Ice Climbers (SSBU): Difference between revisions

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==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
Previously, the Ice Climbers were known for having some of the most infamously powerful damage racking capabilities thanks to their ability to [[wobbling|wobble]] in ''Melee'', and [[chain grab]] in ''Brawl'', and additionally achieve a KO from them. As a result of this, in the transition from ''Brawl'' to ''Ultimate'', the Ice Climber's grab game has been significantly nerfed, with Nana being unable to grab (except when in the air) or act when Popo is grabbed, and Pops grabbing considerably slower. Additionally. they have lost the ability to use their infamous chain grabs.  
Previously, the Ice Climbers were known for having some of the most infamously powerful damage racking capabilities thanks to their ability to [[wobbling|wobble]] in ''Melee'', and [[chain grab]] in ''Brawl'', and additionally achieve a KO from them. As a result of this, in the transition from ''Brawl'' to ''Ultimate'', the Ice Climber's grab game has been significantly nerfed, with Nana being unable to grab (except when in the air) or act when Popo is grabbed, and Popo grabbing considerably slower. Additionally. they have lost the ability to use their infamous chain grabs.  


Outside of this, the Ice Climbers have received a mixed bag. On the nerf side, the base damage output on many of their moves has decreased and many of their attacks connect less reliably when they are together due to reduced [[hitlag]]. Nana also no longer performs Blizzard behind Popo when used on the ground and Blizzard itself is less effective as a spacing tool due to it being almost useless when used at max range as well as it having increased ending lag. Nana is also launched much easier than Popo due to taking increased damage and knockback from attacks, and the [[AI]]'s intelligence has been downed and will likely self-destruct, making it harder for each of them to stay together.
Outside of this, the Ice Climbers have received a mixed bag. On the nerf side, the base damage output on many of their moves has decreased and many of their attacks connect less reliably when they are together due to reduced [[hitlag]]. Nana also no longer performs Blizzard behind Popo when used on the ground and Blizzard itself is less effective as a spacing tool due to it being almost useless when used at max range as well as it having increased ending lag. Nana is also launched much easier than Popo due to taking increased damage and knockback from attacks, and the [[AI]]'s intelligence has been downed and will likely self-destruct, making it harder for each of them to stay together.
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*{{change|Both Ice Climbers always face the screen regardless which direction either of them turn, making both their stances mirrored. <!--Don't add that the Ice Climbers are the only characters with a mirrored stance who constantly held weapons, because one of the 5 unknown DLC fighters might also be a character who both has a mirrored stance and holds a weapon.--> }}
*{{change|Both Ice Climbers always face the screen regardless which direction either of them turn, making both their stances mirrored. <!--Don't add that the Ice Climbers are the only characters with a mirrored stance who constantly held weapons, because one of the 5 unknown DLC fighters might also be a character who both has a mirrored stance and holds a weapon.--> }}
*{{change|The Ice Climbers gain additional detail due to the game's graphical improvements. The duo now wear coats with detailed furry lining, and their boots and hammers are covered in powdered snow. They have slightly smaller heads, and the proportions of their facial features and bodies have also been adjusted.}}
*{{change|The Ice Climbers gain additional detail due to the game's graphical improvements. The duo now wear coats with detailed furry lining, and their boots and hammers are covered in powdered snow. They have slightly smaller heads, and the proportions of their facial features and bodies have also been adjusted.}}
*{{change|Like other fighters, Nana is more expressive than ever before. She cheers Popo on when he throws an opponent, and panics in place when he is grabbed or stunned. Popo will do the same if the roles are reversed. They will also have a panicked or hurt expression whenever one of the climbers are hurt normally (e.g., Popo or Nana gets hurt alone and one watches when they aren't grabbed).}}
*{{change|Like other fighters, Nana is more expressive than ever before. She cheers Popo on when he throws an opponent, and panics in place when he is grabbed or stunned. Popo will do the same if the roles are reversed. They will also have a panicked or hurt expression whenever one of the climbers is hurt normally (e.g., Popo or Nana gets hurt alone and one watches when they aren't grabbed).}}
*{{change|Either Ice Climber now hangs onto the ledge with one hand instead of two.}}
*{{change|Either Ice Climber now hangs onto the ledge with one hand instead of two.}}
*{{change|[[Sidestep]] animation has been altered, showing them resting their hammers on their shoulder while looking back.}}
*{{change|[[Sidestep]] animation has been altered, showing them resting their hammers on their shoulder while looking back.}}
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*{{buff|The duration enemies are [[frozen]] from the Ice Climbers' ice attacks are much longer, allowing for easier unavoidable followups at high percentages. At very high percentages, it can even freeze them long enough to be unable to recover from near the ledge.}}
*{{buff|The duration enemies are [[frozen]] from the Ice Climbers' ice attacks are much longer, allowing for easier unavoidable followups at high percentages. At very high percentages, it can even freeze them long enough to be unable to recover from near the ledge.}}
*{{buff|Ice Climbers arguably benefit the most from the reintroduction of [[wavedash]]ing because of their very low traction, significantly increasing their approach and mobility, as well as giving them more mixups with grabbing and attacking opponents.}}
*{{buff|Ice Climbers arguably benefit the most from the reintroduction of [[wavedash]]ing because of their very low traction, significantly increasing their approach and mobility, as well as giving them more mixups with grabbing and attacking opponents.}}
*{{change|Nana's attacks now affect the duo's [[stale]]ness queue; in previous games she would use the queue but could not alter it. This generally means that the duo's attacks will both stale and refresh twice as quickly.}}
*{{change|Nana's attacks now affect the duo's [[stale]]ness queue; in previous games, she would use the queue but could not alter it. This generally means that the duo's attacks will both stale and refresh twice as quickly.}}


===Ground attacks===
===Ground attacks===
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==Moveset==
==Moveset==
<!-- Due to the fact that either Ice Climber can be the leader depending on costumes, Nana and Popo are not mentioned by name, so as to not cause confusion.-->
<!-- Since either Ice Climber can be the leader depending on costumes, Nana and Popo are not mentioned by name, so as to not cause confusion.-->
*The partner Ice Climber will taunt whenever the leader throws an opponent.
*The partner Ice Climber will taunt whenever the leader throws an opponent.
{{clr}}
{{clr}}
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|fairname=Hammer Slam
|fairname=Hammer Slam
|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=The Ice Climbers perform a somersaulting overhead swing of their hammers in fashion similar to their forward smash. The partner's hammer has a [[sweetspot]] that can [[meteor smash]] opponents.
|fairdesc=The Ice Climbers perform a somersaulting overhead swing of their hammers in a manner similar to their forward smash. The partner's hammer has a [[sweetspot]] that can [[meteor smash]] opponents.
|bairname=&nbsp;
|bairname=&nbsp;
|bairdmg=leader: {{ShortHopDmgSSBU|10}}<br/>partner: {{ShortHopDmgSSBU|7.5}}
|bairdmg=leader: {{ShortHopDmgSSBU|10}}<br/>partner: {{ShortHopDmgSSBU|7.5}}
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|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 Ice Climber summons a small stalagmite of ice and hits it with their hammer, causing it to slide along the ground, gradually shrinks as it travels. It bounces off of walls and shields. If attacked by an opponent, the ice will hurt the Ice Climbers. The ice can freeze opponents at high percents.
|nsdesc=Each Ice Climber summons a small stalagmite of ice and hits it with their hammer, causing it to slide along the ground, gradually shrinking as it travels. It bounces off walls and shields. If attacked by an opponent, the ice will hurt the Ice Climbers. The ice can freeze opponents at high percents.
|ssname=Squall Hammer
|ssname=Squall Hammer
|ssdmg=both: 2.2% (loop), 4% (final)
|ssdmg=both: 2.2% (loop), 4% (final)