- This article is about the Ice Climbers' appearance in Melee. For the characters more generally, see Ice Climbers; for the CPU Mode, see NANA; and for other uses of "Ice Climber", see Ice Climber.
||A mallet-swinging duo from the icy peaks.
|—Melee's instruction manual
Announced at E3 2001, Ice Climbers, known in Japan as Ice Climber ( アイスクライマー, Aisu Kuraimā), are playable characters in Super Smash Bros. Melee.
They rank 8th on the tier list (in the S tier), highly accredited to the usage of Wobbling and Desynching and the fact that the fighter is literally "two-in-one", which helps the climbers rack up damage, combo, and KO opponents; this gives the Ice Climbers one of the best grab games in Melee. Additionally, good players can quickly rack up damage with the two, and they have good approach options on the ground, due to disjointed hitboxes and two decent projectiles. The two also have a very long and floaty wavedash, aiding their approach tremendously. The Ice Climbers, however, have a poor air game, and their floatiness causes them to be vulnerable to juggling and combos.
This assumes one is playing with Popo as the leader, and Nana as the follower.
The Ice Climbers have the unique property of being a "two in one" character, as Popo and Nana must work together very well in order to be an effective fighter. Nana can be unresponsive at times and KO'd at low damage %s when she is separated from Popo, but she can also be somewhat of a shield for some attacks. The Ice Climbers's attacks are generally fairly short-ranged. Even so, advanced players can do massive damage with the Ice Climbers due to their strong ground game. On the down side, the Ice Climbers are awkward when forced to fight in the air. The Ice Climbers's projectile, ice shot, is good for edgeguarding and can't be avoided by ducking because it is a ground hugging projectile. However, Popo and Nana are easily disrupted by opponents' projectiles. The Ice Climbers have the second lowest traction when they aren't fighting on ice (where they have the highest traction). This makes them have a very long wavedash, but it also makes approaching difficult. The Ice Climbers have good, powerful juggling tactics, but they themselves are vulnerable to air combos and juggling due to being floaty. They have unusually high gravity (same as Donkey Kong's), making them sustain higher vertical knockback (Pikachu survives slightly longer vertically despite being much lighter than the Ice Climbers). Their up special move, Belay, travels great distance, but it can often KO Nana. The Ice Climbers can do an infinite grab known as Wobbling (which is generally tournament legal) and the freeze glitch (which is not tournament legal).
Where the Ice Climbers really shine is grabs. Although their grab range isn't impressive, they still have high-damage grab combos (including ones that can KO opponents from 0% damage). They also have some of the best chaingrabs in the game. The Ice Climbers themselves are difficult to grab because the one that isn't grabbed can interrupt the thrower.
A professional Ice Climbers player should make the most of their grabs in order to perform well with Popo and Nana.
The Ice Climbers' aerial attacks.
For a gallery of the Ice Climbers' hitboxes, see here.
- Note: A majority of the move summaries refer to the combined damage of the two climbers; one of the climber's attack is usually 1% less than the leader's. Total damage refers if both the climber's hammers connect, and they both usually do the moves in sync.
- Note: only the lead IC can use the ledge attack, because the computer IC cannot hang onto the ledge. The partner usually makes an additional jump to get back on stage, though.
|Neutral attack 1
||1-2% (usually adds up to 3%)
||A hammer swing in front.
|Neutral attack 2
||4% (both climbers)
||A hammer upswing. The two swings deal a total of 11%.
||7% and 8%, adds up to 15%
||A similar swinging motion in front to their neutral attack, only slightly slower with more knockback and damage. Can Wobble.
||18-21% damage if most or all hits connect
||Twirl their hammers above themselves, being short-ranged, but highly damaging. Consists of many hits.
||4% and 5%, adds up to 9%
||A sluggish swing to the floor. One of the climber's less damaging moves even with both their damages combined. Can Wobble.
||Adds up to 17%
||Leap and swing hammers in front. The landing has some ending lag, but both climber's hits add up to an impressive damage output for a dash attack.
||14% and 12%, adds up to 26% uncharged; 19% and 17%, adds up to 36% fully charged
||Somewhat quickly brings their hammers up and brings them down. Great knockback.
||10% and 11%, adds up to 21% uncharged; 15% and 13%, adds up to 28% fully charged
||Swings their hammer in an rapid arc over their heads. Excellent for KOs at higher percentages.
||12% and 11%, adds up to 23% uncharged; 17% and 14%, adds up to 31% fully charged
||Swirl their hammers below them in a 360° style. Fast but somewhat short ranged, good for tight spacing. Good horizontal knockback.
||Twirl around in the air. Short ranged, but good for aerial spacing and following up with another neutral aerial if predicted right.
||10% and 10%, adds up to 20%
||Hold their hammers up and bring them down in a similar fashion to their forward smash. Can meteor smash if sweetspotted.
||12% and 10%, adds up to 22%
||Turn around and swing their hammers in a similar fashion to their forward tilt.
||Both do around 8-9% each, adds up to 17%
||Thrust their hammers above themselves like their up tilt, with only one hitbox per climber.
||Both do 7-9% each, adds up to 17%
||Hold their hammers below themselves and fall downwards. Can be angled, has long duration and some landing lag (though L-cancelling helps). This attack has extremely low set knockback and therefore cannot KO grounded opponents at any percentage. Increasing their falling speed, it can help prevent air juggling a bit.
||1-2% per pummel
||The lead climber pummels the opponent, whereas the player has some control over the partner while pummeling. The damage adds up quickly due to desynching.
||Takes the foe and swings their mallets in a Bat-like way, launching the foe forward. Two indiscernible hits.
||Snow Mt. Throw
||Takes opponent and flings them behind with one hand.
||Bash the opponent above themselves. Powerful, though it's power costs them combo follow ups, for a throw. One of the strongest throws in the game. Two hits.
||Takes foe and slams them harshly into the ground. Only the lead climber attacks, doing little damage, though the opponent is usually knocked right in front of the climber, leading into many quick combos and chaingrabs.
|Floor attack (front)
||6% for one climber
||Get up and spin their hammers.
|Floor attack (back)
||6% for one climber
||Get up and spin their hammers.
|Edge attack (fast)
||Brings him/herself up and swings him/her hammer in a similar way to their forward smash.
|Edge attack (slow)
||Slowly gets up and thrusts his/her hammer forwards.
||2% per chunk of ice
||The climbers fire blocks of ice that travel along the ground, bouncing off walls. If both climbers are present, two blocks will be fired. 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. It is possible for a high-damage opponent to be frozen by Ice Shot, but the chances are slim, and the effect is short lived. Using Ice Shot at very close range can catch enemies with both the ice blocks and the hammers. The projectile can also be absorbed.
||The climbers spin around together while moving along the ground, consisting of many hits. It can also be used as a recovery move by mashing the B button - this causes the climbers to rise in the air. It gains more distance when both climbers are present, though with only one climber, it's their only viable recovery option.
||The lead climber throws the partner up a short distance while the two are attached by a rope, and the partner will then send the leader a long way upward by pulling on the rope. The climbers will become individually helpless after using the move. It grants great recovery distance, but when only one climber is present, it gives next to no distance, meaning Squall Hammer should be used instead.
||The leader stays put on the ground and shoots out a stream of frigid air from the palm of their outstretched hand for about a second to damage opponents in front. This move is mimicked by the partner if both are present, and the partner will shoot out Blizzard in the opposite direction while standing behind the back of the leader. Can rack damage and freeze opponents for a small amount of time. The move can be used to perform Blizzobbling, a variation of Wobbling performed with Blizzard; instead of a tilt, the partner uses Blizzard to damage the opponent while the leader pummels.
 Notable players
- See also: Category:Ice Climbers professionals (SSBM)
 Tier placement and history
The Ice Climbers were once a middle/low tier character who many did not think highly of, as in the beginning of Melee, professionals had not discovered everything about them that made them so dangerous. With the discovery of the Ice Climbers' desynching combos, as well as wobbling (which guaranteed a free stock if performed correctly), they started moving up the ranks. The growing dominance of Chu Dat and then Wobbles and Fly Amanita inched them first to the middle tier, then to a tier of their own between the top and high tiers, where they resided for more than two years. Wobbles's second place finish at EVO 2013 with the Ice Climbers, showcasing their power against unprepared Smashers, didn't change the Climbers' position but finally pushed them to the S tier, where they are at last recognized as a viable character for tournaments alongside the top tiered characters.
 Special Techniques
Desynching is a technique that involves separating the two Climbers' animations and controlling them individually, allowing them to do different techniques at the same time.
 In Single Player Modes
Ice Climbers can appear in a one-on-one, as an ally, on a team with Kirby, or as a metal opponent. Ice Climbers are fought on Icicle Mountain except in the metal battle.
Ice Climbers' sole appearance is on Stage 10: Icicle Mountain. After 51 seconds have passed, two pairs of Ice Climbers appear. The player must KO both Ice Climbers to proceed to the next stage.
Ice Climbers and their allies are fought on Icicle Mountain
Ice Climbers appear in the following Events:
- Event 11: King of the Mountain: The player must survive for 1 minute 2 seconds on Icicle Mountain. Two pairs of Ice Climbers will hinder the player and have unlimited lives.
- Event 21: Ice Breaker: The player must KO two Nanas (the pink Ice Climber) in a 1 stock match. All the Ice Climbers do is jump but can recover. KOing Popo (the blue Ice Climber) anytime results in a failure.
- Event 30: All-Star Match 3: Ice Climbers is the last opponent the player must fight in this series of staged battles. Their character battles them on the Icicle Mountain stage, and the player's character has 2 stock while Ice Climbers has 1. With a timer of four minutes, the player must defeat them and the other three characters with the overall time and life they have: Kirby, Pikachu and Ness.
 Ending images
That's Popo in the blue and Nana in the pink. These two stars of the game Ice Climber have scaled many an ice summit in their mountaineering careers. Back in their glory days, they chased eggplants, cucumbers, and other vegetables that inexplicable fell from frosty summits where a condor reigned supreme. They're rarely seen apart.
Game: Ice Climber (10/85)
This unique twosome fights together as a team. Your score will not be affected if the CPU-controlled character is KO'd, but a lone Ice Climber won't be able to use teamwork moves, which mini-glaciers out of their hammers, while Squall Hammer is at it's strongest when Nana and Popo combine their strength.
The colors of the Ice climbers' parkas denote who's in the lead: Nana's in pink and orange, while Popo's in green or blue. their hairstyles are also slightly different. Belay allows them to cover great distances, but doesn't give foes the chance to target their landing. Blizzard is best used in close quarters; in the fray, Nana and Popo sometimes freeze opponents.
The Ice Climbers' changeable clothes in SSBM
- Changing the language to Japanese on an English copy of Melee changes the Ice Climbers name to "Ice Climber", as the Japanese language does not differentiate words as plural like in English.
- The Ice Climbers are tied with Ganondorf for the world record in the Home-Run Contest, and are the only character other than Ganondorf to have reached the max distance. Unlike Ganondorf, however, the Ice Climbers have to exploit the Freeze glitch in order to be able to reach these distances in the Home-Run Contest.
- The Ice Climbers are the only starter character from a newly represented universe.
- The Ice Climbers and Marth are the only Melee characters who wear their default costume when they're on the blue team.