Ice Climbers (SSBB): Difference between revisions

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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 his/her 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 (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 desynching" below).  However, they can easily be separated by strong enough attacks.  In these scenarios, it is advisable to stick to and protect the partner, even if it puts the player in additional danger.  Should the CPU Climber get KOed 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 [[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 his/her 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 (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 desynching" below).  However, they can easily be separated by strong enough attacks.  In these scenarios, it is advisable to stick to and protect the partner, even if it puts the player in additional danger.  Should the CPU Climber get KOed 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 possess a few interesting attacks in their arsenal.  Their standard 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, 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 pretty decent [[approach attack]] with good priority, damage, and speed, spinning the Icies around each other in a forward-moving hammer attack.  If a player is feeling adventurous, the Belay special is a powerful KO move should the second Climber connect with the opponent, but it is generally an ill-advised use of the move given that it separates the Climbers and puts them into a helpless animation. A creative little 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's second-lowest in the game ([[Luigi (SSBB)|Luigi]] has the lowest).
The Ice Climbers are great at dealing damage when together, have decent attack speed, and possess a few interesting attacks in their arsenal.  Their standard 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, 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 pretty decent [[approach attack]] with good priority, damage, and speed, spinning the Icies around each other in a forward-moving hammer attack.  If a player is feeling adventurous, the Belay special is a powerful KO move should the second Climber connect with the opponent, but it is generally an ill-advised use of the move given that it separates the Climbers and puts them into a helpless animation. A creative little 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's second-lowest in the game ([[Luigi (SSBB)|Luigi]] has the lowest).


The Ice Climbers aren't very good at using their standard arsenal of attacks for continuous hits, normally speaking.  With weak throws, small hammers, and slow movement in general, 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 isn't too much of a problem, although their Smashes are actually better at racking up the damage than at KOing.  With all this in mind, they wouldn't seem like the best character choice in the world, if it weren't for the following...
The Ice Climbers aren't very good at using their standard arsenal of attacks for continuous hits, normally speaking.  With weak throws, small hammers, and slow movement in general, 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 isn't too much of a problem, although their Smashes are actually better at racking up the damage than at KOing.  With all this in mind, they wouldn't seem like the best character choice in the world, if it weren't for the following...
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