Ice Climbers (SSBM): Difference between revisions
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MaskedMarth (talk | contribs) (→Pros: when it comes to advantages, "decent" just doesn't cut it.) |
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*Advanced players can do massive damage | *Advanced players can do massive damage | ||
*High-damage grab combos, including ones that can put enemies from 0% to death | *High-damage grab combos, including ones that can put enemies from 0% to death | ||
* | *That there are two Climbers allows them to "desynch" and launch attacks at different times | ||
*A variety of edgeguarding options | *A variety of edgeguarding options | ||
*Strong ground game | *Strong ground game | ||
*Very long wave-dash | *Very long wave-dash | ||
*Opponents have trouble grabbing an Ice Climber because the other Climber can interrupt the thrower | *Opponents have trouble grabbing an Ice Climber because the other Climber can interrupt the thrower | ||
*Fast and strong aerials | *Fast and strong aerials | ||
Revision as of 00:21, October 2, 2006
Template:Character Ice Climbers are characters in SSBM.
Pros & Cons
Pros
- Advanced players can do massive damage
- High-damage grab combos, including ones that can put enemies from 0% to death
- That there are two Climbers allows them to "desynch" and launch attacks at different times
- A variety of edgeguarding options
- Strong ground game
- Very long wave-dash
- Opponents have trouble grabbing an Ice Climber because the other Climber can interrupt the thrower
- Fast and strong aerials
Cons
- Slow-running; reliant on wave-dashing for speed
- Nana can be killed at low %s when ICs are seperated
- Nana can be unresponsive at times
- Popo loses many of his advantages when Nana dies, such as his ability to combo and kill as effectively
- Ice Climbers are primarily ground based fighter and are awkward when forced to fight in the air
- Easily disrupted by projectiles
- Single Ice Climbers are floaty and vulnerable to air combos and juggling
- Low ranged