Ice Climbers (SSBM): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
Tag: Reverted
Tag: Reverted
Line 31: Line 31:


Ice Climber players must also learn how to prevent themselves from losing Nana, as when she is KO'd, Popo cannot fight nearly as effectively by himself. As the Ice Climbers' attacks were designed to be two-in-one, Popo's attacks alone lack damage-racking ability and have drastically halved KO potential, making it much harder to accumulate percentage on the opponent or secure stocks effectively despite the power of his smash attacks. Popo also cannot perform nearly as many chaingrabs without Nana, and cannot Wobble by himself, greatly reducing the traditional threatening nature of their grab game. In return, Popo is left vulnerable to chain grabs and setups from throws himself due to his sluggish air speed and slow falling speed, and is limited in his [[recovery]]: he is forced to recover with [[Squall Hammer]], which travels only horizontally, or a directional air dodge, which immediately sends him into [[helpless]]ness after usage. Unfortunately, most high-tiered characters have attacks, such as Fox's [[shine]] and Peach's forward aerial, that can easily separate Popo from Nana. Their recovery, while long-distanced, is prone to endangering or costing Nana, as she can either outright miss the ledge since both Ice Climbers cannot grab a ledge simultaneously (causing Popo to unintentionally [[edgehogging|edgehog]] Nana) or be left vulnerable against edgeguarders. All of these flaws require Ice Climbers players to be situationally aware and abuse their powerful ground and grab games to prevent their Climbers from being separated and KO'd.
Ice Climber players must also learn how to prevent themselves from losing Nana, as when she is KO'd, Popo cannot fight nearly as effectively by himself. As the Ice Climbers' attacks were designed to be two-in-one, Popo's attacks alone lack damage-racking ability and have drastically halved KO potential, making it much harder to accumulate percentage on the opponent or secure stocks effectively despite the power of his smash attacks. Popo also cannot perform nearly as many chaingrabs without Nana, and cannot Wobble by himself, greatly reducing the traditional threatening nature of their grab game. In return, Popo is left vulnerable to chain grabs and setups from throws himself due to his sluggish air speed and slow falling speed, and is limited in his [[recovery]]: he is forced to recover with [[Squall Hammer]], which travels only horizontally, or a directional air dodge, which immediately sends him into [[helpless]]ness after usage. Unfortunately, most high-tiered characters have attacks, such as Fox's [[shine]] and Peach's forward aerial, that can easily separate Popo from Nana. Their recovery, while long-distanced, is prone to endangering or costing Nana, as she can either outright miss the ledge since both Ice Climbers cannot grab a ledge simultaneously (causing Popo to unintentionally [[edgehogging|edgehog]] Nana) or be left vulnerable against edgeguarders. All of these flaws require Ice Climbers players to be situationally aware and abuse their powerful ground and grab games to prevent their Climbers from being separated and KO'd.
Overall, the Ice Climbers are tag-team characters unique to the rest of the roster in ''Melee''. The inherent complexity and mechanics of controlling a pair of characters at once result in the Ice Climbers possessing a high learning curve due to requiring the safety and proper utilization of not a single, but a pair of characters at the same time. Although the Ice Climbers are technically demanding and require astute micromanaging, their unique tag-team mechanics grant them access to exclusive techniques that only very few characters can outmacth, such as desynching and wobbling, to make them formidable characters when mastered.


==Version history==
==Version history==