Editing Ice Climbers (SSBB)

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For further two-in-one tricks, it is even possible to de-synchronize or "desync" the CPU partner by confusing it with erratic movement (such as [[dash-dancing]]), putting the player in control of both Climbers for as long as they are capable of maintaining it. Once the partner is desynced, the player can have it perform any move while the main Climber is in the middle of one, providing for all sorts of possible attack strategies that can be exceedingly difficult for opponents to escape from (alternating Blizzard, alternating Ice Shot). While desynced, the partner Climber has restrained movement within an invisible box around the main Climber; should they be separated or removed from this box, the CPU will take over again. This invisible box makes it so that if the player desyncs from the AI so that it charges a smash attack and they start walking or running away, the AI will slide in the player's direction while charging the smash. A unique thing that the player can do when desynced is that if they desync the AI to charge a smash attack, their Belay will cancel the AI's charging sequence and teleport it into the belaying sequence. Such techniques are extremely difficult to perform in combat, even for advanced players, due to the constant string of precise commands required for the Climbers to move/attack as intended. Nevertheless, these techniques are considered the backbone of playing the Ice Climbers at a competitive level.
For further two-in-one tricks, it is even possible to de-synchronize or "desync" the CPU partner by confusing it with erratic movement (such as [[dash-dancing]]), putting the player in control of both Climbers for as long as they are capable of maintaining it. Once the partner is desynced, the player can have it perform any move while the main Climber is in the middle of one, providing for all sorts of possible attack strategies that can be exceedingly difficult for opponents to escape from (alternating Blizzard, alternating Ice Shot). While desynced, the partner Climber has restrained movement within an invisible box around the main Climber; should they be separated or removed from this box, the CPU will take over again. This invisible box makes it so that if the player desyncs from the AI so that it charges a smash attack and they start walking or running away, the AI will slide in the player's direction while charging the smash. A unique thing that the player can do when desynced is that if they desync the AI to charge a smash attack, their Belay will cancel the AI's charging sequence and teleport it into the belaying sequence. Such techniques are extremely difficult to perform in combat, even for advanced players, due to the constant string of precise commands required for the Climbers to move/attack as intended. Nevertheless, these techniques are considered the backbone of playing the Ice Climbers at a competitive level.


==Changes from ''[[Super Smash Bros. Melee]]''==
==Changes from ''Melee'' to ''Brawl''==
The Ice Climbers have received a mix of [[buff]]s and [[nerf]]s. Due to the changes in grab mechanics, they can no longer [[wobble]], which previously played a part in their competitive viability. Additionally, the loss of [[wavedashing]] has also served to be problematic due to their already poor [[traction]] inhibiting their approach and mobility, though not as much as {{SSBB|Luigi}}. Their damage output is also lower, some of their moves have reduced KO power and all of their grounded moves have more ending lag.
The Ice Climbers have received a mix of [[buff]]s and [[nerf]]s. Due to the changes in grab mechanics, they can no longer [[wobble]], which previously played a part in their competitive viability. Additionally, the loss of [[wavedashing]] has also served to be problematic due to their already poor [[traction]] inhibiting their approach and mobility, though not as much as {{SSBB|Luigi}}. Their damage output is also lower, some of their moves have reduced KO power and all of their grounded moves have more ending lag.


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