Ice Shot: Difference between revisions

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The controlled Ice Climber summons a small stalagmite of ice and hits it with a hammer so that it slides off along the ground, damaging whatever it hits. This move is mimicked by the CPU Ice Climber if it is with the human-controlled one, so two shots at a time can be shot along the floor. Unfortunately, it shrinks in size as it slides, making long range Ice Shots undesirable.
The controlled Ice Climber summons a small stalagmite of ice and hits it with a hammer so that it slides off along the ground, damaging whatever it hits. This move is mimicked by the CPU Ice Climber if it is with the human-controlled one, so two shots at a time can be shot along the floor. Unfortunately, it shrinks in size as it slides, making long range Ice Shots undesirable.


Although this attack only does around 2% damage for each chunk of ice, it can be very useful in attacking and defending if used correctly. With both Climbers, it fires two blocks. If used in mid-air, the Ice Shots fall fast until they hit the ground, and they travel very fast down slopes. If one gets reflected, the other can cancel it out. In ''[[Super Smash Bros. Brawl]]'', if the CPU Climber is present, using Blizzard or Squall Hammer then immediately using Ice Shot may result in both Climbers facing different directions, shooting an Ice Shot left and right simultaneously. If used immediately after a jump, Ice Shot will send the Ice Climbers up a small distance up, like Mario's Cape.
Although this attack only does around 2% damage for each chunk of ice, it can be very useful in attacking and defending if used correctly. With both Climbers, it fires two blocks. If used in mid-air, the Ice Shots fall fast until they hit the ground, and they travel very fast down slopes. If one gets reflected, the other can cancel it out. In ''[[Super Smash Bros. Brawl]]'', if the CPU Climber is present, using Blizzard or Squall Hammer, then immediately using Ice Shot, may result in both Climbers facing different directions, shooting an Ice Shot left and right simultaneously. If used immediately after a jump, Ice Shot will send the Ice Climbers up a small distance, like Mario's Cape.


It is possible for a high-damage opponent to be frozen by Ice Shot, but the chances are slim, and the effect is brief.
It is possible for a high-damage opponent to be frozen by Ice Shot, but the chances are slim, and the effect is brief.
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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 ''[[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 (upward [[knockback]]). This is not the case in ''Brawl'', either.
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.


==Origin==
==Origin==