Ice Climbers (SSBB): Difference between revisions

2,118 bytes removed ,  8 years ago
→‎Moveset: Added moveset table.
(Edited their description. From what it looks like from the list of buffs and nerfs, I figured I add that they received a mix of both. Though, they are still buffed)
(→‎Moveset: Added moveset table.)
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==Moveset==
==Moveset==
{{cleanup|needs Moveset table}}
''Note: This assumes that both Ice Climbers are present.''
''This assumes that both Ice Climbers are present.''
{{MovesetTable
===Ground attacks===
|game=SSBBB
====Normal====
|neutralcount=2
*[[Neutral attack]] - The Ice Climbers swing their hammers in front of themselves. Leader, first hit 3%, second hit 4%. Partner, 2% both hits. Total, 2%-11%. Start-up of 4 frames.
|neutralname= 
*[[Dash attack]] - They do a short jump and swing their hammers in front of themselves. The leader does 6%, while the partner does 4%. Total, 4%-11%. Hits on frame 11-12.
|neutral1dmg=3% (leader), 2% (partner)
*[[Forward tilt]] - Similar to the neutral attack, but with one hand. A useful spacing tool. Leader, 7%. Partner, 9%. Total, 7%-16%. Hits on frame 9-12.
|neutral2dmg=4% (leader), 2% (partner)
*[[Up tilt]] - They spin their hammers over their heads, creating a lingering hitbox that deals multiple hits. It can lead to a grab at low percentages. Leader, 6 hits of 1%, then 4%. Partner, 4 hits of 1%, then 3%. Total, 1%-17%. Hitbox out on frame 8.
|neutraldesc=A horizontal swipe followed by an upward swing.
*[[Down tilt]] - They crouch and sweep their hammers on the ground in front of them. Used generally for [[gimp]]ing recoveries such as Snake's cypher. Leader, 6%. Partner, 5%. Total, 5%-11%. Hitbox out on frame 8 and it ends on frame 11.
|ftiltname= 
 
|ftiltangles=3
====[[Smash attack]]s====
|ftiltupdmg=9% (both)
*[[Forward smash]] - They lift their hammers over their head, then smash straight down. It looks similar to how they attack in [[Ice Climber (game)|their own game]]. Can be used at the end of a [[SoPo]] chain grab. Leader, 11%-13% uncharged, 16%-18% fully charged. Partner, 9%-10% uncharged, 13%-14% fully charged. Total, 9%-23% uncharged, 13%-32% fully charged. Hits on frame 12-13.
|ftiltsidedmg=9% (leader), 7% (partner)
*[[Up smash]] - They swing their hammers upwards. Good as a finisher from chain grabs. Leader, 11% uncharged, 15% fully charged. Partner, 9% uncharged, 13% fully charged. Total, 9%-20% uncharged, 13%-28% fully charged. Hits from frame 13 to 18.
|ftiltdowndmg=9% (both)
*[[Down smash]] - They sweep their hammers on the ground all the way around themselves. Because the back swipes' hitboxes extend a bit in front of the climbers and the back and forward swipes are two separate hits, this attack inflicts huge damage if the target is at close range and both climbers are present, making it ideal for [[Home-Run Contest]]. This is the second most damaging down smash in the game if both Ice Climbers hit, following Lucas who has the most damaging down smash. Low knockback, though it can KO opponents around 150% unless fully charged. Leader, 12% uncharged, 16% fully charged (-2% if facing opponent at close range). Partner, 8% uncharged, 12% fully charged (strangely, +1% to the back swipe). Total, 8%-41% uncharged, 11%-56% fully charged. Front hit on frame 9-11, back hit on frame 14-17.
|ftiltdesc=A similar swinging motion in front to their neutral attack, only having slightly more power and knockback.
 
|utiltname= 
====Other attacks====
|utiltdmg=1% (hits 1-6), 4% (hit 7 [leader]), 3% (hit 7 [partner])
*[[Ledge attack]] - They climb up the ledge and swing hammers over their heads. 8% each hit.
|utiltdesc=Twirl their hammers over their heads, creating a lingering hitbox that deals multiple hits. Can often lead to a grab at low percents.
*100% ledge attack- They slowly get up and swing their hammers low to the ground. 10% each.
|dtiltname= 
*[[Floor attack]] - They quickly get up and hammer in both directions. This is surprisingly similar to their Down Smash, in that the back swipes' hitboxes extend a bit in front of them, and the back and forward swipes are two separate hits, making it shockingly powerful at close range (assuming both climbers fell and are in the same position). 6% each hit. Total, 6%-24%.
|dtiltdmg=6% (leader), 4-5% (partner)
*Trip attack - They quickly get up and spin around with their hammers extended. This is surprisingly similar to their Down Smash, in that the back swipes' hitboxes extend a bit in front of them, and the back and forward swipes are two separate hits, making it shockingly powerful at close range (assuming both climbers tripped and are in the same position). 5% each hit. Total, 5%-20%.
|dtiltdesc=Sweep their hammers on the ground in front of them. Used generally for [[gimping]] recoveries such as {{SSBB|Snake}}'s [[Cypher]].
 
|dashname= 
===[[Aerial attack]]s===
|dashdmg=6% (leader), 4% (partner)
*[[Neutral aerial]] - The Ice Climbers swing in a circle with hammers outstretched. Good for getting [[Pikmin Throw|Pikmin]] unlatched. Can cause tripping to occur leading to grabs, Leader, 7%. Partner, 5%. Total, 5%-12%. Hits on frame 6-23.
|dashdesc=Leaps forward and swings their hammers in front of themselves.  
*[[Forward aerial]] - The Ice Climbers lift their hammers over head then swing forward, like their side smash. If the partner hits, the attack will be a meteor smash if placed correctly. Can follow out from a down-throw. Used at the end of chain grabs, especially vs Falco and others who are easy to gimp afterwards. The meteor smash can be smash DI'd however to prevent the early gimp. Useful as a solo Ice Climber KO move as the SoPo hit has moderately high knockback. Leader, 12%. Partner, 7%; 12% if sweet-spotted. Total, 7%-24%. Hits on frame 19-20.
|fsmashname= 
*[[Back aerial]] - They swing their hammers behind themselves. Good for edge-guarding. Leader, 11%. Partner, 8%. Total, 8%-19% damage. Hits from frame 8 to 11.
|fsmashdmg={{ChargedSmashDmgSSBB|13}}/{{ChargedSmashDmgSSBB|12}} (leader), {{ChargedSmashDmgSSBB|10}}/{{ChargedSmashDmgSSBB|9}} (partner)
*[[Up aerial]] - They stick their hammers above their head. High knockback, disjointed hitbox. Can KO at high percentages and is fast. Very useful spacing tool that is indispensable vs. characters like Metaknight. Leader, 10% when it first comes out, 7% during the rest of the attack. Partner, 7% when it first comes out, 5% during the rest of the attack. Total, 5%-17%. Hitbox out on frame 6 and it ends on frame 23 (strongest hit on frame 6-9).
|fsmashdesc=Lifts their hammers over their heads, then smash straight down. Deals good knockback it both Ice Climbers hammers connect. Deals less damage if the opponents hit the hilt of the hammers and more damage if they hit the head.
*[[Down aerial]] - A [[stall-then-fall]]. They fall with their hammers below themselves. The stall is almost unnoticeable. This move unfortunately has large landing lag. It is used as a landing option. Leader, 8%. Partner, 5%. Total, 5%-13%. Start-up of 5 frames (it usually ends on frame 51).
|usmashname= 
 
|usmashdmg={{ChargedSmashDmgSSBB|11}}/{{ChargedSmashDmgSSBB|9}} (leader), {{ChargedSmashDmgSSBB|9}}/{{ChargedSmashDmgSSBB|8}} (partner)
===[[Grab]]s & [[throw]]s===
|usmashdesc=Swings their hammers in an rapid arc over their heads. Good as a finisher from chain grabs. Deals more damage if the opponent hit the head of the hammer.
*[[Pummel]] - Headbutt. Does 1% per hit. While the leader does the pummeling, the partner can be controlled and can move or [[buffer]] any other move in the Ice Climbers' moveset to use when a throw is completed by the leader. Otherwise, the partner either does nothing or does its neutral attack.
|dsmashname= 
*[[Forward throw]] - Hit with hammer. If the player walks slightly forward with the partner climber (see pummel) before using, he/she can grab the enemy again right after they use the attack, making this a [[chain grab]]. If used near the edge and combined with their partner using a short hop then forward air, it can KO at 50%. Does 8%.
|dsmashdmg={{ChargedSmashDmgSSBB|12}}/{{ChargedSmashDmgSSBB|10}} (leader), {{ChargedSmashDmgSSBB|9}}/{{ChargedSmashDmgSSBB|8}} (partner)
*[[Back throw]]- Spin around and hit with hammer. The player can use the other Ice Climber to turn around and re-grab the enemy much in the fashion of the chain grab with the forward throw. This does not cause movement of the Ice Climbers like the latter chain grab as the enemy is thrown back and forth between the Ice Climbers so tripping cannot occur. Does 6% damage. Extremely weak and cannot KO until 698%.
|dsmashdesc=Swirls their hammers below them in a 360° style. Can hit up to four times if the opponent is really close and at low percentages. The second most damaging down smash in the game if all four hits connect. Deals more damage if the opponent hits the head of the hammer. Oddly, the move deals 8% damage instead of 9% for the partner during the second part of the swing.
*[[Up throw]] - Throw upwards then smash with hammer. Inflicts 6%. Extremely weak and can not KO until 469%.
|nairname= 
*[[Down throw]] - Spike on ground. Is another chain grab, and likely the Ice Climbers' most reliable one. With both climbers present the other Climber can quickly grab the enemy as they bounce off the ground which will last as long as the player can manage. Unlike other throws that can chain throw, this one can be used to chain throw by a lone climber. If used by a single climber, it can chain throw most characters to about 50% and can be follow up by a forward smash after that. Should it become stale, it chain throw many characters to about 60+% and chain throw lightweights to as high as 90%. This throw can also lead to a [[meteor smash]] offstage if the human-controlled Climber performs the down throw and the CPU-controlled Climber performs a forward aerial on the opponent as they are in hitstun. Does 6%.
|nairdmg=7% (leader), 5% (partner)
 
|nairdesc=Spin in a circle with their hammers outstretched. Good for aerial [[spacing]].
The Ice Climbers can perform infinite chain grabs with their forward throw, back throw, and down throw. The chaingrabs involve one Climber throwing the character, and the other Climber grabbing the victim as soon as they are released from the first throw. This action can be repeated an infinite amount of times, and while difficult to perform, it is inescapable if performed correctly. It can be used to rack up a lot of damage, and be followed up by an unavoidable smash attack at high percents for a KO. Lightweight characters are easier for the Ice Climbers to do the chaingrabs on.
|fairname= 
 
|fairdmg=12% (leader), 12% (partner sweetspot), 7% (partner sourspot)
If the controls have been customized, it is possible for the Climbers to use a forward smash twice, making a "smash throw" gimp KO possible.
|fairdesc=Holds their hammers up and bring them down in a similar fashion to their forward smash. The partner can meteor smash opponents if the move is sweetspotted.
 
|bairname= 
===Special moves===
|bairdmg=11% (leader), 8% (partner)
{{Special Moves|char=Ice Climbers}}
|bairdesc=Turn around and swing their hammers in a similar fashion to their forward tilt.
|uairname= 
|uairdmg=10%/9% (leader clean), 7% (leader late), 7%/6% (partner clean), 5% (partner late)
|uairdesc=Thrust their hammers above themselves like their up tilt, with only one [[hitbox]] per Ice Climber. The move deals less damage at the head of the hammer and more damage towards the arm.
|dairname= 
|dairdmg=8% (leader), 5% (partner)
|dairdesc=Hold their hammers below themselves and fall downwards. A [[stall-then-fall]] move, with the stall being almost unnoticeable. Has very large landing lag if not [[auto-cancelling|auto-cancelled]].
|grabname= 
|grabdesc= 
|pummelname= 
|pummeldmg=1%
|pummeldesc=A headbutt. The leader pummels the opponent, whereas the player has some control over the partner while pummeling.
|fthrowname= 
|fthrowdmg=3% (hit), 5% (throw)
|fthrowdesc=Hits opponent forward with their hammers. If the player walks slightly forward with the partner before using, they can regrab the opponent again right after they use the attack, making this throw a [[chaingrab]].
|bthrowname= 
|bthrowdmg=6%
|bthrowdesc=Throws opponent behind. Usable in a [[chaingrab]].
|uthrowname= 
|uthrowdmg=2% (hit), 4% (throw)
|uthrowdesc=Throw opponent upwards then hits them with hammer.
|dthrowname= 
|dthrowdmg=6%
|dthrowdesc=Spins and then throws the opponent to the ground. Can be used to chain grab infinitely with good timing if both Ice Climbers participate.
|floorfname= 
|floorfdmg=6%
|floorfdesc=Gets up and spin their hammers.
|floorbname= 
|floorbdmg=6%
|floorbdesc=Gets up and spin their hammers.
|floortname= 
|floortdmg=5%
|floortdesc=Gets up and spins around, sweeping with their hammers.
|edgefname= 
|edgefdmg=8% (hammer), 6% (body)
|edgefdesc=Quickly gets up and slams his/her hammer on the ground.
|edgesname= 
|edgesdmg=10% (hammer), 8% (body)
|edgesdesc=Slowly gets up and swipes his/her hammer forwards.
|nsname=Ice Shot
|nsdmg=1-3%
|nsdesc=
|ssname=Squall Hammer
|ssdmg=2-3% (loop)
|ssdesc=Both Ice 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]], which causes both Ice Climbers to rise in the air. It gains more distance when both Ice Climbers are present.
|usname=Belay
|usdmg=16%
|usdesc=The leading Ice Climber throws the following Ice Climber in the air with a rope. The following Ice Climber then pulls the leader upwards. If there is a nearby edge, the following Climber will target it, leading to a safe recovery for both Ice Climbers. Each Ice Climber become [[helpless]] after the move is used.
|dsname=Blizzard
|dsdmg=1-2%
|dsdesc=Each Ice Climber blows icy wind , damaging their opponent. When the move is used on the ground, the partner will shoot in the direction opposide of the leader.
|fsname=Iceberg
|fsdmg=2% (hit), 5% (frozen)
|fsdesc=The Ice Climbers summon a huge Iceberg into the middle of the field. Touching the iceberg results in freeze damage, and possibly becoming frozen. Being frozen when pushed off the edge can lead to a fatal death, as the frozen player falls with full speed.
}}


===[[Taunt]]s===
===[[Taunt]]s===
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