Editing Ice Climbers (SSBB)
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==Attributes== | ==Attributes== | ||
The Ice Climbers are [[weight|lightweight]] characters that have the unique property of being a "two in one" character, wherein the game considers each Climber to be a unique character in its own right. The follower is always slightly weaker than the leader, but only the follower can meteor smash with their forward aerial. The Ice Climbers | The Ice Climbers are [[weight|lightweight]] characters that have the unique property of being a "two in one" character, wherein the game considers each Climber to be a unique character in its own right. The follower is always slightly weaker than the leader, but only the follower can meteor smash with their forward aerial. The Ice Climbers are able to grab two different items and are even able to grab two separate characters. In addition, their unique property also makes them much harder to grab and throw effectively (when one Ice Climber gets grabbed, the partner can simply counterattack, making them immune to chain-grabs), and conversely allows them to have a superior grab game entirely unique to them (see "chain-grabbing and desyncing" below). However, they can easily be separated by strong enough attacks. In this scenario, it is advisable to stick to and protect the partner, even if it puts the player in additional danger. Should the CPU Climber get KO'd during the stock, the remaining Climber will have drastically reduced damage output, KO ability, and recovery, with [[Belay]] becoming practically useless and [[Squall Hammer]] loses a good deal of distance (whereas with both Climbers they are excellent recovery moves). | ||
The Ice Climbers are great at dealing damage when together, have decent attack speed, and have some interesting moves in their arsenal. Their [[neutral special move]], [[Ice Shot]], is a projectile fired by each Ice Climber which slides along the ground, making it impossible to avoid by crouching/crawling. [[Blizzard]], the [[down special move]], can freeze opponents and even cover both sides if the partner is present, or can be made to cover one side if performed while jumping with the partner, giving the attack more power. [[Squall Hammer]] is a decent [[approach attack]] with good damage and speed, spinning the Ice Climbers around each other in a forward-moving hammer attack. Belay, the [[up special]], is a powerful KO move should the second Climber connect with the opponent, but it is generally a risky use of the move given that it separates the Climbers and puts them into a helpless animation. A unique addition to their character is that the Ice Climbers are not affected by the conditions of [[slippery]] surfaces such as ice, and they won't slide on it. This is | The Ice Climbers are great at dealing damage when together, have decent attack speed, and have some interesting moves in their arsenal. Their [[neutral special move]], [[Ice Shot]], is a projectile fired by each Ice Climber which slides along the ground, making it impossible to avoid by crouching/crawling. [[Blizzard]], the [[down special move]], can freeze opponents and even cover both sides if the partner is present, or alternatively can be made to cover one side if performed while jumping with the partner, giving the attack more power. [[Squall Hammer]] is a decent [[approach attack]] with good damage and speed, spinning the Ice Climbers around each other in a forward-moving hammer attack. Belay, the [[up special]], is a powerful KO move should the second Climber connect with the opponent, but it is generally a risky use of the move given that it separates the Climbers and puts them into a helpless animation. A unique addition to their character is that the Ice Climbers are not affected by the conditions of [[slippery]] surfaces such as ice, and they won't slide on it. This is due to the fact that they are wearing cleats. Oddly, their cleats do not affect their [[traction]] on normal surfaces, as it is second-lowest in the game ({{SSBB|Luigi}} has the lowest). | ||
The Ice Climbers are not very good at using their standard arsenal of attacks for continuous hits, normally speaking. With weak throws, small hammers, and slow movement in general (slow falling, air, and dash speed), the Ice Climbers can usually only manage one or two good hits in close before they need to resort to Ice Shots or Blizzard again. With both Climbers present, KOing generally is not too much of a problem, although their smashes are generally better at racking up the damage than at KOing. | The Ice Climbers are not very good at using their standard arsenal of attacks for continuous hits, normally speaking. With weak throws, small hammers, and slow movement in general (slow falling, air, and dash speed), the Ice Climbers can usually only manage one or two good hits in close before they need to resort to Ice Shots or Blizzard again. With both Climbers present, KOing generally is not too much of a problem, although their smashes are generally better at racking up the damage than at KOing. | ||
===Chaingrabbing and desynching=== | ===Chaingrabbing and desynching=== | ||
[[File:ICsCG.gif|200px|thumb|Japanese Smasher {{Sm|9B}} using a combination of the IC's down throw and back throw to perform a 0 to death infinite chain grab on {{Sm|Nairo}}'s {{SSBB|Meta Knight}}. The throw is | [[File:ICsCG.gif|200px|thumb|Japanese Smasher {{Sm|9B}} using a combination of the IC's down throw and back throw to perform a 0 to death infinite chain grab on {{Sm|Nairo}}'s {{SSBB|Meta Knight}}. The throw is setup using a neutral air to cause an [[edge slip]], then an [[Ice Shot]] to [[lock]] and force a [[wakeup]], and is finished using the Ice Climbers' up smash. ]] | ||
Many players consider the Ice Climbers to be "the King and Queen of all [[chain grab]]s" | Many players consider the Ice Climbers to be "the King and Queen of all [[chain grab]]s" due to the fact that their two-in-one property allows for a variety of infinite chain-grab options that can combo into kill moves. For example, the lead Ice Climber can grab onto one opponent and use the [[forward throw]]. In the middle of the throw animation, the player can gain control of the CPU Climber, commanding them into performing a [[forward aerial]] spike, or grabbing again with the CPU Climber. while once again bringing the original, player-controlled Climber in for a new grab. Infinite chain grabs of this nature can be performed at any percent, on any character, on nearly any stage. One hindrance to this strategy is the Ice Climbers' short grab range and low traction, making it almost impossible to grab an opponent when they hit the player's shield(s) unless the Climbers powershield the attack. | ||
The Ice Climbers have many different options to perform an infinite chaingrab. They can use any combination of forward throw, down throw, and back throw, but each option has different timings for every character. For example, against {{SSBB|Meta Knight}} | The Ice Climbers have many different options to perform an infinite chaingrab. They can use any combination of forward throw, down throw, and back throw, but each option has different timings for every character. For example, against {{SSBB|Meta Knight}} it is most common for players to infinite using a combination of down throw and back throw, as these two throws have the largest time windows to achieve a regrab. Against large characters that are difficult to chaingrab, like {{SSBB|Snake}} and {{SSBB|R.O.B.}}, the down throw can be used in conjunction with the footstool hop and ice shots for another infinite: the hobble. A hobble is performed when the Ice Climbers' down throw sends opponents into the air, the second Ice Climber jumps and footstools the opponent back onto the ground, and as the opponent bounces, the first Ice Climber traps them with an ice shot causing a reset for another grab. The only possible break to a perfectly executed infinite is Brawl's random [[tripping]], which can occur if either climber dashes for any length of time. This can be avoided by only performing infinite chaingrabs while walking. When a chain grab has raised an opponent's damage enough, the most typically used move to KO the opponent is their [[up smash]], if a forward air meteor smash is inapplicable. All of these chain throws can be considered [[Zero-to-death combo|0-KO combos]]. | ||
For further two-in-one tricks, it is even possible to | 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 ''[[Super Smash Bros. Melee]]''== | ||