Editing Ice Shot

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It is possible for an opponent to be [[frozen]] by Ice Shot, with the chance increasing with the opponent's damage but still being relatively slim.
It is possible for an opponent to be [[frozen]] by Ice Shot, with the chance increasing with the opponent's damage but still being relatively slim.


In ''[[Super Smash Bros. Melee]]'', landing during the move when using it in the air incurs 16 frames of landing lag, and from ''Brawl'' onwards results in a unique crash landing animation where the Climbers land on their rears.
Landing during the move when using it in the air incurs 16 frames of landing lag, and from ''Brawl'' onwards results in a unique crash landing animation where the Climbers land on their rears.


In ''Brawl'', shielding will send the Ice Shot back at the Climbers, but not do any damage to them. It can also [[lock]]. In ''Ultimate'', a reflected Ice Shot now deals damage to the Climbers.
In ''Brawl'', shielding will send the Ice Shot back at the Climbers, but not do any damage to them. It can also [[lock]]. In ''Ultimate'', a reflected Ice Shot now deals damage to the Climbers.


In ''Melee'', the projectile was energy-based, able to be [[absorb]]ed by [[PSI Magnet]] and [[Oil Panic]]; in ''Brawl'' onwards, it is a solid projectile. Also, in ''Melee'', the hammers dealt physical damage to those too close to the Ice Climbers while executing the attack, inflicting upward [[knockback]]. This is not the case in ''Brawl'', though.
In ''[[Super Smash Bros. Melee]]'', the projectile was able to be [[absorb]]ed by [[Ness]]'s [[PSI Magnet]] to replenish his energy (and by Mr. Game and Watch's [[Oil Panic]]), but in ''Brawl'', it works as a solid item (meaning it has no energy properties and thus can not be absorbed by the magnet) and breaks through it (and [[Lucas]]'s). Also, in ''Melee'', the hammers dealt physical damage to those too close to the Ice Climbers while executing the attack, inflicting upward [[knockback]]. This is not the case in ''Brawl'', though.


In ''[[Super Smash Bros. Ultimate]]'', [[desyncing]] can be used to make the attack come out consistently, and therefore trap opponents offstage.
In ''[[Super Smash Bros. Ultimate]]'', [[desyncing]] can be used to make the attack come out consistently, and therefore trap opponents offstage.

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