Ice Climbers (SSBM): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(Gave it a cleanup, needs rest of moveset)
Line 24: Line 24:
''This assumes one is playing with Popo as the leader, and Nana as the follower.''
''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 killed at low damage %s when she is seperated 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 [including the single most powerful move in the game (down smash), which can do 53% damage if fully charged and timed right]. 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 [[combo]]s and juggling due to being floaty. Their up special move, Belay, travels great distance, but it can often kill 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).  
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 killed at low damage %s when she is seperated 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 [[combo]]s and juggling due to being floaty. Their up special move, Belay, travels great distance, but it can often kill 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 [[grab|grabs]]. Although their grab range isn't impressive, they still have high-damage grab combos (including ones that can kill opponents from 0% damage). They also have some of the best [[chaingrab]]s in the game. The Ice Climbers themselves are difficult to grab because the one that isn't grabbed can interrupt the thrower.  
Where the Ice Climbers really shine is [[grab|grabs]]. Although their grab range isn't impressive, they still have high-damage grab combos (including ones that can kill opponents from 0% damage). They also have some of the best [[chaingrab]]s in the game. The Ice Climbers themselves are difficult to grab because the one that isn't grabbed can interrupt the thrower.  

Revision as of 19:28, January 4, 2010

An icon for use on pages that need cleanup. This article or section may require a cleanup.
The editor who added this tag believes this page should be cleaned up for the following reason: Needs full moveset
You can discuss this issue on the talk page or edit this page to improve it.
This article is about the Ice Climbers' appearance in Super Smash Bros. Melee. For other uses, see Ice Climbers. Also, for the CPU Mode, see NANA (CPU Mode).
Ice Climbers
Ice Climbers
IceClimberSymbol.svg
Universe Ice Climber
Appears in SSBM
SSBB
Availability Starter
Tier High (8)


Announced at E3 2001, Ice Climbers (Ice Climber; アイスクライマー, Aisu Kuraimā) are playable characters in SSBM.

Attributes

Iceclimbers.jpg

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 killed at low damage %s when she is seperated 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. Their up special move, Belay, travels great distance, but it can often kill 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 kill 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.

Special Moves

Special Techniques

Desynching

Main article: Desynching

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.

Trophies

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)

Smash Red

This unique twosome fights together as a team. Your score will not be affected if the CPU-controlled character isKO'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.

Smash Blue

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.

Costume Gallery

File:Alt-iceclimbers.jpg
The Ice Climbers' changeable clothes in SSBM