Editing Ice Climbers (SSBU)
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
| Latest revision | Your text | ||
| Line 12: | Line 12: | ||
}} | }} | ||
The '''Ice Climbers''' ({{ja|アイスクライマー|Aisu Kuraimā}}, ''Ice Climber'') are playable fighters in ''[[Super Smash Bros. Ultimate]]''. | The '''Ice Climbers''' ({{ja|アイスクライマー|Aisu Kuraimā}}, ''Ice Climber'') are playable fighters in ''[[Super Smash Bros. Ultimate]]''. As with the rest of the other returning [[veteran]]s, the duo were confirmed on June 12th, 2018. Unlike ''Ultimate''{{'}}s predecessors, the duo are [[unlockable character|unlockable]], instead of being available from the [[starter character|start]]. Although Popo and Nana are a team, the Ice Climbers are collectively classified as [[Fighter number|Fighter #15]]. | ||
The Ice Climbers are once again voiced by Sanae Kobayashi, | The Ice Climbers are once again voiced by Sanae Kobayashi in all regions, using a combination of new voice clips and recycled ones from ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]''. | ||
The Ice Climbers are ranked 51st out of 82 on the tier list, | The Ice Climbers are ranked 51st out of 82 on the current [[tier list]], placing them towards the end of the B- tier. This is a huge drop from their previous placement in ''Brawl'', ranked 2nd out of 38, 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 have leeway with certain unfavorable situations since the supporting climber causes hitlag upon shielding or getting attacked. Using proper execution, the duo possess some of the highest damage outputs across the entire cast in terms of both raw power and combo abilities, alongside solid frame data across the board, which allows them to take on an aggressive playstyle in spite of their poor mobility. While the duo are able to deal devastating damage with unique techniques or simple bread-and-butter combos, the Ice Climbers themselves are not too susceptible to combos either due to their short stature and low falling speed, while the following climber is capable of disrupting combo attempts by their opponent. These advantages grant the Ice Climbers a formidable advantage state and punish game, as even a single mistake has the potential to lead to heavy damage or a [[zero-to-death combo]], while also making their disadvantage state difficult to capitalize on if their opponent is unable to KO the supporting climber quickly. | ||
Even with all their strengths, however, the Ice Climbers have glaring flaws. Universal changes to prevent [[chain grab]]bing make cheesing opponents much harder, especially since the following climber cheers while the leading climber throws an opponent. The supporting climber was also made to panic when their leader is grabbed, making previously near-guaranteed escapes from grabs far less reliable. While the duo boast considerable damage output and KO potential, it becomes heavily diminished if the partner is KO'd. This is not an uncommon occurrence either, since the partner receives 1.02× more damage and knockback compared to the leader and deprioritize most attempts to defend themselves if separated. Their methods of recovery, [[Belay]] and [[Squall Hammer]], are also drastically weakened if the partner is gone; Squall Hammer no longer provides height and Belay becomes almost useless. Due to these handicaps on the table, defending the following climber is essential to the character's success. It is also notoriously difficult to play 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 Ice Climbers have some innate issues, such as a lack of reach and aforementioned slow mobility, alongside a mediocre out-of-shield game without the assistance of a partner. | |||
Overall, the Ice Climbers have many unique advantages possessed by no other character, with an extremely high skill ceiling, many advanced techniques and potentially high payout; however, the loss of their most abusable tricks from previous games and the technical skill required to perform optimally with them have led to very low usage rates and representation at top-level play. Nonetheless, | Overall, the Ice Climbers have many unique advantages possessed by no other character, with an extremely high skill ceiling, many advanced techniques and potentially high payout; however, the loss of their most abusable tricks from previous games and the technical skill required to perform optimally with them have led to very low usage rates and representation at top-level play. Nonetheless, the duo remain a viable character and have seen strong results thanks to the efforts of {{Sm|Big D}} and several players in Japan. | ||
==How to unlock== | ==How to unlock== | ||
| Line 30: | Line 30: | ||
==Attributes== | ==Attributes== | ||
The Ice Climbers are a pair of [[weight|middleweight]]s (weighing 92 units, the same | The Ice Climbers are a pair of small [[weight|middleweight]]s, albeit on the lighter end of the weight class (weighing 92 units, the same as {{SSBU|Lucario}}, {{SSBU|Wolf}}, {{SSBU|Villager}}, {{SSBU|Mythra}}, and {{SSBU|Steve}}). Together, the duo have above average [[jump]]s, slow [[falling speed|falling]] and [[fast fall]]ing speeds (tied for 8th to 10th slowest), 14th lowest [[gravity]], average [[walk]]ing and [[dash]]ing speeds (46th and 47th fastest, respectively), 9th slowest [[air speed]], and above average [[air acceleration]]. The leader also has a slightly below average walking speed (35th slowest), below average dashing speed (18th slowest), a slow [[initial dash]] (tied for 10th slowest), and is tied for the 3rd slowest air speed. While their [[traction]] is the 2nd lowest in the game under normal circumstances, their traction is among the highest in the game by the conditions of slippery surfaces, such as ice, due to wearing ice cleats. Unique to a majority of the roster in ''Ultimate'', the Ice Climbers are the archetypical tag-team fighters, though each Ice Climber is a unique character in their own right. The partner (Nana by default) is controlled by a CPU and mimics what the leader (Popo by default) performs with a six-frame delay. As such, the player is essentially controlling a pair of characters simultaneously with slight tweaks; the partner has slightly faster mobility (such as walking, running and air speed, etc), deals less damage, receives more damage, and is knocked back farther than the leader. When separated, the partner's AI takes control over their movement, and guides them back to the leader, ignoring most opponents in their path. While one Ice Climber deals respectable damage and can take stocks quite early on their own, the two's power combined can make them very formidable. | ||
Most of the Ice Climbers' grounded moveset is fairly quick and disjointed, allowing for versatile | Most of the Ice Climbers' grounded moveset is fairly quick and disjointed, allowing for versatile usage. Their neutral attack is fast, hits twice, and launches at a low angle, making this attack quite good at guaranteeing follow-ups at lower percentages, giving the duo a reliable stun-lock, and allowing the Ice Climbers a quick option to restrain opponents from them, making for a useful and damaging "get off me" tool. Their forward tilt has impressive knockback growth, and can 2-frame and KO fellow middleweights at about 135% while near the edge. Their up tilt is short-ranged, but is one of the Ice Climbers' most effective tools in their kit, hitting multiple times with low knockback and dealing excellent damage. It also allows for a direct chain into a series of up aerials until about 115%, making it paramount in initiating combos and KO confirms. Down tilt is one of their quickest grounded tools, acting as a strong semi-spike that can kill at high percentages while at the edges of the stage, and making follow-ups into tech-chases or edgeguards very easy. Dash attack has relatively fast startup, can cross up shields, and sends opponents above the duo for quick transitions into aerials or desynced combos, in a similar fashion to their up tilt. However, it has minimal knockback growth, making it only useful in starting combos. | ||
Complementing their tilts, the Ice Climbers' [[smash attacks]] are also very useful and excellent KO options. | Complementing their tilts, the Ice Climbers' [[smash attacks]] are also very useful and excellent KO options. Forward smash is the duo's strongest smash attack, dealing impressive damage despite its quick speed, and respectable knockback even at lower percentages, reliably KOing at about 70% at edge of the stage. Up smash is just as powerful and fast, but is slower in its start-up and ending lag. It hits in a wide area directly above the Ice Climbers, and can KO under 115%. Down smash is the fastest and farthest-reaching of the duo's smash attacks. Each Ice Climber sweeps in specific directions, allowing the move to catch [[roll]]s and surprise opponents who approach from behind, and can even catch large targets with both hits. If the partner is absent, however, the remaining climber becomes vulnerable to rolls due to the lack of a hitbox from behind. | ||
The Ice Climbers' aerials | The Ice Climbers' aerial game is excellent, with all of their aerials being the basis of most of their combos and scoring kills at high percents. [[Neutral aerial]] has short range and weak knockback, but is also quick to start, very safe, fairly damaging, and has a long-lasting hitbox, making it a threatening combo and gimping tool, while its high knockback growth allows it to function as a last resort KO option while at the edges of the stage at very high precents. [[Forward aerial]] is an overhead hammer swing, which is slow and deceptively inactive, but deals immense damage and knockback, being able to kill middleweights at around 100% at the edge, and is widely considered one of the safest overall moves in the game. The partner's forward aerial has a sweetspot with a powerful spike that can net a KO very early offstage, and functions as one of the Ice Climbers' deadliest [[edgeguard]]ing tools in their kit. [[Back aerial]] is an exceedingly useful move for its high speed, incredible safety, disjointed range, and staggering power. It is deceptively strong offstage as such, and with proper usage, it can allow for a [[stage spike]] and an especially useful edgeguarding scenario. It is also safe on shield, with the following climber's back aerial even being positive on shield. Their [[up aerial]] is one of their best tools in their kit for a variety of scenarios: the move has excellent combo and juggling capabilities at low percents, and KOs most opponents at around 110-125% when followed up out of a down throw. [[Down aerial]] is a [[stall-then-fall]] that covers all of the Ice Climbers' underside and moves slightly diagonally forward, making it excellent at punishing opponents who attempt to juggle them and getting out of disadvantage. While the leader's down aerial can only KO past very high precents, the partner's down aerial offsets that; it is a steep semi-spike that can kill middleweights at around 130% while near the edge. Aside from that, the move's slow falling speed and very little ending lag, combined with the duo's excellent recovery, makes it a viable tool for edgeguarding, thus having respectable payoff for landing both on or off the stage, and the move even offers some combo potential. | ||
The | The removal of [[chain grab]]ing (and by extension, [[wobbling]]) has resulted in the duo's [[grab]] game becoming more situational and in-line with the rest of the roster, limiting its effectiveness. However, while it is not as potent as it once was, the Ice Climbers' grab game is still respectable. The Ice Climbers' grab itself has been vastly changed. For starters, only the leader grabs opponents, while the partner cheers. This means that the duo can no longer grab more than one opponent at a time. Additionally, the Ice Climbers' grab has the shortest range of any kind in the game, making it difficult to grab an opponent in the first place, although this is made up for its fairly fast speed, and their pummel's meager damage output is counterbalanced by its very quick speed. [[Forward throw]] is a basic throw that has moderately strong base knockback and causes [[tumble]] from 0%, which allows it to open options for a tech-chase or lead into an edgeguard. [[Back throw]] also has strong base knockback at the cost of little growth, dealing less damage and launching at a higher angle, making it difficult to use for combos or as a KO option, but makes it useful in desyncs, setting up edgeguards and creating space. [[Up throw]] continues this trend to an extreme degree; it has virtually nonexistent knockback scaling that is balanced out with very high base knockback—high enough to take stocks at very high percentages while standing on high enough platforms and/or near the top blast zones. Finally, [[down throw]] is by far the duo's best throw, which is due to a number of reasons: its prominent usage is to kill at very high percents, initiate aerial combos, desynced combos, and juggles, all of which can be devastating. Most of the Ice Climbers' aerials can be followed up for combos out of down throw, and the opponent's placement in air can make it difficult for them to escape from a combo once it has been started, especially if desynced. While all of their throws (excluding down throw) are mediocre at best under normal circumstances, any of them can be useful for holding an opponent in place for a free hit when desynced. | ||
The Ice Climbers' [[special move]]set has very flexible versatility. [[Ice Shot]], their [[neutral special]], has the duo each create a slab of ice that slides across the stage, shrinking as they melt. Unlike most projectiles, the ice acts more like a [[container]] or [[soccer ball]] in that the incoming projectile is virtually tangible, tanking opposing projectiles even as powerful as a [[Shadow Ball]] or [[Charge Shot]]. This allows the Ice Climbers to counter some projectile-spamming playstyles more easily. It can also freeze opponents, allowing use of setups or reads, but not within realistic percents. If the ice gets attacked by a move that deals damage, the projectile's ownership will change, allowing it to harm the Ice Climbers if collided with. When desynced, the duo can launch one Ice Shot at a time and in rapid succession, making for a very dangerous edgeguarding tactic and even a frustrating zoning tool in certain matchups. Their [[side special]], [[Squall Hammer]], is a very respectable move for racking up damage and being a burst option, and is relatively safe on shield due to the burst of movement during the final swing and its ability to cross up shields with its maneuverability. Upon button mashing, the attack can also serve as a great recovering tool, which renders them [[helpless]] afterwards. It is also one of the easiest methods to desync the Ice Climbers available to the player. [[Up special]], [[Belay]], covers an excellent amount of distance, with the following climber having a window of invincibility until pulling up the leader, and auto-grabs ledges within range. The partner also carries a situational, yet strong hitbox while traveling up, allowing for number of applications; either a risky combo finisher or anti-air, a means to punish edgeguarding attempts by opponents, an early KO from the top blast zones, or a means to apply extra damage at the end of an aerial combo. Finally, [[down special]], [[Blizzard]], is a long-lasting ledgetrapping tool and combo extender that freezes opponents in their tracks and deals huge amounts of damage at point-blank range. Using the attack while an opponent is frozen increases the time they remain frozen, and can allow the duo to make space between them and their opponent if required, or tack on extra damage while frozen. Specifically, this move is especially formidable when edgeguarding, as it can cover most options out of a ledge getup and freezing an opponent near the edges of a stage can make it easy to nudge them off without any means to escape or even recover. It also has [[priority]] over some other projectiles and can cancel them if the two collide. Overall, the duo's special moves are all useful in various situations and are useful in creating openings for additional combos or surprise KOs. | |||
An important and crucial portion of playing the Ice Climbers is learning how to consistently perform a technique, called [[desyncing]]. Desyncing is an advanced technique that allows a player to manipulate the supporting Ice Climber into acting with different timing than average. At its most basic form, whenever the supporting Ice Climber is not within a specific range of the leader, the partner's AI will take manual control of the partner and return it to the leader. During this time, none of the leader's inputs are read by the partner and its AI inputs are prioritized until it has returned to the leader, and will potentially act independently of the leader's current movements being performed. Using desyncs can allow for some remarkable combos and setups that are virtually impossible for other fighters to outmatch. | |||
However, the Ice Climbers have glaring flaws, with the most overwhelming one being the difficulty in protecting the partner. While having outstanding KO potential and damage output, it becomes heavily diminished if the partner is KO'd. This is not even an uncommon nuisance either, since the partner suffers more damage and knockback compared to the leader. Should the CPU-controlled Ice Climber get KO'd during the stock, the remaining Ice Climber will have drastically nerfed damage output, KO ability, and recovery, with Belay becoming practically useless and Squall Hammer losing a good deal of distance (whereas with both Ice Climbers, both are excellent recovering tools). To make matters worse, if the leader is KO'd before the partner, the game counts the partner as KO'd as well. When separated, the AI guides the partner back to the leader and the partner is unable to act and defend themselves from incoming threats. When the leader is grabbed by an opponent, the partner will act shocked or scared and cannot attack until the leader has escaped or been thrown, which now makes previously near-guaranteed escapes from grabs far less reliable. The partner also has their own hidden percentage that racks up separately of the leader's and can make it easy for an opponent to KO them first. Because of this, it is important for the leader to hurry back to the partner in an attempt at defending them, though this can potentially lead the leader into dangerous situations as well. | |||
Overall, the Ice Climbers can be intimidating and difficult to understand for new players, | Another notable flaw is their poor approach. The Ice Climbers are burdened with slow mobility, especially in the air, and with their lack of reliable projectiles outside of Ice Shot (even then, it can easily be reflected), speed demons and characters who can camp with projectiles can wall out the Ice Climbers, like {{SSBU|Sonic}} and {{SSBU|Samus}}. Furthermore, the Ice Climbers' lack of reliable burst options outside of Squall Hammer especially makes their approach problematic and often predictable: dash attack covers a good distance and boasts impressive range, but it is punishable without careful usage, and crossing up shields with it is risky, so the duo lack much reliable approach options outside of a desynched Squall Hammer and/or Blizzard, and even some of these options can become predictable if too reliant on them. Additionally, while the duo have surprisingly good range for their size due to their mallets being disjointed hitboxes, their attacks still lack reach overall, especially because of their mallets' range coming up short, allowing characters with superior disjoints to easily outrange them (specifically swordies), such as {{SSBU|Cloud}} and {{SSBU|Joker}}. | ||
Finally, the Ice Climbers are notoriously difficult to play at their strongest, as their most formidable advanced techniques, such as desynching, demand high technical skill and are difficult to perform consistently. Desynching, in itself, can also even have certain drawbacks: an accidental desync off of up tilt or down throw might make it more difficult to follow-up with the duo's combos, or can even cause the partner's attack to outright miss, hindering the duo's damage-racking capabilities. Desyncing can also leave the supporting climber vulnerable because of the increase in reaction time between the leader and the partner and nerfed defenses; in particular, abilities, such as dodging and jumping, are significantly delayed, giving the opponent ample time to counterattack if properly read. As a result of this and their issues with approaching, the Ice Climbers suffer from being rather predictable and are forced to endure a very poor disadvantage state. Because of their reliance on mid-air combos and some situational oddities, the general playstyle of the Ice Climbers can be easily picked apart and exploited early on in a match. In cases like this, it can become difficult, if not impossible to return to neutral or even win trade-offs without having to take serious risks. | |||
Overall, the Ice Climbers are tag-team character that can be intimidating and difficult to understand for new players, combined with their sub-par mobility and severe handicaps when the partner is lost, which are also considerable barriers of entry. However, learning the quirks of the pair, especially desyncing, can open an incredibly potent and powerful gameplan. This includes long and relatively free-form combos, most of them being zero-to-death options—some even being true—as well as other unique setups and mix-ups that very few characters have proper answers for. | |||
==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||
The Ice Climbers were | The Ice Climbers were considered one of the best characters in ''Smash Bros. Melee'' (ranked 8th out of 26 on the final tier list) and ''Brawl'' (ranked 2nd out of 38 on the final tier list), owing to a solid normal moveset, formidable damage output and KO potential, the sheer advantages of their advanced techniques, such as desynching, and their notoriously dreaded grab game courtesy of wobbling and chain grabbing, both of which would lead into a zero-to-death. Although the duo were held back by their poor mobility, the difficulty in protecting the partner during the stock and severe handicaps when the partner is gone, their strengths have significantly offset these issues nonetheless. Most likely owing to this, the Ice Climbers has received a plethora of buffs of nerfs in the transition to ''Ultimate'', but were dramatically nerfed overall. | ||
As for their buffs, the Ice Climbers' KO potential and damage output have been further improved: a sizeable portion of their moveset, including forward smash, down smash and forward aerial, deal more damage while retaining proportional power, while other moves, such as their aerial attacks and up smash, have increased knockback values as a whole, and their improved killing ability is further supplemented by the Ice Climbers' improved combo game thanks to the changes to hitstun canceling and the weakening of SDI, allowing them to rack up damage more easier by just bread-and-butter strings and combos without the necessity of relying on desyncs. The universal reduction of [[landing lag]] has also exponentially benefitted their aerials. Known for possessing high landing lag in their attacks in previous games, all of their aerials now have among the lowest landing lag relative to the cast in ''Ultimate''. This not only improves the safety of his aerials, but now gives them the capability to lead into follow-ups, especially with desynching. In addition to the universal 3-frame [[jumpsquat]], this allows the Ice Climbers to make better utility of their aerial attacks. | |||
However, the Ice Climbers have received several noticeable nerfs, with their grab game being negatively affected the most. The supporting climber no longer has the ability to grab and/or act when the leader is grabbed or throwing an opponent unless if in the air. Along with the new immunity to grabs after getting [[grab release|released]], this dramatically changes the nature of their combo game: it removes the Ice Climbers' devastating chain grabbing techniques, forcing them to instead rely on desynching and bread-and-butter strings in order to combo the opponent at the fullest. Moreover, the leader's grabs have received more startup and ending lag, and much less range, now being the shortest set of grabs in the game. Outside of this, most of the duo's moveset connect less reliably when the duo are together due to the reduction of hitlag. Additionally, the difficulty of keeping the partner alive has been further pronounced: the following climber has drastically worse endurance compared to the leader due to suffering 1.02x times the damage/knockback from attacks, and the partner's AI is now flawed, leading to possible inadvertent self-destructs and making it even harder to maintain both climbers during the current stock, worsening one of the Ice Climbers' most infamous flaws in ''Melee'' and ''Brawl''. Some of their special moves also received some notable negative changes: upon using Blizzard, the following climber also no longer performs it behind the leader when Blizzard is performed on the ground, and the move itself is less effective as a spacing tool due to its lack of knockback at maximum range. Finally, due to the changes in Belay's hitboxes, the move's height can be drastically reduced if the hitbox is outprioritized, and its overall size is smaller, making it harder to connect against grounded opponents. | |||
The game's reworked mechanics serve as a double-edged sword for the Ice Climbers. The universal growth to mobility has made it easier for the duo to approach and chase down their opponents; the partner is especially much more mobile compared to the leader, which makes them harder to separate. [[Dash-canceling]]'s expanded prevalence improves the utility of their grounded attacks, especially when desynced. [[Ledge trump]]ing's presence benefits the duo more than any other returning veteran, as one climber can take the ledge over the opponent and the other climber can punish them. The improved freezing properties allow Blizzard to freeze opponents easier and longer, which can lead to high damage output, access to early and guaranteed kills while edgeguarding, shield pressure, and follow-ups if used properly. The changes to [[hitstun canceling]] and weakening of SDI drastically improves the duo's combo game, while the duo themselves are still not too vulnerable to combos due to their floatiness and fairly small size, and the partner being able to disrupt opposing combos. The increased [[shieldstun]] and startup on shield grabbing notably benefits the Ice Climbers' safety on hit due to their moveset's naturally high damage output and low ending lag, making them harder to punish, yet it does not hinder the Ice Climbers' own punishes either due to their fast grabs, formidable grab game and improved out-of-shield game. Conversely, the universal nerfs to grabs' frame data make it riskier for the Ice Climbers to throw out one, as their ending lag can prove more punishable, especially since their grabs are now the shortest ranged in the game. The revamped [[air dodging]] mechanics have significantly improved their edgeguarding game, and the reintroduction of directional air dodging has improved their recovery via either using one as a short-ranged recovery without the necessity of using Squall Hammer or Belay when separated or if the partner is gone, or to extend their recovery in a pinch with both Ice Climbers. However, this has also resulted in their air dodges becoming some of the slowest in the game, and since air dodges can only be performed once while landing, this makes them more vulnerable to edgeguarding and juggling due to their floatiness and predictable landing options. Finally, the introduction of [[rage]] improves their KO potential to an extent, but due to their mediocre endurance, opponents can benefit from it by sending the duo flying even earlier. | |||
Overall, the Ice Climbers | Overall, the Ice Climbers' changes have further defined their strengths as a whole, especially their KO potential and combo game, and their playstyle has been fundamentally changed, shifting from infinite loops from grabs to countless zero-to-death tactics using desyncs. However, the negative changes to the partner have amplified the difficulty of maintaining both climbers during the stock, while the nerfs to their grab game, combined with the removal of chain grabbing and wobbling, has significantly toned down the duo's ability to cheese opponents. Furthermore, some of the Ice Climbers' former flaws from previous games still return, such as the aforementioned difficulty of keeping the partner alive, slow mobility and severe handicaps when the partner is gone, with the formermost issue being pronounced as well. However, the Ice Climbers have received huge improvements from game updates and from the game's universal engine, which alleviated most of their innate weaknesses, allowing them to fare substantially better than during initial release despite introducing strong DLC competition. As such, the Ice Climbers fare significantly worse compared to ''Brawl'' and ''Melee'', but can still keep up with the rest of the cast in ''Ultimate''. | ||
{{SSB4 to SSBU changelist|char=Ice Climbers}} | {{SSB4 to SSBU changelist|char=Ice Climbers}} | ||
==Update history== | ==Update history== | ||
Aside from glitch fixes and only three minor nerfs (one of them was eventually addressed), the Ice Climbers have been significantly buffed via game updates. Update 2.0.0 improved the following climber's AI in order to make them follow the leading climber more reliably and make indirect self-destructs less possible, though this comes at the expense of making desyncing harder to perform and requiring more practice to execute successfully. Aside from this, [[Belay]] has been improved for recovery via its enlarged edge-grabbox, allowing it to be used as a safe [[tether recovery]] more reliably that does not often require to sacrifice the supporting climber to recover. The Ice Climbers also benefit from the universal expansion of shield sizes in update 7.0.0, making them much less susceptible to shield poking. | |||
Update 9.0.0 brought the Ice Climbers rather substantial buffs. This update slightly alleviated one of the Ice Climbers' most infamous issues by reducing the partner's damage and knockback multipliers, allowing the partner to survive slightly longer. When combined with their improved AI since update 2.0.0, this made them less susceptible to being separated from the leader. Belay has also received noticeable improvements, thanks to its tether recovering distance being lengthened and the leader no longer being inadvertently prevented from using it if the partner automatically performed it. Aside from these improvements, a few of their moveset received quality-of-life buffs: dash attack has slightly more range and improved consistency, down smash's knockback has been increased, and [[Squall Hammer]] sweetspots edges earlier, improving its recovering potential. | |||
Finally, update 13.0.1 improved the Ice Climbers once again by granting them a few decent buffs. Belay's start-up lag was decreased, which improved both its utility for recovery and as a follow-up from up tilt. Comparatively, dash attack's overall frame data has been improved, which made it safer and improved its utility for setting up aerial pressure or leading into aerial combos. Lastly, down smash's knockback scaling was increased once again like in update 9.0.0. | |||
Overall, the Ice Climbers fare | Overall, the Ice Climbers fare drastically better than during the launch of ''Ultimate''. Although desynching demands more practice to be performed successfully, their learning curve has became far less steep thanks to the partner's improved AI, their KO potential and recovery having been improved, the Ice Climbers being more difficult to separate from each other and their combo game being more reliable. | ||
'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|1.2.0}}''' | ||
| Line 105: | Line 109: | ||
==Moveset== | ==Moveset== | ||
*Although the Ice Climbers have among the lowest [[traction]] in the game, their traction is completely unaffected by ice. | *Although the Ice Climbers have among the lowest [[traction]] in the game, their traction is completely unaffected by ice. | ||
*The | *The supporting Ice Climber will taunt whenever the leader throws an opponent. | ||
**Additionally, when the | **Additionally, when the leading Ice Climber is grabbed, the partner will panic. | ||
''For a gallery of the Ice Climbers' hitboxes, see [[Ice Climbers (SSBU)/Hitboxes|here]].'' | ''For a gallery of the Ice Climbers' hitboxes, see [[Ice Climbers (SSBU)/Hitboxes|here]].'' | ||
| Line 112: | Line 116: | ||
|game=SSBU | |game=SSBU | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname=Right Sweep ({{ja|右はらい|Migi Harai}}) | |neutralname=Right Sweep ({{ja|右はらい|Migi Harai}}) / Left Sweep ({{ja|左はらい|Hidari Harai}}) | ||
|neutral1dmg=leader: 2%<br/>partner: 1.5% | |neutral1dmg=leader: 2%<br/>partner: 1.5% | ||
|neutral2dmg=leader: 3.5%<br/>partner 2.625% | |neutral2dmg=leader: 3.5%<br/>partner 2.625% | ||
|neutraldesc= | |neutraldesc=Each of the duo performs an inward mallet swing, then an outward mallet swing. Serves as a great get-off-me tool that deals surprisingly great damage for a neutral attack with both Ice Climbers to boot. It is extremely quick due to coming out on frame 4, and both hits having somewhat low ending lag. These traits make it effective for [[jab cancel]]ing if the duo are desynced; by dropping shield and pressing A for a split second right after, only the leading climber will jab, allowing the partner access to almost any kind of follow-up, including a simple smash attack to unexpectedly take a stock. The first hit can also [[jab lock]]. | ||
|ftiltname=Side Strike ({{ja|横たたき|Yoko Tataki}} | |ftiltname=Side Strike ({{ja|横たたき|Yoko Tataki}}) | ||
|ftiltdmg=leader: 9%<br/>partner: 6.75% | |ftiltdmg=leader: 9%<br/>partner: 6.75% | ||
|ftiltdesc= | |ftiltdesc=Each of the duo flicks their mallets outward. It is quick, due to coming out on frame 9, possessing low ending lag and can be angled. Due to its above average knockback, it is able to KO middleweights starting at around 135% while near the edge of Final Destination. When combined with its solid range, this makes it a useful 2-framing and edgeguarding option when angled downwards, despite only being active for 2 frames. | ||
|utiltname=Hammer Spin ({{ja|くるくるハンマー|Kurukuru Hanmā}}, '' | |utiltname=Hammer Spin ({{ja|くるくるハンマー|Kurukuru Hanmā}}, ''Spinning Hammer'') | ||
|utiltdmg=leader: 0.8% (hits 1 - 6), 4% (hit 7)<br/>partner: 0.6% (hits 1 - 6), 3% (hit 7) | |utiltdmg=leader: 0.8% (hits 1 - 6), 4% (hit 7)<br/>partner: 0.6% (hits 1 - 6), 3% (hit 7) | ||
|utiltdesc= | |utiltdesc=Each of the duo points their hammers straight up and then twirl their heads in circles overhead in a buzzsaw-like manner. The move creates a lingering hitbox that hits multiple times. Altogether, it deals excellent damage, making it useful for juggling and pressuring shields. It is an extremely versatile combo starter at a wide variety of percents, especially on fast-fallers, due to it coming out on frame 9 and possessing both low ending lag and disjointed range. It can follow up into a chain of up aerials at low precents, while it can follow up into Belay for a KO confirm at high precents. It also covers the sizable portion of both the hammers and the upper portion of the Ice Climbers' bodies, and when combined with the lengthy activity and deceptive size of the move's hitboxes, gives the move great usage as an anti-air or frame-trapping tool, and makes it surprisingly decent at hitting opponents beside them in spite of the move's strictly vertical appearance. | ||
|dtiltname=Shin Attack ({{ja|スネたたき|Sune Tataki}} | |dtiltname=Shin Attack ({{ja|スネたたき|Sune Tataki}}) | ||
|dtiltdmg=leader: 6%<br/>partner: 4.5% | |dtiltdmg=leader: 6%<br/>partner: 4.5% | ||
|dtiltdesc= | |dtiltdesc=Each of the duo sweeps their hammers across the ground in front of themselves while crouching. A steep semi-spike that functions extremely well as both a poking option in neutral and edgeguarding option, thanks to its quick startup, decent range, and low ending lag. In addition, it can KO middleweights at around 150% while at the edge of Final Destination, and hits low enough to shield stab opponents with tall hurtboxes. It is fairly spammable due to coming out on frame 8 and having low ending lag. When coupled with its [[tripping]] potential, it can be a very useful set-up option or as a tool for tech-chases. | ||
|dashname=Dash Strike ({{ja|ダッシュたたき|Dasshu Tataki}} | |dashname=Dash Strike ({{ja|ダッシュたたき|Dasshu Tataki}}) | ||
|dashdmg=leader: 6%<br/>partner: 4.5% | |dashdmg=leader: 6%<br/>partner: 4.5% | ||
|dashdesc= | |dashdesc=Each of the duo leaps forward, ramming their mallets forward in a fashion of a baseball bat. It has decent startup at frame 9, and has impressive range and launches at an unintuitive vertical angle, allowing it to set up aerial pressure and lead into quick transitions into aerials or desynced combos, even converting into a chain of up aerials to slather boatloads of damage after a single whiff-punish, although it lacks KO potential because of its very low knockback growth. It can also cross up shields if close enough, but is punishable on shield due to its ending lag. | ||
|fsmashname=Stake | |fsmashname=Stake Smash ({{ja|クイ打ち|Kui Uchi}}) | ||
|fsmashdmg=leader: {{ChargedSmashDmgSSBU|12}}<br/>partner: {{ChargedSmashDmgSSBU|9}} | |fsmashdmg=leader: {{ChargedSmashDmgSSBU|12}}<br/>partner: {{ChargedSmashDmgSSBU|9}} | ||
|fsmashdesc= | |fsmashdesc=Based on their standard and original attack from ''Ice Climber''. Each of the duo hoists their mallets up, then forcefully smashes them straight down to the ground. Due to becoming active at frame 11, it is surprisingly fast for a forward smash (being tied for the second fastest forward smash in the game, in fact). The Ice Climbers slam their mallets at moderate distances, giving it surprisingly good range. It also deals respectable damage and has extremely high knockback growth, which makes it a powerful and reliable KOing option, and among the strongest forward smashes in the game. While near the edge of Final Destination, it can KO middleweights starting at around even 70%. The late hitboxes share the amount of KO potential due to their knockback remaining intact. However, the hitbox has a rather deceptively short duration compared to the animation, and has noticeable ending lag (33 frames), making it unsafe on shield and punishable if not used correctly. A powerful punishing option that is also capable of 2-framing with good timing and positioning due to the hitboxes reaching through the ledge. | ||
|usmashname=Icicle Crasher ({{ja|つらら割り|Tsurara Wari}} | |usmashname=Icicle Crasher ({{ja|つらら割り|Tsurara Wari}}) | ||
|usmashdmg=leader: {{ChargedSmashDmgSSBU|11}} (hammer), {{ChargedSmashDmgSSBU|9}} (body)<br/>partner: {{ChargedSmashDmgSSBU|8.25}} (hammer), {{ChargedSmashDmgSSBU|6.25}} (body) | |usmashdmg=leader: {{ChargedSmashDmgSSBU|11}} (hammer), {{ChargedSmashDmgSSBU|9}} (body)<br/>partner: {{ChargedSmashDmgSSBU|8.25}} (hammer), {{ChargedSmashDmgSSBU|6.25}} (body) | ||
|usmashdesc= | |usmashdesc=Each of the duo performs an overhead mallet swing in a wide arc. It can hit in front of and behind the Ice Climbers, while the sweetspot at the mallets deals respectable damage and has extremely high knockback growth akin to forward smash, KOing middleweights at around 115% from anywhere on Final Destination, and even earlier if struck by the partner. Has moderate startup and ending lag, coming out on frame 12 and possessing 32 frames of ending lag, which gives it decent interruptibility. Its impressive coverage, decent startup and disjointed hitboxes make it useful as an out-of-shield option or as a punishing tool against rolls or opponents with predictable landing options. The sourspot at the Ice Climbers' bodies is noticeably weaker, KOing middleweights at around 140% from anywhere on Final Destination. | ||
|dsmashname=Hammer Sweep ({{ja|足もと打ち|Ashimoto Uchi}}, '' | |dsmashname=Hammer Sweep ({{ja|足もと打ち|Ashimoto Uchi}}, ''Leg Strike'') | ||
|dsmashdmg=leader: {{ChargedSmashDmgSSBU|13}}<br/>partner: {{ChargedSmashDmgSSBU|9.75}} | |dsmashdmg=leader: {{ChargedSmashDmgSSBU|13}}<br/>partner: {{ChargedSmashDmgSSBU|9.75}} | ||
|dsmashdesc= | |dsmashdesc=Each of the duo stands back-to-back, winding up for a brief moment to swipe their mallets across the ground in both directions; the leader swings in front, while the partner swings behind. If the partner is absent, however, the remaining climber will only swipe their mallet in the direction they are facing. If both of the duo are present, it hits in front of and behind the Ice Climbers, while its hitboxes deal respectable damage and have extremely high knockback growth like their forward and up smashes, KOing middleweights at around 105% from anywhere on Final Destination, and even earlier if struck by the partner. Due to hitting on frame 9, with the fastest startup among the duo's smash attacks, it is tied with {{SSBU|Toon Link}}, {{SSBU|Mii Gunner}}, and {{SSBU|Samus}}' down smashes for the sixth fastest smash attack of any kind in ''Ultimate''. Additionally, when combined with it clipping the edge and hitting low enough, it is a reliable 2-framing option that is very useful for edgeguarding as a result, as well as punishing rolls or opponents who approach the duo from behind due to each of the duo swinging at both directions. Due to it possessing 24 frames of ending lag and hitting on frame 9, it also has the fastest interruptibility among the Ice Climbers' smash attacks. | ||
|nairname=Climber Turn ({{ja|クライマーターン|Kuraimā Tān}}) | |nairname=Climber Turn ({{ja|クライマーターン|Kuraimā Tān}}) | ||
|nairdmg=leader: {{ShortHopDmgSSBU|7}}<br/>partner: {{ShortHopDmgSSBU|5.25}} | |nairdmg=leader: {{ShortHopDmgSSBU|7}}<br/>partner: {{ShortHopDmgSSBU|5.25}} | ||
|nairdesc= | |nairdesc=Each of the duo spin around like a {{s|wikipedia|cartwheel}} with their mallets outstretched. Its very low landing lag makes it a decent set-up option at low percents, especially when desynced, or a tool for shield pressure when short hopped, while its high knockback growth makes it a decent anti-pressure and out of shield option. In addition, on Final Destination, it can KO middleweights at around 185% while at the edges. It has large hitboxes that cover most of the Ice Climbers' torsos, especially at the beginning, giving it good protection and coverage around them. Its low launching angle and lasting hitboxes allow it to edgeguard and gimp recoveries, combined with it having the second lowest amount of ending lag out of the Ice Climbers' aerials. It also auto-cancels in a short hop, making it effective for combos at lower precents. | ||
|fairname=Hammer Slam ({{ja|ハンマードロップ|Hanmā Duroppu}}, ''Hammer Drop'') | |fairname=Hammer Slam ({{ja|ハンマードロップ|Hanmā Duroppu}}, ''Hammer Drop'') | ||
|fairdmg=leader: {{ShortHopDmgSSBU|12}}<br/>partner: {{ShortHopDmgSSBU|12}} (sweetspot), {{ShortHopDmgSSBU|9}} (sourspot) | |fairdmg=leader: {{ShortHopDmgSSBU|12}}<br/>partner: {{ShortHopDmgSSBU|12}} (sweetspot), {{ShortHopDmgSSBU|9}} (sourspot) | ||
|fairdesc= | |fairdesc=Reminiscent of their original aerial attack in ''Ice Climber''. Each of the duo rears their mallets backward, then somersaults forward and swings their mallets straight down overhead in a manner similar to their forward smash. Due to coming out on frame 19, it has the slowest startup of the Ice Climbers' aerials, as well as having the highest amount of ending lag of 36 frames. However, it has very high knockback scaling and great damage output, making it one of the strongest forward aerials in the game. It deals enough knockback to KO middleweights at the center of Final Destination at around 130% and 35% earlier at the edge without rage, making it quite efficient for edgeguarding despite its short duration. Its low landing lag also allows it to be useful as as a set-up option into other moves, especially if meteor smashing an opponent with the partner. A versatile aerial that is good for combos both synced and desynced and edgeguarding. It auto-cancels in a full hop. The partner's forward aerial provides a sweetspot that can [[meteor smash]] opponents, which can KO incredibly early offstage. | ||
|bairname=Reverse Strike ({{ja|ふりむきたたき|Furimuki Tataki}} | |bairname=Reverse Strike ({{ja|ふりむきたたき|Furimuki Tataki}}) | ||
|bairdmg=leader: {{ShortHopDmgSSBU|10}}<br/>partner: {{ShortHopDmgSSBU|7.5}} | |bairdmg=leader: {{ShortHopDmgSSBU|10}}<br/>partner: {{ShortHopDmgSSBU|7.5}} | ||
|bairdesc= | |bairdesc=Each of the duo whips around, flicking their mallets behind themselves. It has very fast startup due to it coming out on frame 8. It can auto-cancel in a short hop and also has the second highest damage output out of their aerials after their forward aerial, and possesses staggering power, which make it a viable KOing option. While near the edge of Final Destination, its clean hitbox KOs middleweights at around 105%-110%, which is around the same KO percentages of the Ice Climbers' forward aerial. It also boasts good range due to its disjointed hitbox and its animation makes it unpredictable, which makes it a viable edge-guarding and 2-framing option, and makes it effective for a wall of pain, as well as a good approaching option using [[reverse aerial rush]]. It can also stage spike if properly used, making it especially deadly offstage. Both hits are extremely safe on shield, with the partner's hit being one of the few moves that is even positive on shield. | ||
|uairname=Overhead Sweep ({{ja|頭上はらい|Zujō Harai}}) | |uairname=Overhead Sweep ({{ja|頭上はらい|Zujō Harai}}) | ||
|uairdmg=leader: {{ShortHopDmgSSBU|9}}<br/>partner: {{ShortHopDmgSSBU|6.75}} | |uairdmg=leader: {{ShortHopDmgSSBU|9}}<br/>partner: {{ShortHopDmgSSBU|6.75}} | ||
|uairdesc= | |uairdesc=Reminiscent of their original aerial attack in ''Ice Climber''. Each of the duo swings their mallet outward in a wide arc overhead. An excellent combo and juggling tool that can quickly rack up damage both desynced and synced, and can even function as a guaranteed KO confirm from down throw at around 100%-115% on most characters. Comes out on frame 7, having the second fastest startup of the Ice Climbers' aerials. It can also be used for continuing a combo due to its low landing lag, and can be used as an out-of-shield option if the opponent has a large or tall enough hurtbox. Due to its impressive damage and knockback, it is the duo's strongest aerial, being powerful enough to KO middleweights at around 145% on Final Destination on grounded levels, making it a useful KO option after a full hop or above platforms. It can auto-cancel in a short hop fast fall, like their other aerials minus forward and down aerials. | ||
|dairname=Hammer Swoop ({{ja|急降下ハンマー|Kyūkōka Hanmā}} | |dairname=Hammer Swoop ({{ja|急降下ハンマー|Kyūkōka Hanmā}}) | ||
|dairdmg=leader: {{ShortHopDmgSSBU|8}}<br/>partner: {{ShortHopDmgSSBU|6}} | |dairdmg=leader: {{ShortHopDmgSSBU|8}}<br/>partner: {{ShortHopDmgSSBU|6}} | ||
|dairdesc= | |dairdesc=Reminiscent of their original falling attack in ''Ice Climber''. Each of the duo holds their mallets upside down below themselves and cling onto them in the form of a [[Wikipedia:Professional wrestling attacks#Double axe handle|double axe handle]] before falling downward. A [[stall-then-fall]], though with a slower traveling speed than most other attacks of its kind. Additionally, it is unable to meteor smash no matter when or where it lands. The hitbox covers most of the Ice Climbers' underside, making it good for punishing opponents who attempt to juggle them. It can also be effectively used out of a short hop to attack opponents directly in front of the Ice Climbers, especially out of shield. Has a rather good auto-canceling window to give it a touch of combo potential, and is good for edgeguarding and gimping. While it can potentially cause the Ice Climbers to self-destruct while using it offstage, their effective recovery, combined with it having the lowest ending lag of the duo's aerials and traveling slower than other stall-then-falls makes this unlikely. Although the leader's down aerial only starts KOing middleweights past 185% on Final Destination at grounded levels with rage, the partner's down aerial is a steep semi-spike that can KO middleweights at around 130% while at the edges of Final Destination. | ||
|grabname=Grab ({{ja|つかみ|Tsukami}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc=The leader | |grabdesc=The leader reaches in front of themselves with their free hand. All of the Ice Climbers' grabs are fairly quick with only moderate ending lag, but have miniscule range; their standing grab, in particular, is the shortest ranged grab of any kind in the game. | ||
|pummelname=Grab Headbutt ({{ja|つかみ頭突き|Tsukami Zutsuki}}) | |pummelname=Grab Headbutt ({{ja|つかみ頭突き|Tsukami Zutsuki}}) | ||
|pummeldmg=1% | |pummeldmg=1% | ||
|pummeldesc=A headbutt | |pummeldesc=A headbutt. The partner takes no action at all. Has meager damage output, but is among the fastest pummels in the game. | ||
|fthrowname=Hockey Shot ({{ja|ホッケーショット|Hokkē Shotto}}) | |fthrowname=Hockey Shot ({{ja|ホッケーショット|Hokkē Shotto}}) | ||
|fthrowdmg=3% (hit), 5% (throw) | |fthrowdmg=3% (hit), 5% (throw) | ||
|fthrowdesc=The leader | |fthrowdesc=The leader swats the opponent forward with their mallet in a similar fashion to swinging a golf club. Its moderately high base knockback causes tumble at 0%, making it a decent option for tech-chases and forcing the opponent offstage to start an edgeguard, but its very little knockback growth means that it can only start KOing past very high percents while at the edge of the stage. If desynced, the partner can follow up with a forward aerial or forward smash during forward throw's animation; in particular, combining a forward throw with a forward smash turns the otherwise basic throw into a devastating KO move. | ||
|bthrowname=Snowy Mountain Throw ({{ja|雪山投げ|Yukiyama Nage}}) | |bthrowname=Snowy Mountain Throw ({{ja|雪山投げ|Yukiyama Nage}}) | ||
|bthrowdmg=6% | |bthrowdmg=6% | ||
|bthrowdesc=The leader throws the opponent | |bthrowdesc=The leader performs the {{s|wikipedia|tai otoshi}}{{ref|f}}, a {{s|wikipedia|Judo}} throw with one hand. Despite its violent animation, it has surprisingly low knockback growth, minimal damage output, combined with it launching at a very high angle, having high base knockback and ending lag on top of that. As such, it lacks usage in combos, kills, tech-chases or racking up damage, but makes it useful in desyncs and setting up edgeguards. If desynced, the partner can be made to buffer a forward smash while the leader throws the opponent, greatly enhancing its damage output and launching power; combining a back throw with a forward smash turns the otherwise very weak throw into a devastating KO move. | ||
|uthrowname=Grab Icicle Crasher ({{ja|つかみつらら割り|Tsukami Tsurara Wari}} | |uthrowname=Grab Icicle Crasher ({{ja|つかみつらら割り|Tsukami Tsurara Wari}}) | ||
|uthrowdmg=3% (hit), 5% (throw) | |uthrowdmg=3% (hit), 5% (throw) | ||
|uthrowdesc=The leader tosses the opponent | |uthrowdesc=The leader tosses the opponent overhead before swinging their hammer overhead in an arc like an overhead serve in tennis, bashing them upwards. It has very high base knockback (the second highest of all up throws after {{SSBU|Jigglypuff}}'s) at the expense of very little knockback growth (the weakest among all up throws, in fact). Although it is largely outclassed by down throw in such role due to launching too high for true follow-ups, it is useful for starting combos and quick air-to-ground transitions, leading to an up aerial at lower percents or even Belay at higher precents for a KO confirm. It also leads to access of juggling with chains of up aerials, and can KO at extremely high precents near the top blast zones. | ||
|dthrowname=Avalanche Crusher ({{ja|なだれつぶし|Nadare Tsubushi}}) | |dthrowname=Avalanche Crusher ({{ja|なだれつぶし|Nadare Tsubushi}}) | ||
|dthrowdmg=6% | |dthrowdmg=6% | ||
|dthrowdesc= | |dthrowdesc=A hopping {{s|wikipedia|powerbomb}}. Due to its very high knockback growth, it has the greatest KO potential out of the Ice Climbers' throws, although it is best suitable as last resort KO option, as it can KO middleweights starting at about 190% on Final Destination with rage, and at around 15% later without rage. It also has excellent combo potential, especially when desynced or synced: it is able to combo into forward tilt, forward smash or up smash at 0-8%, but where it truly shines is about 15% later, where it often leads to a chain of up aerials for massive damage in the process, and in addition, it can be strung with one of their other aerials (excluding down aerial) up until high enough percents that they become KO confirms (excluding neutral aerial). | ||
|floorfname= | |floorfname= | ||
|floorfdmg=leader: 7%<br/>partner: 5.25% | |floorfdmg=leader: 7%<br/>partner: 5.25% | ||
|floorfdesc= | |floorfdesc=Each of the duo spins around 360° to perform a horizontal hammer swing around themselves while getting up. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=leader: 7%<br/>partner: 5.25% | |floorbdmg=leader: 7%<br/>partner: 5.25% | ||
|floorbdesc= | |floorbdesc=Each of the duo swings their mallet from back to forth while getting up. | ||
|floortname= | |floortname= | ||
|floortdmg=leader: 5%<br/>partner: 3.75% | |floortdmg=leader: 5%<br/>partner: 3.75% | ||
|floortdesc= | |floortdesc=Each of the duo sweeps their mallet from side to side across the ground while getting up in a similar fashion to their back floor attack. | ||
|edgename= | |edgename= | ||
|edgedmg=leader: 8%<br/>partner: 6% | |edgedmg=leader: 8%<br/>partner: 6% | ||
|edgedesc= | |edgedesc=Each of the duo delivers a big inward mallet swing straight in front of themselves while climbing up. It deals more damage than the rest if both of the duo's getup attacks land. | ||
|nsname=Ice Shot | |nsname=Ice Shot | ||
|nsdmg=3.5-2.2% (ice chunks), 3.5% (hammers) | |nsdmg=3.5-2.2% (ice chunks), 3.5% (hammers) | ||
|nsdesc=Each | |nsdesc=Each of the duo summons a small stalagmite of ice and knocks it forward with their mallets, causing it to slide along the ground, gradually shrinking as it travels before disappearing after a few seconds. It bounces off walls and shields, and can also freeze opponents, but not within realistic percents, allowing for setups or reads. Unlike most projectiles, the ice functions more like a container or soccer ball in that the incoming projectile is completely tangible, tanking opposing projectiles as powerful as {{SSBU|Samus}}' Charge Shot or {{SSBU|Mewtwo}}'s Shadow Ball, allowing the Ice Climbers to counter most projectile-spamming playstyles more easily. It stuns the opponent long enough to make it viable for edgeguarding or gimping vulnerable recoveries. However, the ice can easily be reflected with an attack that deals damage. If done so, the projectile's ownership will change, allowing it to harm the Ice Climbers if collided with. The first midair usage will pop the Ice Climbers up slightly. | ||
|ssname=Squall Hammer | |ssname=Squall Hammer | ||
|ssdmg=both: 2.2% (loop), 4% (last)<br/>leader: 1.3% (loop), 2% (last)<br/>partner: 0.975% (loop), 1.5% (last) | |ssdmg=both: 2.2% (loop), 4% (last)<br/>leader: 1.3% (loop), 2% (last)<br/>partner: 0.975% (loop), 1.5% (last) | ||
|ssdesc=The | |ssdesc=The duo stand back-to-back and twirl around with their mallets outstretched while spinning around in an axis, hitting multiple times. The attack is concluded with the duo ramming their hammers overhead and outward, knocking opponents upwards. If separated or the partner is gone, the remaining climber twirls on their tiptoes while spinning in a circle with their mallet outstretched and ends by swinging outward horizontally. By repeatedly tapping the special input, the Ice Climbers will rise in the air, allowing them to recover. This, however, also renders them helpless after its performance. Duo Squall Hammer's final hit is powerful enough to KO middleweights at around 160% near the top blast zones on Final Destination without rage. If only a solo climber is present, the move deals far less damage and knockback, and no longer gains height. However, Solo Squall Hammer stalls the sole climber's gravity by mashing B. Squall Hammer is a prime method to desynchronize the Ice Climbers, and can trap opponents between each Ice Climber once a desync is achieved. | ||
|usname=Belay | |usname=Belay | ||
|usdmg=16% (partner) | |usdmg=16% (partner) | ||
|usdesc= | |usdesc=Each of the duo are linked together with a long {{s|wikipedia|climbing rope}}, and the leader of the duo flings the partner high in the air, slamming into opponents during the process. After covering enough distance, the partner yanks the rope to pull the leader up at an even greater height. If close enough, the leader will throw the partner straight to the nearest ledge and the latter will then pull them up to it shortly after. During the entire duration of Belay, the partner has an [[invincibility]] frame window upon startup and the period the hitbox is active until it dissipates, allowing for a safe recovery for both Ice Climbers. Additionally, the following climber has a hitbox that deals powerful vertical knockback and has high damage output, dealing enough knockback to KO middleweights at 140% on Final Destination while on the ground, though it is rather difficult for being a combo finisher due to the difficulty of aiming the partner. Without a partner, the move will grant almost no distance. In addition, if the move hits an opponents while travelling up, the amount of distance the leader will travel gets reduced. Each Ice Climber becomes helpless after the move's usage. | ||
|dsname=Blizzard | |dsname=Blizzard | ||
|dsdmg=both: 1% (far loop), 1.8% (close loop) | |dsdmg=both: 1% (far loop), 1.8% (close loop) | ||
|dsdesc= | |dsdesc=Each of the duo blows a stream of miniature snowstorm from their palms in front of themselves, potentially freezing opponents that are hit with a high enough concentration of snow. If using Blizzard on already frozen opponents, they will remain frozen for a longer duration. The more damaged frozen opponents are, the longer they will remain frozen. If both of the duo are present, this move can deal a maximum of 31.5%. As the name implies, it freezes opponents in their tracks, making it reliable for setups and follow-ups, and deals a significant amount of damage at point-blank range. Specifically, this move is very useful when edgeguarding or ledge trapping, as freezing an opponent near the edges of a stage can make it easy to nudge them off and fall to the lower blast zone without any means to escape or recover easily. It also has priority over some other projectiles and can cancel them if the two collide. | ||
|fsname=Iceberg | |fsname=Iceberg | ||
|fsdmg=13% (peak, rising), 11%/9%/7% (iceberg), 16% (Polar Bear), 5% (Condor) | |fsdmg=13% (peak, rising), 11%/9%/7% (iceberg), 16% (Polar Bear), 5% (Condor) | ||
|fsdesc= | |fsdesc=Each of the duo {{s|wikipedia|high-five}} each other and raise their arms up, summoning a giant and rotating iceberg to rise up from the center of the stage. If only a sole climber initiates the Final Smash, the leading Ice Climber spins, lifts their mallet up while raising it in triumph. For the duration of the Final Smash, it can be directed left and right. The range of how far it can move is shown by the mist. The iceberg deals damage to opponents who touch it: the closer they are towards the peak, the more damage they receive. Towards the base of the iceberg is a Polar Bear, which has high launching power. A [[Condor]] also appears, flying above and circling around the top of the iceberg, which the Ice Climbers can grab onto, reminiscent of how the duo must do so to complete Bonus Stages in ''Ice Climber''. This allows the iceberg to be more easily controlled without worry of possible self-destruction, although the partner will be at risk of potentially being pushed offstage if they fail to grab it. Upon ending, the iceberg will lower itself, and the Condor will fly off to the side of the stage, leaving behind hitchhiking fighters. | ||
}} | }} | ||
| Line 253: | Line 257: | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
*The Condor flies in with them hanging off its feet. | *The Condor flies in with them hanging off its feet. The Ice Climbers then jump off while [[wikipedia:High five|high-fiving]] each other, and the Condor flies off. | ||
<gallery> | <gallery> | ||
IceClimbersOnScreenAppearanceSSBU.gif|Ice Climbers' on-screen appearance | IceClimbersOnScreenAppearanceSSBU.gif|Ice Climbers' on-screen appearance | ||
| Line 259: | Line 263: | ||
===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up taunt''': | *'''Up taunt''': Each of the duo sets down their mallets and jump once in excitement before picking them back up upon landing. Originates from their victory animation during the results screen in ''Ice Climber''. | ||
*'''Side taunt''': | *'''Side taunt''': Each of the duo points their hammers diagonally upward and shout "Yup!" in triumph as wind blows behind them. Resembles Nana's [https://www.ssbwiki.com/images/e/e2/IceClimbersArt.png?ed267 pose on the official artwork of ''Ice Climber'' for Famicom]. | ||
*'''Down taunt''': | *'''Down taunt''': Each of the duo dance playfully in a circle. | ||
<gallery> | <gallery> | ||
SSBUIceClimbersTaunt1.gif|Ice Climbers' up taunt. | SSBUIceClimbersTaunt1.gif|Ice Climbers' up taunt. | ||
| Line 270: | Line 274: | ||
===[[Idle pose]]s=== | ===[[Idle pose]]s=== | ||
*Both twirl their hammers. | *Both twirl their hammers. | ||
* | *Each of the duo look behind themselves curiously. | ||
<gallery> | <gallery> | ||
SSBUIceClimbersIdle1.gif|Ice Climbers' first idle pose. | SSBUIceClimbersIdle1.gif|Ice Climbers' first idle pose. | ||
| Line 314: | Line 318: | ||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
*'''Left:''' Both jump up and down | *'''Left:''' Both of the duo jump continuously up and down with joy. Based on their victory animation during the results screen in ''Ice Climber'', similar to their up taunt. | ||
*'''Up:''' Both nod and high-five one another before facing the | *'''Up:''' Both of the duo nod and high-five one another, with Popo saying "Yup!" before facing the screen while smiling. | ||
*'''Right:''' Nana hides behind Popo, only showing her face as Popo shifts from left to right. | *'''Right:''' Nana hides behind Popo, only showing her face as Popo shifts from left to right while his arms are placed next to his hips. | ||
[[File:IceClimbersVictoryThemeUltimate.ogg|thumb| | [[File:IceClimbersVictoryThemeUltimate.ogg|thumb|An orchestral remix of the second half of the track that plays when [[Ice Climbers|Popo or Nana]] grab the talons of the [[Condor]] at the end of a Bonus Stage in ''{{b|Ice Climber|game}}''.]] | ||
<gallery> | <gallery> | ||
Ice Climbers Ultimate Pose 2.gif | Ice Climbers Ultimate Pose 2.gif | ||
| Line 337: | Line 341: | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
Prior to ''Ultimate''{{'}}s release, players were quick to find that the Ice Climbers lost their defining attributes from ''Melee'' and ''Brawl'': their infamous zero-to-death chain grabs, were either heavily impaired or outright removed due the reworked mechanics during the transition to ''Ultimate''. This caused players to believe that the Ice Climbers would not be viable, a sentiment that would hold on throughout the early metagame. | |||
Upon ''Ultimate''{{'}}s release, the Ice Climbers' competitive perception, which was estimated to be poor, dwindled even further, as their retained | Upon ''Ultimate''{{'}}s release, the Ice Climbers' competitive perception, which was estimated to be poor, dwindled even further, as their retained flaws were more detrimental than expected, such as the difficulty of maintaining both of the duo in a single stock, their steep learning curve, slow mobility, vulnerability to [[camping]], on top of their cheesing and zero-to-death abilities from previous installments being heavily diminished and much harder to pull off in ''Ultimate''. Thus, most of the players who mained the duo in ''Brawl'' have completely dropped them in favor of other characters. As a result, the Ice Climbers’ representation was minuscule, and they were widely perceived to be either low or bottom-tier. | ||
A few months after release, however, the duo's competitive playerbase started to make surprising breakthroughs: the few that were stuck with them discovered new desyncing setups, while also benefiting from some of ''Ultimate''{{'}}s universal changes. In turn, players such as {{Sm|Big D}}, {{Sm|Kie}}, and {{Sm|murasat}} have picked up the duo and garnered excellent results in tournaments. Big D, in particular, mastered the Ice Climbers enough to the point that the duo can zero-to-death even their worst matchups across the board. As a result, despite their very low representation in competitive play, the Ice Climbers' improving results have gradually softened the community's perception on the duo, ranking 56th on the first tier list, and more impressive performances from dedicated players led to them rising up to 51st on the second tier list and retaining this position to date, with the general consensus being that the Ice Climbers are either upper mid-tier or even high-tier at least, similar to their ''Melee'' incarnations, and is a notable improvement compared to their initial low-tier status. Overall, the Ice Climbers remain as characters that should not be underestimated, even without the infamously abusable aspects of their previous iterations. | |||
=={{SSBU|Classic Mode}}: Duos for Days== | =={{SSBU|Classic Mode}}: Duos for Days== | ||
[[File:SSBU Congratulations Ice Climbers.png|thumb|Ice Climbers' [[congratulations screen]].]] | [[File:SSBU Congratulations Ice Climbers.png|thumb|Ice Climbers' [[congratulations screen]].]] | ||
Referencing themselves being duos, Ice Climbers fight | Referencing themselves being duos, Ice Climbers fight a pair of characters from a given universe in each stage. To go with the duo theme, both {{SSBU|Master Hand}} and {{SSBU|Crazy Hand}} are fought regardless of the difficulty. | ||
{|class="wikitable" style="text-align:center" | {|class="wikitable" style="text-align:center" | ||
| Line 382: | Line 386: | ||
==Role in [[World of Light]]== | ==Role in [[World of Light]]== | ||
[[File:WoL-15IceClimbers.jpg|thumb|Finding the Ice Climbers in World of Light|left]] | [[File:WoL-15IceClimbers.jpg|thumb|Finding the Ice Climbers in World of Light|left]] | ||
Although the Ice Climbers are absent from the World of Light | Although the Ice Climbers are absent from the opening cutscene of World of Light, the duo were vaporized offscreen and later placed under [[Galeem]]'s imprisonment after unleashing his beams of light, along with the rest of the other fighters (excluding {{SSBU|Kirby}}). | ||
The Ice Climbers are unlocked in the southern portion of the icy mountain next to the [[Temple of Light]] (where {{SSBU|Pit}} and {{SSBU|Simon}} are unlocked), located at the top left corner of [[The Light Realm]]. Unlocking them eliminates the icy paths in order for them to be successfully traversed in both directions, as well as unblocking an additional path to the shrouded forest. | |||
If the Ice Climbers are chosen to be playable for the overworld after being awakened from Galeem's imprisonment, only the leading Ice Climber will appear. During [[Spirit Battle]]s or [[Adventure Mode: World of Light#Bosses|Boss Battles]], however, both Ice Climbers will be available during gameplay. | |||
{{clrl}} | {{clrl}} | ||
| Line 409: | Line 415: | ||
==[[Spirit]]== | ==[[Spirit]]== | ||
Ice Climbers' fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Ice Climbers. It is also available periodically for purchase in the shop for 300 Gold, but only after Ice Climbers have been unlocked. Unlocking the Ice Climbers in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Their fighter spirit has an alternate version that replaces it with their artwork in ''Ultimate''. | |||
<center> | <center> | ||
| Line 607: | Line 613: | ||
SSBUWebsiteIceClimbers6.jpg|Performing their neutral aerial on [[Spirit Train]]. | SSBUWebsiteIceClimbers6.jpg|Performing their neutral aerial on [[Spirit Train]]. | ||
SSBUWebsite4.jpg|[[Taunting]] on [[Skyloft]]. | SSBUWebsite4.jpg|[[Taunting]] on [[Skyloft]]. | ||
8-PlayerSSBU 1.jpg| | File:SSBUWebsiteTogedemaru2.jpg|Popo and {{SSBU|Pit}} getting attacked by [[Togedemaru]] on [[Garden of Hope]]. | ||
8-PlayerSSBU 1.jpg|Ice Climbers with {{SSBU|Mario}}, {{SSBU|Donkey Kong}}, {{SSBU|Link}}, {{SSBU|Samus}}, Pit, {{SSBU|Villager}} and {{SSBU|Inkling}} on {{SSBU|Battlefield}}. | |||
File:SSBUWebsiteSummit.jpg|Ice Climbers with {{SSBU|Jigglypuff}}, {{SSBU|Ridley}}, and {{SSBU|Zelda}} on Summit. | |||
</gallery> | </gallery> | ||
| Line 614: | Line 622: | ||
==Trivia== | ==Trivia== | ||
[[File:Ice Climber's demo palettes.png|thumb|The Ice Climbers' four cut costumes (top) and the final costumes (bottom).]] | |||
*In the demo versions of ''Super Smash Bros. Ultimate'', the second half of the Ice Climbers' costumes (which let the player control Nana) have shown Popo as the leader in the character selection portraits, although the stock icons changed to reflect which costumes let the player control Nana. In the final game, however, Nana is the leader instead. | |||
*One of the Ice Climbers' preview pictures shows them using [[Blizzard]] against a {{b|Metroid|creature}}, referencing the species' weakness to cold in the ''Metroid'' series. | *One of the Ice Climbers' preview pictures shows them using [[Blizzard]] against a {{b|Metroid|creature}}, referencing the species' weakness to cold in the ''Metroid'' series. | ||
*When the | *When the leading climber is grabbing and pummeling an opponent, the partner's animation will lag for each pummel hit. | ||
*Hitting the accompanying Ice Climber will not cause [[controller]]s to shake if the vibration setting is turned on. This applies to everything from normal attacks, [[throws]], or [[Final Smash]]es. | *Hitting the accompanying Ice Climber will not cause [[controller]]s to shake if the vibration setting is turned on. This applies to everything from normal attacks, [[throws]], or [[Final Smash]]es. | ||
*When played on the | *When chosen to be played on the overworld for World of Light, only the leading Ice Climber appears, which is a reference to the singleplayer mode in ''Ice Climber'' where they only play as Popo. | ||
*If the partner is caught in a non-cutscene trapping [[Final Smash]] (such as [[Triforce Slash]], [[Great Aether]], or [[Omnislash]]) and the leader is KO'd, the partner will disappear, leaving the opponent attacking nothing. A similar situation occurs in ''[[ | *If the partner is caught in a non-cutscene trapping [[Final Smash]] (such as [[Triforce Slash]], [[Great Aether]], or [[Omnislash]]) and the leader is KO'd, the partner will disappear, leaving the opponent attacking nothing. A similar situation occurs in ''Brawl''. | ||
*When getting hit from behind, the Ice Climbers' back-hitting/wall | *The Ice Climbers can be unlocked by Link via his Classic Mode route, which references both of their home series having made their debut from/been ported to the NES/Famicom era, a trait shared with {{SSBU|Meta Knight}}, [[Simon (SSBU)|the]] [[Richter (SSBU)|Belmonts]] and {{SSBU|Snake}}. | ||
**Additionally, both Meta Knight and Ice Climbers are in Link's Classic Mode unlock tree, which is a possible reference to their team-up through [[the Glacial Peak]] from ''Brawl''{{'}}s Adventure Mode, [[The Subspace Emissary]]. | |||
*When getting hit from behind, the Ice Climbers' back-hitting/wall-bouncing hitstun animation causes them to freeze for a brief moment before going into their tumbling animation. This is due to additional frames being added past the final point of the animation. | |||
**The animation itself mimics how hitstun animations worked from ''Smash 64'' to ''Brawl''. | **The animation itself mimics how hitstun animations worked from ''Smash 64'' to ''Brawl''. | ||
**The freeze itself is a reference to the duo's dying animation in ''Ice Climber'', in which they freeze for a brief moment after touching an | **The freeze itself is a reference to the duo's dying animation in ''Ice Climber'', in which they freeze for a brief moment after touching an antagonist. | ||
*When navigating the camera around the Ice Climbers during certain animations, such as their ledge hanging animations, the fur trim on the bottom of their coats and around their wrists | *When navigating the camera around the Ice Climbers during certain animations, such as their ledge-hanging animations, the fur trim on the bottom of their coats and around their wrists seem to detach from their jacket, exposing multiple gaps.<ref>[https://imgur.com/a/GtDXylS]</ref> There are also gaps when looking at their face at certain angles between the fur trim. | ||
*In a Stock or Stamina battle, if the leading Ice Climber gets KO'd, the vanishing effects of the partner do not appear whenever the leader respawns. | *In a Stock or Stamina battle, if the leading Ice Climber gets KO'd, the vanishing effects of the partner do not appear whenever the leader respawns. | ||
*If one looks closely at one of the Ice Climber's non-leading feet during their tech wall | *If one looks closely at one of the Ice Climber's non-leading feet during their tech wall jumping animation, it twists the other direction during the move. This can be more easily seen if the match is currently slowed down. | ||
*While most other characters have the announcer say "(character) wins!" at the victory screen, the Ice Climbers have the announcer say "Ice Climbers win!" The "(character) win!" audio clip is | *While most other characters have the announcer say "(character) wins!" at the victory screen, the Ice Climbers have the announcer say "Ice Climbers win!" The "(character) win!" audio clip is typically reserved for the Japanese version, though it is most likely used with the Ice Climbers because of their two-in-one nature and name. {{SSBU|Rosalina & Luma}} and Banjo & Kazooie also share this distinction. | ||
**In Spanish, French, German, and Italian, the name tag and voice clip from the announcer on the victory screen is slightly different from the one used on the character select screen, instead featuring a noticeable translation of "the" ('''los''', '''les''', '''die''', and '''gli''' Ice Climbers, respectively). This trait is shared with {{SSBU|Wii Fit Trainer}}, {{SSBU|Pokémon Trainer}}, {{SSBU|Villager}}, {{SSBU|Inkling}}, {{SSBU|Hero}}, [[Steve (SSBU)|Zombie, Enderman]], and the {{SSBU|Mii Fighter}}s. | **In Spanish, French, German, and Italian, the name tag and voice clip from the announcer on the victory screen is slightly different from the one used on the character select screen, instead featuring a noticeable translation of "the" ('''los''', '''les''', '''die''', and '''gli''' Ice Climbers, respectively). This trait is shared with {{SSBU|Wii Fit Trainer}}, {{SSBU|Pokémon Trainer}}, {{SSBU|Villager}}, {{SSBU|Inkling}}, {{SSBU|Hero}}, [[Steve (SSBU)|Zombie, Enderman]], and the {{SSBU|Mii Fighter}}s. | ||
*In the Ice Climbers' battle portrait, the | *In the Ice Climbers' battle portrait, the following Ice Climber is slightly lower than they are in their full artwork, in order to make their face fully visible. Banjo & Kazooie are the only other fighter with such an edit. | ||
*The | *The level of artificial intelligence for the following Ice Climber (Nana by default) is 77 out of 100, which is slightly higher than a level 8 CPU (75 out of 100); the non-standard number is likely a pun on Nana's name, as one of the ways to say seven in Japanese is "{{ja|なな|nana}} (''nana'')".<ref>[https://twitter.com/Meshima_/status/1178095756000948224 Meshima on Twitter:] Nana AI level is 77 out of 100, slightly smarter than lv.8 CPU having 75. Probably the number of 77 comes from Japanese pronunciation (7 = "na" or "nana").</ref> | ||
*While most characters have two different sets of knockback-based voice clips, the Ice Climbers are the only exception to this rule | *While most characters have two different sets of knockback-based voice clips, the Ice Climbers are the only exception to this rule: the duo emit either their low or high knockback-based voice clips or remain silent, regardless of their knockback speed. | ||
**Additionally, the Ice Climbers are the only characters that retain their voice clips from ''Brawl'' but do not make | **Additionally, the Ice Climbers are the only characters that retain their voice clips from ''Brawl'', but do not make usage of their unused knockback-based voice clips, a trait shared with {{SSB4|Link}}, {{SSB4|Captain Falcon}}, and {{SSB4|Ganondorf}} from ''Smash 4''. | ||
***When Popo is the leader, they vocalize their medium and one of the heavy | ***When Popo is the leader, they vocalize their medium and one of the heavy knockback-based voice clips based on a small probability. Both are missing a light knockback and one heavy knockback, which goes unused in ''Super Smash Bros. Brawl'' and also in ''Super Smash Bros. Ultimate''. | ||
*The Ice Climbers are the only characters who have fewer dash-to-run frames when performing a pivot dash instead of a regular dash. | *The Ice Climbers are the only characters who have fewer dash-to-run frames when performing a pivot dash instead of a regular dash. | ||
*When playing on a custom stage, there | *When playing on a custom stage, there is a visual glitch in the Ice Climbers' on-screen appearance where the Condor does not disappear and only does so once "GO!" appears on the screen. | ||
*If both Ice Climbers perform a smash attack with the [[Home-Run Bat]], Nana will vocalize first, which is during the windup rather than before the swing. This is a carryover from ''Brawl'', where all characters will grunt during the windup animation | *If both Ice Climbers perform a smash attack with the [[Home-Run Bat]], Nana will vocalize first, which is during the windup rather than before the swing. This is a carryover from ''Brawl'', where all characters will grunt during the windup animation, excluding {{SSBB|Wolf}}. This is shared with {{SSBU|Falco}}. | ||
*If Nana is the leader, the Ice Climbers' Smash-inputted item throwing, teetering, and knockback voice clips | *If Nana is the leader, the Ice Climbers' Smash-inputted item throwing, teetering, and knockback-based voice clips will not play for unknown reasons. | ||
*The Ice Climbers' [https://www.nintendo.com/amiibo/detail/ice-climbers-amiibo-super-smash-bros-series/ description] on the North American [[amiibo]] website is based on their trophy description from ''[[Melee]]''. | *The Ice Climbers' [https://www.nintendo.com/amiibo/detail/ice-climbers-amiibo-super-smash-bros-series/ description] on the North American [[amiibo]] website is based on their trophy description from ''[[Melee]]''. | ||
*The Ice Climbers are the only characters who wield weapons at all times to be affected by [[stance mirroring]]. | *The Ice Climbers are the only characters who wield weapons at all times to be affected by [[stance mirroring]]. | ||
*The Ice Climbers seen in {{SSBU|Sora}}'s reveal trailer after everyone has been turned back into trophies are actually two Popos. | *The Ice Climbers seen in {{SSBU|Sora}}'s reveal trailer after everyone has been turned back into trophies are actually two Popos. | ||
*During [[Palutena's Guidance#Ice Climbers|Palutena's Guidance regarding the Ice Climbers]], {{SSBU|Pit}} assumes that their absence in ''SSB4'' was due to illegal teaming. This dialogue is a humorous reference to the Ice Climbers being cut due to the consistent technical issues that Masahiro Sakurai and the development team faced when attempting to make them function properly in {{for3ds}}. | *During [[Palutena's Guidance#Ice Climbers|Palutena's Guidance regarding the Ice Climbers]], {{SSBU|Pit}} assumes that their absence in ''SSB4'' was due to illegal teaming. This dialogue is a humorous reference to the Ice Climbers being cut due to the consistent technical issues that Masahiro Sakurai and the development team faced when attempting to make them function properly in {{for3ds}}. | ||
*When one Ice Climber gets KO'd off the top blast line, the other Ice Climber has a greater chance of being KO'd the same | *When one Ice Climber gets KO'd off the top blast line, the other Ice Climber has a greater chance of being KO'd in the same manner. For example, if the leader were to get [[Screen KO]]'d, the partner likely would as well, instead of the typically and virtually random chance as of ''Melee'' and ''Brawl''. | ||
*If {{SSBU|Sephiroth}} | *If {{SSBU|Sephiroth}} performs [[Shadow Flare]] against the AI-controlled Ice Climber, they will flinch and take the initial damage, but the shadowy orbs that normally follow from this attack will not appear. | ||
*In training mode, if both of the Ice Climbers land an attack at the same time, the combo counter will treat the two as a single hit. | *In training mode, if both of the Ice Climbers land an attack at the exact same time, the combo counter will treat the two as a single hit. | ||
*In training mode, if the partner climber is struck while the Ice Climbers are the player's training partner, the number displayed by the info box under "damage" will contradict the number displayed under "total damage" | *In training mode, if the partner climber is struck while the Ice Climbers are the player's training partner, the number displayed by the info box under "damage" will contradict the number displayed under "total damage." | ||
**This is because the combo counter does not account for the additional damage the partner takes from attacks. | **This is because the combo counter does not account for the additional damage the partner takes from attacks. | ||
*Attacks by or against the | *Attacks by or against the supporting climber fill the opponent's [[Final Smash Meter]], but not the Ice Climbers'. | ||
==References== | ==References== | ||
{{reflist}} | {{reflist}} | ||
==Notes== | |||
:3.{{note|f}}translates to "Body Drop" | |||
{{SSBUCharacters}} | {{SSBUCharacters}} | ||