Ice Climbers (SSBU): Difference between revisions

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Universal changes to ''Ultimate''{{'}}s engine both assist and impair the Ice Climbers. The universal growth to mobility has improved the Ice Climbers' ability to approach and chase down their opponents; in particular, the partner is significantly more mobile compared to the leader, which makes them harder to separate. However, since their overall mobility still remains slow relative to the cast, their problematic matchups against speed demons from their previous incarnations still remain in ''Ultimate'', although the reintroduction of [[wavedashing]] compensates for that by restoring their fearsome grounded approach from ''Melee''. [[Dash-canceling]]'s expanded utility also improves the utility of their grounded attacks. The increased [[shieldstun]] and increased startup on [[shield grab]]bing notably benefits the Ice Climbers' safety on hit, due to their moveset's natural high damage output and low ending lag, making them harder to punish, yet it does not drastically compromise the Ice Climbers' own punishes due to their quick grabs, formidable grab game and improved [[out of shield]] game. Conversely, the universal nerfs to grabs make it riskier for the Ice Climbers to throw out one, as their ending lag can prove more punishable, especially since their grabs are now the shortest-ranged in the game. The revamped [[air dodging]] mechanics have significantly improved their [[edgeguarding]] game, and the reintroduction of directional [[air dodging]] has improved their recovery via either using one as a short-ranged recovery without the necessity of using [[Squall Hammer]] or Belay when separated or if the partner is gone, or to extend their recovery in a pinch with both Ice Climbers. However, this has also resulted in their air dodges becoming some of the slowest in the game, and since air dodges can only be performed once while landing, this makes them more vulnerable to edgeguarding and [[juggling]] due to their floatiness and predictable landing options. Finally, the introduction of [[rage]] improves their KO potential to an extent, but due to their rather poor endurance, damaged opponents can benefit from it by sending the Ice Climbers flying even earlier with high levels of it.  
Universal changes to ''Ultimate''{{'}}s engine both assist and impair the Ice Climbers. The universal growth to mobility has improved the Ice Climbers' ability to approach and chase down their opponents; in particular, the partner is significantly more mobile compared to the leader, which makes them harder to separate. However, since their overall mobility still remains slow relative to the cast, their problematic matchups against speed demons from their previous incarnations still remain in ''Ultimate'', although the reintroduction of [[wavedashing]] compensates for that by restoring their fearsome grounded approach from ''Melee''. [[Dash-canceling]]'s expanded utility also improves the utility of their grounded attacks. The increased [[shieldstun]] and increased startup on [[shield grab]]bing notably benefits the Ice Climbers' safety on hit, due to their moveset's natural high damage output and low ending lag, making them harder to punish, yet it does not drastically compromise the Ice Climbers' own punishes due to their quick grabs, formidable grab game and improved [[out of shield]] game. Conversely, the universal nerfs to grabs make it riskier for the Ice Climbers to throw out one, as their ending lag can prove more punishable, especially since their grabs are now the shortest-ranged in the game. The revamped [[air dodging]] mechanics have significantly improved their [[edgeguarding]] game, and the reintroduction of directional [[air dodging]] has improved their recovery via either using one as a short-ranged recovery without the necessity of using [[Squall Hammer]] or Belay when separated or if the partner is gone, or to extend their recovery in a pinch with both Ice Climbers. However, this has also resulted in their air dodges becoming some of the slowest in the game, and since air dodges can only be performed once while landing, this makes them more vulnerable to edgeguarding and [[juggling]] due to their floatiness and predictable landing options. Finally, the introduction of [[rage]] improves their KO potential to an extent, but due to their rather poor endurance, damaged opponents can benefit from it by sending the Ice Climbers flying even earlier with high levels of it.  


Overall, the Ice Climbers are drastically less effective than in ''Brawl'' and ''Melee''. Their learning curve has became drastically more steep, as the removal of chain grabbing and [[wobbling]] and weakening of miscellaneous toolkits force them to rely on desynching to perform at full capacity. They also retain most of the flaws that plagued them in ''Brawl'' and ''Melee'', such as the difficulty in keeping the partner alive, severe handicaps when the partner is gone, sluggish aerial mobility, and susceptibility to camping, with the former issue being further pronounced as well. As such, the Ice Climbers are by far the most nerfed characters in the transition to ''Ultimate''. Though due to the buffs to both their moveset and the game's engine, combined with the game's updates offering them noticeable benefits and improvements, the duo still remain relatively viable in ''Ultimate'', albeit heavily underperforming compared to ''Melee'' and ''Brawl''.
Overall, the Ice Climbers are drastically less effective than in ''Brawl'' and ''Melee''. Their learning curve has became drastically more steep, as the removal of chain grabbing and [[wobbling]] and weakening of miscellaneous toolkits force them to rely on desynching to perform at full capacity. The duo also retain most of the flaws that plagued them in ''Brawl'' and ''Melee'', such as the difficulty in keeping the partner alive, severe handicaps when the partner is gone, sluggish aerial mobility, and susceptibility to camping, with the former issue being further pronounced as well. As such, the Ice Climbers are by far the most nerfed characters in the transition to ''Ultimate''. Though due to the buffs to both their moveset and the game's engine, combined with the game's updates offering them noticeable benefits and improvements, the duo still remain relatively viable in ''Ultimate'', albeit heavily underperforming compared to ''Melee'' and ''Brawl''.


{{SSB4 to SSBU changelist|char=Ice Climbers}}
{{SSB4 to SSBU changelist|char=Ice Climbers}}
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