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Ice Climbers (PM)

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Ice Climbers
in Project M
Ice Climbers SSBB.jpg
PPlus Ice Climbers.png
Polar Bear Climbers PM.png

Universe Ice Climber
Base game appearance Brawl
Moveset inspiration Ice Climbers (SSBM), Ice Climbers (SSBB)
Alternate costume Polar Bear Climbers, Tundra Climbers (Project+)

The Ice Climbers are a playable character in the Brawl mod Project M.

The Ice Climbers rank 16th out of 41 on the official tier list, placed toward the bottom of the A- tier and a distant drop from their placements in Melee and Brawl, where their positions were 7th out of 26 and 2nd out of 38, respectively. Their placement on the tier list is largely due to their volatile matchup spread, as Project M's expanded cast has provided them with more troublesome matchups than Melee or Brawl despite the Ice Climbers' expanded neutral and punish options. In the Project+ tier list, they are ranked 13th in the A tier, a slight improvement over their standing in Project M.


Ice Climbers is a duo consisting of the characters Popo and Nana. The player, in half of the retained Brawl costumes plus the alternate costume, controls Popo, and Nana will copy the player's movements under normal circumstances, and vice versa for the retained other half of the costumes. In Project M, the Ice Climbers can no longer perform most of their infamous grab infinites, but are compensated with buffed recovery options and better options in neutral. Ice Climbers are capable of dealing substantial amounts of damage; The partner will copy the player's move and has the same damage output, effectively doubling their damage output while both Climbers are alive if both attacks hit.

However, one of the Ice Climbers' biggest strengths is also their biggest weakness. A lot of their attacks are a lot better when both Popo and Nana are present, so if one of them is KO'd, the player's options are limited. A notable example, and their biggest disadvantage Ice Climbers has after the partner is defeated is the poor recovery offstage; Belay only gives a small fraction of the height the move normally gains, and although Squall Hammer can travel a fair distance, its hitbox doesn't compensate for edgehoggers.

Changes from Melee to PM[edit]

The Ice Climbers have been modified to focus more on desynching and standard combat rather than on their grab infinites from Brawl and Melee. This is an overall nerf as wobbling and grab infinites previously contributed to their success at a competitive scene. Nevertheless, their arsenal of grab combos and mixups have been greatly expanded, and the Ice Climbers still benefit greatly from chaingrabbing, as seen here. To compensate, however, they have both been made slightly more competent at fighting on their own, without the aid of their partner.


  • Buff Brawl's desynching methods are retained, albeit nerfed from their original functionality. This greatly improves their approach options and their offensive game.
    • Change They also retain most of their Melee desynch methods, including sidestep and roll desynchs.
    • Change In addition, they possess several new desyncs unique to PM for a more diverse kit.
  • Buff Both Climbers' can occupy the same ledge, a trait carried over from Brawl.
  • Buff The AI-controlled partner is much more efficient at recovering when alone, allowing them to live longer horizontally.
    • Buff The AI-controlled partner will also now always perform an up throw while in the middle of the stage and throw away from the stage when near edges, allowing for consistent follow-ups when the partner lands a grab.
  • Buff Most hammer attacks have had their hitboxes resized and/or moved to reach the end of their hammers.
  • Nerf They can no longer wobble.
  • Nerf The Climbers' chaingrabs from Brawl have been reduced to a 1-frame window, despite the intention for them to be completely removed.
  • Bug fix The freeze glitch is no longer possible.
  • Change By holding a shield button at the start of a match, one can play as a solo Ice Climber.

Ground Attacks[edit]

  • Buff Up tilt links better and hits faster.
  • Buff Forward smash and up smash are more effective as anti-air moves because of the fixed hitbox interpolation on the hammers.

Aerial Attacks[edit]

  • Buff The meteor on both Climbers' forward aerials has been converted into a deadly spike with a weak hitbox and a strong hitbox.

Special Moves[edit]

  • Buff Blizzard deals slightly more damage and uses its larger Brawl size.
  • Buff Belay allows both Climbers to snap to ledge, and has increased knockback and damage.

Changes from PM to P+[edit]



  • Change All throws' release points adjusted to be closer to Melee.
  • Nerf Forward throw hitlag increased.
  • Nerf Up throw hitlag increased.


  • Buff Shield size increased from 7.5 to 8.5.
  • Buff Down smash deals more damage.
    • Nerf It can no longer trip opponents.
  • Nerf Ice Shot has shorter duration.
  • Buff Belay deals more knockback.
  • Change The AI-controlled partner now spot dodges on the same frame the player does.



Bug fix A glitch involving their walk momentum has been corrected.


Bug fix The AI-controlled partner now attempts to use Belay for recovery.


Up to date as of version 3.6.

Note: The damage is based off one Ice Climber, due to both of them having the same damage output.

Name Damage Description
Neutral attack 2% Each Ice Climber does a horizontal swipe with their hammers followed by an upward swing.
Forward tilt 8% Each Ice Climber does a side swing with their hammer, covering a long reach. This move can also be aimed up or down.
Up tilt 1% (hits 1-7), 3% (hit 8) Each Ice Climber spins their hammer above their heads numerous times, dealing multiple hits. A good finisher when both Ice Climbers are present.
Down tilt 5% Each Ice Climber swings their hammers low across the ground.
Dash attack 9% Each Ice Climber sweeps upwards with their hammer while coming to a stop, launching the opponents upwards.
Forward smash 14% (hammer), 10% (arm) Each Ice Climber lifts their hammers over their heads, then smashes them straight down. A good finisher when both Ice Climbers are present.
Up smash 11% Each Ice Climber does an overhead swing with their hammers.
Down smash 12% Each Ice Climber fully sweeps the ground around them with their hammers.
Neutral aerial 8% Each Ice Climber spins around their hammer, hitting anyone near.
Forward aerial 13% (hammer), 11% (handle), 12% (body) Each Ice Climber holds their hammers up, then bring them down in a similar fashion to their forward smash. Spikes opponents who comes in contact with the handle, but is often hard to maneuver when both Ice Climbers are present. Overall an excellent finisher, especially with both Ice Climbers present. Often used as a finisher out of forward-throw near the ledge.
Back aerial 12% (hammer), 11% (handle) Each Ice Climber performs a backwards swing with their hammers.
Up aerial 9% (clean), 7% (late) Each Ice Climber thrusts their hammer upwards. Acts similarly to their up tilt, but with only one hitbox per Ice Climber.
Down aerial 9% Each Ice Climber holds their hammers below themselves and fall downwards. The attack overall lasts for a long duration and has some landing lag (though L-cancelling helps).
Grab One Ice Climber grabs the opponent.
Pummel 2% The grabbing Ice Climber hits the opponent with a headbutt, whereas the player has some control over the partner while pummeling.
Forward throw 6% (hit 1), 5% (throw) The grabbing Ice Climber hits the opponent forward with a hammer swing.
Back throw 7% The grabbing Ice Climber flings the opponent behind with one hand.
Up throw 6% (hit 1), 5% (throw) The grabbing Ice Climber throws their opponent upwards, hitting them with an overhead hammer swing.
Down throw 6% The grabbing Ice Climber spins once then throws the opponent onto the ground.
Floor attack (front) 6% Each Ice Climber gets up and spins their hammers.
Floor attack (back) 6% Each Ice Climber gets up and swipes their hammers on both sides.
Floor attack (trip) 5% Each Ice Climber gets up and spins around, hitting with their hammers.
Edge attack (fast) 8% (hammer), 6% (body) Each Ice Climber quickly climbs up and slams their hammers on the ground.
Edge attack (slow) 10% (hammer), 8% (body) Each Ice Climber slowly climbs up and swipes their hammer forward.
Neutral special Ice Shot 9% (hammer), 1-5% (ice) Each Ice Climber fires a block of ice that travel along the ground, bouncing off walls. The icicle melts and loses power over time. The Ice Climbers will gain a slight boost upwards when used in midair. The icicle can also fly through the air, making it a useful tool to gimp opponents and force high recoveries.
Side special Squall Hammer 2% (loop hits) Both Ice Climbers spin around together while moving along the ground with their hammers extended. This move can also be used as a recovery move by mashing the B button, which can cover more horizontal and vertical distance, but gains more distance when both Ice Climbers are present. Because both Climbers exit this move on the same frame, it is possible to desync the AI-controlled partner when grounded during the move's endlag.
Up special Belay 16% The leading Ice Climber throws the partner in the air with a rope. The partner then pulls the leader upwards, covering great vertical distance. If there is a nearby edge, the partner will target it, leading to a safe recovery for both Ice Climbers. If there is only one Climber present when performing this move, they will get a small hop, then fall into helplessness. Difficult to challenge from above because of invincibility on AI-controlled partner, but susceptible to gimps if the opponent can hit Popo during startup.
Down special Blizzard 1-2% Each Ice Climber blows icy wind from their hands, damaging nearby opponents. When the move is used on the ground, the partner will shoot in the direction opposite of the leader. This move is mostly used as a tool to control space in neutral and stuff approaches.
Final Smash Iceberg 2% (loop hits), 5% (frozen) The Ice Climbers summon a huge iceberg into the middle of the stage. The iceberg can damage and freeze any opponents who makes contact with it. This Final Smash lasts for about 11 seconds.

In competitive play[edit]

Notable tech[edit]

Labbing Discord Tech Post

Project M Ice Climbers Desyncs Off Ledge and Happy New Year Kill Setup

P+ Ice Climbers Guide - Grabs & Throws

Most historically significant players[edit]

Any number following the Smasher name indicates placement on the PMRank 2019, which recognizes the official top 50 players in the world in Project M during 2019.

See also: Category:Ice Climbers players (PM)

  • USA Dank? - Ranked 1st on the Colorado Project M Power Rankings.
  • USA Phresh - The second best Ice Climbers mains in the world. Placed 3rd at The Big Balc and 4th at Smash 'N' Splash 3.
  • USA Serb - Currently ranked 7th in Massachusetts, he is one of the best active Ice Climbers players.
  • USA techboy (#3) - The best Ice Climbers main in the world. Ranked 1st on the Michigan Project M Power Rankings.

Alternate costumes[edit]

Project M[edit]

The Ice Climbers received a costume based on the Polar Bear, an enemy from their origin game, Ice Climber.

Ice Climbers' alternate costumes in PM.
IceClimbersHeadSSBB.png IceClimbersHeadRedSSBB.png IceClimbersHeadBlueSSBB.png IceClimbersHeadBlackSSBB.png IceClimbersHeadGreenSSBB.png IceClimbersHeadWhiteSSBB.png IceClimbersHeadPolarBearPM.png


Project+ gives the Ice Climber team colors for their Polar Bear costume. Ice Climbers also receive a costume based on typical Russian snow clothing, which was named the Tundra Climbers costume.

Ice Climbers' alternate costumes in P+

Z-Secret Costume: Plaid Patterned Ice Climbers

R-Secret Costume: Realistic Equipment Ice Climbers


  • The Tundra Climbers costume in Project+ initially caused some controversey due to Nana carrying a sickle that, alongside the hammer Popo carried, is a part of the Russian flag. This was changed when the costume was released so that Nana carried a hammer similar to the one Popo carried.