Editing Ice Climbers (SSBU)

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The Ice Climbers are once again voiced by Sanae Kobayashi, with her portrayals from ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]'' being repurposed for ''Ultimate''.
The Ice Climbers are once again voiced by Sanae Kobayashi, with her portrayals from ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]'' being repurposed for ''Ultimate''.


The Ice Climbers are ranked 51st out of 82 on the tier list, putting them at the top of the C+ tier. This is a significant drop from their 2nd out of 38 ranking in ''Brawl'', and is their worst placement in the series. The Ice Climbers serve as an unconventional close-quarters combat character due to their tag-team mechanic, which allows the duo to get away with certain unfavorable situations (such as [[out of shield]]) since the partner climber causes hitlag upon shielding or taking an attack. With proper execution, they possess some of the highest damage outputs of the entire cast both in terms of raw power and combo abilities, alongside solid frame data which allows them to take on an aggressive playstyle in spite of their poor mobility. The Climbers themselves aren't too susceptible to combos due to their short stature and low falling speed, while the partner climber is capable of disrupting combo attempts by their opponent. These advantages grant the Ice Climbers a formidable advantage state and punish game if their opponent is unable to KO the partner climber quickly, as one mistake has the potential to lead to heavy damage or a [[zero-to-death combo]].
The Ice Climbers are ranked 51st out of 82 on the tier list, putting them at the top of the C+ tier. This is a significant drop from their 2nd out of 38 ranking in ''Brawl'', and is their worst placement in the series. The Ice Climbers serve as an unconventional close-quarters combat character due to their tag-team mechanic, which allows the duo to get away with certain unfavorable situations (such as [[out of shield]]) since the partner climber causes hitlag upon shielding or taking an attack. With proper execution, they possess some of the highest damage outputs of the entire cast both in terms of raw power and combo abilities, alongside solid frame data which allows them to take on an aggressive playstyle in spite of their poor mobility. The Climbers themselves aren't too susceptible to combo due to their short stature and low falling speed, while the partner climber is capable of disrupting combo attempts by their opponent. These advantages grant the Ice Climbers a formidable advantage state and punish game if their opponent is unable to KO the partner climber quickly, as one mistake has the potential to lead to heavy damage or a [[zero-to-death combo]].


Despite all their strengths, the Ice Climbers have glaring flaws, mainly coming from the vulnerability of the partner Ice Climber and the loss of a few important tools between the transition from ''Brawl'' to ''Ultimate''. While they boast significant damage output and KO potential, it becomes heavily diminished if the partner is KO'd. The partner climber has many issues that compound this: they take 1.02× more damage and knockback while possessing their own hidden [[percentage]], deprioritize most attempts to defend themselves if separated, are locked in a scared animation when the leader is grabbed, and will [[taunt]] while the main climber throws an opponent. Overall, this makes defending the partner climber essential to the character's success, while making previously near-guaranteed grab escapes far less reliable. Their main recovery methods, Belay and Squall Hammer, are also drastically weakened if the partner is KO'd during the stock, to the point that Squall Hammer no longer provides any height and Belay becomes nearly useless. It is also notoriously difficult to use the duo at their strongest, as their most formidable [[advanced technique]]s, such as [[Desynching]], require high technical skill and are difficult to perform consistently. Finally, the climbers have some innate issues such as a lack of range and an aforementioned low approach speed, alongside a mediocre out of shield game without the partner climber.
Despite all their strengths, the Ice Climbers have glaring flaws, mainly coming from the vulnerability of the partner Ice Climber and the loss of a few important tools between the transition from ''Brawl'' to ''Ultimate''. While they boast significant damage output and KO potential, it becomes heavily diminished if the partner is KO'd. The partner climber has many issues that compound this: they take 1.02× more damage and knockback while possessing their own hidden [[percentage]], deprioritize most attempts to defend themselves if separated, are locked in a scared animation when the leader is grabbed, and will [[taunt]] while the main climber throws an opponent. Overall, this makes defending the partner climber essential to the character's success, while making previously near-guaranteed grab escapes far less reliable. Their main recovery methods, Belay and Squall Hammer, are also drastically weakened if the partner is KO'd during the stock, to the point that Squall Hammer no longer provides any height and Belay becomes nearly useless. It is also notoriously difficult to use the duo at their strongest, as their most formidable [[advanced technique]]s, such as [[Desynching]], require high technical skill and are difficult to perform consistently. Finally, the climbers have some innate issues such as a lack of range and an aforementioned low approach speed, alongside a mediocre out of shield game without the partner climber.

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