, the leader deals 5.5%. When paired, they deal 9.625%.
For the technical data of each individual hit, see:
*Ice Climbers (SSBU)/Neutral attack/Hit 1
*Ice Climbers (SSBU)/Neutral attack/Hit 2
==Quickest loop==
Jab 1 	4-5
Jab 2 	13-14
Interruptible 	28, 39
Animation lengths	43, 48
|-
Category:Ice Climbers (SSBU)
Category:Neutral attacks (SSBU)
Ice Climbers (SSBU)/Neutral attack/Hit 2

==For an overview of Ice Climbers (SSBU)/Neutral attack, see Ice Climbers (SSBU)/Neutral attack/Hit 1==
==Hitboxes==
|}
==Timing==
Hitboxes 	4-5
Interruptible 	30
Animation length	39
Category:Ice Climbers (SSBU)
Category:Neutral attacks (SSBU)
Ice Climbers (SSBU)/Pummel

==Overview==
The leader of the duo excitedly headbutts their target. It's faster but weaker than most.
On top of tacking on extra damage, players can use pummels as a buffer or metronome to help time their desynced grab setups.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Hitbox 	1
Interruptible 	7
Animation length	23
Category:Ice Climbers (SSBU)
Category:Pummels (SSBU)