Ice Climbers (SSBB): Difference between revisions

→‎Tier placement and history: also restoring my fixes
(Wasn’t changed for the new Melee tier list.)
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Sanae Kobayashi reprises her role as the Ice Climbers in ''Brawl'', with most of their voice clips being recycled from ''Super Smash Bros. Melee'', along with new clips recorded for ''Brawl.''
Sanae Kobayashi reprises her role as the Ice Climbers in ''Brawl'', with most of their voice clips being recycled from ''Super Smash Bros. Melee'', along with new clips recorded for ''Brawl.''


The Ice Climbers rank 2nd on the current tier list, putting them in the S tier, a slight improvement over their already high 8th out of 26 ranking in ''Melee'', making them the highest-ranking veteran and sole fighter from a series in the game, and their best placement in the series. This is primarily due to their extensive and intricate grab game that can potentially lead to an inescapable [[zero-to-death combo]] on any character on any stage. The partner mechanism of the character also forces opponents to rethink their approach, as one climber can easily disrupt combos and chain grabs. The duo also has two decent projectiles, and they are armed with a relatively powerful meteor smash along with one of the largest disjointed up aerials in the game. However, if the partner climber is KO'd, the leader cannot use [[special move]]s correctly and is somewhat helpless during recovery; a lone Ice Climber also has drastically lowered damage output and KO potential, especially due to their inability to perform a meteor smash, and is considerably more open to chain grabs and combos. Regardless, the Ice Climbers have very strong matchups (losing to only four characters, with {{SSBB|Meta Knight}} being the only top tier they lose to), and very strong tournament results.
The Ice Climbers rank 2nd on the current tier list, putting them in the S tier, a slight improvement over their already high 8th out of 26 ranking in ''Melee'', making this their best placement in the series. This is primarily due to their extensive and intricate grab game that can potentially lead to an inescapable [[zero-to-death combo]] on any character on any stage. The partner mechanism of the character also forces opponents to rethink their approach, as one climber can easily disrupt combos and chain grabs. The duo also has two decent projectiles, and they are armed with a relatively powerful meteor smash along with one of the largest disjointed up aerials in the game. However, if the partner climber is KO'd, the leader cannot use [[special move]]s correctly and is somewhat helpless during recovery; a lone Ice Climber also has drastically lowered damage output and KO potential, especially due to their inability to perform a meteor smash, and is considerably more open to chain grabs and combos. Regardless, the Ice Climbers have very strong matchups (losing to only four characters, with {{SSBB|Meta Knight}} being the only top tier they lose to), and very strong tournament results.


==Attributes==
==Attributes==
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===Chaingrabbing and desynching===
===Chaingrabbing and desynching===
[[File:ICsCG.gif|200px|thumb|right|Japanese Smasher {{Sm|9B}} using a combination of the IC's down throw and back throw to perform a 0 to death infinite chain grab on {{Sm|Selcia}}'s {{SSBB|Meta Knight}}. The throw is setup using a combination of [[Blizzard]] and the Climbers' forward aerial and is finished using the Ice Climbers' up smash. ]]
[[File:ICsCG.gif|200px|thumb|Japanese Smasher {{Sm|9B}} using a combination of the IC's down throw and back throw to perform a 0 to death infinite chain grab on {{Sm|Selcia}}'s {{SSBB|Meta Knight}}. The throw is setup using a combination of [[Blizzard]] and the Climbers' forward aerial and is finished using the Ice Climbers' up smash. ]]
Many players consider the Ice Climbers to be "the King and Queen of all [[chain grab]]s" due to the fact that their two-in-one property allows for a variety of infinite chain-grab options that can combo into kill moves. For example, the lead Ice Climber can grab onto one opponent and use the [[forward throw]]. In the middle of the throw animation, the player can gain control of the CPU Climber, commanding them into performing a [[forward aerial]] spike, or grabbing again with the CPU Climber. while once again bringing the original, player-controlled Climber in for a new grab. Infinite chain grabs of this nature can be performed at any percent, on any character, on nearly any stage. One hindrance to this strategy is the Ice Climbers' short grab range and low traction, making it almost impossible to grab an opponent when they hit the player's shield(s) unless the Climbers powershield the attack.
Many players consider the Ice Climbers to be "the King and Queen of all [[chain grab]]s" due to the fact that their two-in-one property allows for a variety of infinite chain-grab options that can combo into kill moves. For example, the lead Ice Climber can grab onto one opponent and use the [[forward throw]]. In the middle of the throw animation, the player can gain control of the CPU Climber, commanding them into performing a [[forward aerial]] spike, or grabbing again with the CPU Climber. while once again bringing the original, player-controlled Climber in for a new grab. Infinite chain grabs of this nature can be performed at any percent, on any character, on nearly any stage. One hindrance to this strategy is the Ice Climbers' short grab range and low traction, making it almost impossible to grab an opponent when they hit the player's shield(s) unless the Climbers powershield the attack.


The Ice Climbers have many different options to perform an infinite chaingrab. They can use any combination of forward throw, down throw, and back throw, but each option has different timings for every character. For example, against {{SSBB|Meta Knight}} it is most common for players to infinite using a combination of down throw and back throw, as these two throws have the largest time windows to achieve a regrab. Against large characters that are difficult to chaingrab, like {{SSBB|Snake}} and {{SSBB|R.O.B.}}, the down throw can be used in conjunction with the footstool hop and ice shots for another infinite: the hobble. A hobble is performed when the Ice Climbers' down throw sends opponents into the air, the second Ice Climber jumps and footstools the opponent back onto the ground, and as the opponent bounces, the first Ice Climber traps them with an ice shot causing a reset for another grab. The only possible break to a perfectly executed infinite is Brawl's random [[tripping]], which can occur if either climber dashes for any length of time. This can be avoided by only performing infinite chaingrabs while walking. When a chain grab has raised an opponent's damage enough, the most typically used move to KO the opponent is their [[up smash]], if a forward air meteor smash is inapplicable. All of these chain throws can be considered [[Zero-to-death combo|0-KO combos]].
The Ice Climbers have many different options to perform an infinite chaingrab. They can use any combination of forward throw, down throw, and back throw, but each option has different timings for every character. For example, against {{SSBB|Meta Knight}} it is most common for players to infinite using a combination of down throw and back throw, as these two throws have the largest time windows to achieve a regrab. Against large characters that are difficult to chaingrab, like {{SSBB|Snake}} and {{SSBB|R.O.B.}}, the down throw can be used in conjunction with the footstool hop and ice shots for another infinite: the hobble. A hobble is performed when the Ice Climbers' down throw sends opponents into the air, the second Ice Climber jumps and footstools the opponent back onto the ground, and as the opponent bounces, the first Ice Climber traps them with an ice shot causing a reset for another grab. The only possible break to a perfectly executed infinite is Brawl's random [[tripping]], which can occur if either climber dashes for any length of time. This can be avoided by only performing infinite chaingrabs while walking. When a chain grab has raised an opponent's damage enough, the most typically used move to KO the opponent is their [[up smash]], if a forward air meteor smash is inapplicable. All of these chain throws can be considered [[Zero-to-death combo|0-KO combos]].


For further two-in-one tricks, it is even possible to de-synchronize or "desync" the CPU partner by confusing it with erratic movement (such as [[dash-dancing]]), putting the player in control of both Climbers for as long as they are capable of maintaining it. Once the partner is desynced, the player can have it perform any move while the main Climber is in the middle of one, providing for all sorts of possible attack strategies that can be exceedingly difficult for opponents to escape from (alternating Blizzard, alternating Ice Shot). While desynced, the partner Climber has restrained movement within an invisible box around the main Climber; should they be separated or removed from this box, the CPU will take over again. This invisible box makes it so that if the player desyncs from the AI so that it charges a smash attack and they start walking or running away, the AI will slide in the player's direction while charging the smash. A unique thing that the player can do when desynced is that if they desync the AI to charge a smash attack, their Belay will cancel the AI's charging sequence and teleport it into the belaying sequence. Such techniques are extremely difficult to perform in combat, even for advanced players, due to the constant string of precise commands required for the Climbers to move/attack as intended. Nevertheless, these techniques are considered the backbone of playing the Ice Climbers at a competitive level.  
For further two-in-one tricks, it is even possible to de-synchronize or "desync" the CPU partner by confusing it with erratic movement (such as [[dash-dancing]]), putting the player in control of both Climbers for as long as they are capable of maintaining it. Once the partner is desynced, the player can have it perform any move while the main Climber is in the middle of one, providing for all sorts of possible attack strategies that can be exceedingly difficult for opponents to escape from (alternating Blizzard, alternating Ice Shot). While desynced, the partner Climber has restrained movement within an invisible box around the main Climber; should they be separated or removed from this box, the CPU will take over again. This invisible box makes it so that if the player desyncs from the AI so that it charges a smash attack and they start walking or running away, the AI will slide in the player's direction while charging the smash. A unique thing that the player can do when desynced is that if they desync the AI to charge a smash attack, their Belay will cancel the AI's charging sequence and teleport it into the belaying sequence. Such techniques are extremely difficult to perform in combat, even for advanced players, due to the constant string of precise commands required for the Climbers to move/attack as intended. Nevertheless, these techniques are considered the backbone of playing the Ice Climbers at a competitive level.


==Changes from ''[[Super Smash Bros. Melee]]''==
==Changes from ''[[Super Smash Bros. Melee]]''==
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===Aesthetics===
===Aesthetics===
*{{change|As with all characters, the Ice Climbers have received a drastic boost in quality, with their parkas having higher quality textures.}}
*{{change|As with all characters, the Ice Climbers have received a drastic boost in quality, with their parkas having higher quality textures.}}
*{{change|The Ice Climbers have two new alternate costumes and Nana's orange costume is replaced with a blue one to make her look almost identical to Popo. One new costume has them in white while the other has Nana in black and Popo in grey. The player takes control of Popo in the blue skin and Nana in the new white and black skins.}}  
*{{change|The Ice Climbers have two new alternate costumes and Nana's orange costume is replaced with a blue one to make her look almost identical to Popo. One new costume has them in white while the other has Nana in black and Popo in grey. The player takes control of Popo in the blue skin and Nana in the new white and black skins.}}
*{{change|The red Nana blue Popo costume has darker colors, and Nana's yellow costume uses a much darker variant of yellow.}}
*{{change|The red Nana blue Popo costume has darker colors, and Nana's yellow costume uses a much darker variant of yellow.}}
*{{change|Nana no longer switches positions on the character selection screen in costumes where she is the leader}}
*{{change|Nana no longer switches positions on the character selection screen in costumes where she is the leader}}
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*{{change|As with other returning veterans, the Ice Climbers' [[falling speed]] was reduced (1.6 → 1.2). Compared to the returning veterans, however, the Ice Climbers fall faster. While this improves their endurance, it worsens their recovery and makes them more vulnerable to combos and chain grabs relative to the cast.}}
*{{change|As with other returning veterans, the Ice Climbers' [[falling speed]] was reduced (1.6 → 1.2). Compared to the returning veterans, however, the Ice Climbers fall faster. While this improves their endurance, it worsens their recovery and makes them more vulnerable to combos and chain grabs relative to the cast.}}
*{{change|The Ice Climbers' gravity is lower (0.1 → 0.077). While this slightly hinders their vertical endurance, it also makes them less vulnerable to chain grabs.}}
*{{change|The Ice Climbers' gravity is lower (0.1 → 0.077). While this slightly hinders their vertical endurance, it also makes them less vulnerable to chain grabs.}}
*{{buff|The Ice Climbers' [[traction]] has been unchanged (0.035). Comparing with the returning veterans, however, the Climbers' traction is higher, making it easier for them to punish out of shield although it remains the second lowest traction in the game. Their traction remains unchanged on ice which is even more effective than in Melee as traction was decreased across the board in ''Brawl''. They are also immune to [[tripping]] on ice while the rest of the cast has a higher chance of tripping on ice.}}  
*{{buff|The Ice Climbers' [[traction]] has been unchanged (0.035). Comparing with the returning veterans, however, the Climbers' traction is higher, making it easier for them to punish out of shield although it remains the second lowest traction in the game. Their traction remains unchanged on ice which is even more effective than in Melee as traction was decreased across the board in ''Brawl''. They are also immune to [[tripping]] on ice while the rest of the cast has a higher chance of tripping on ice.}}
*{{change|The Ice Climbers are heavier (88 → 92).}}
*{{change|The Ice Climbers are heavier (88 → 92).}}
*{{nerf|[[Jump]]squat is longer (3 frames → 4).}}
*{{nerf|[[Jump]]squat is longer (3 frames → 4).}}
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*{{nerf|To compensate for this, however, many of the partner's attacks now deal less damage (usually around 1%-3% less) resulting in a fair amount of their moves dealing less damage when they are together, although the partner's aerials and smash attacks have higher knockback than the leader's to somewhat compensate.}}
*{{nerf|To compensate for this, however, many of the partner's attacks now deal less damage (usually around 1%-3% less) resulting in a fair amount of their moves dealing less damage when they are together, although the partner's aerials and smash attacks have higher knockback than the leader's to somewhat compensate.}}
*{{nerf|The Ice Climbers are easier to separate when attacked.}}
*{{nerf|The Ice Climbers are easier to separate when attacked.}}
*{{nerf|The partner Ice Climber is now the same weight as the leader rather than heavier, making them easier to KO.}}
*{{nerf|The partner Ice Climber is now the same weight as the leader rather than heavier, and no longer has [[passive armor]], making them easier to KO.}}
*{{nerf|The removal of [[wavedashing]] has hindered the Ice Climbers' mobility and approach, especially compared to the other returning veterans, although it also hinders the rest of the cast's mobility, making it easier for the Ice Climbers to grab their opponents.}}
*{{nerf|The removal of [[wavedashing]] has hindered the Ice Climbers' mobility and approach, especially compared to the other returning veterans, although it also hinders the rest of the cast's mobility, making it easier for the Ice Climbers to grab their opponents.}}
*{{bugfix|The [[freeze glitch]] has been completely removed.}}
*{{bugfix|The [[freeze glitch]] has been completely removed.}}
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**{{nerf|Both hits of neutral attack have more ending lag (FAF 16 → 27 (hit 1), frame 18 → 20 (hit 2)).}}
**{{nerf|Both hits of neutral attack have more ending lag (FAF 16 → 27 (hit 1), frame 18 → 20 (hit 2)).}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt deals more damage (8% → 9% (solo), 15% → 16% (non angled with partner) 18% (angled with partner)) although its base knockback was compensated on the up angled version (40 → 30). The non angled version also has higher base knockback (26 → 30) and the partner's version has less hitlag (1x → 0.5x).}}  
**{{buff|Forward tilt deals more damage (8% → 9% (solo), 15% → 16% (non angled with partner) 18% (angled with partner)) although its base knockback was compensated on the up angled version (40 → 30). The non angled version also has higher base knockback (26 → 30) and the partner's version has less hitlag (1x → 0.5x).}}
**{{nerf|Forward tilt has more startup lag (frame 6 → 9) and ending lag (FAF 28 → 32).}}
**{{nerf|Forward tilt has more startup lag (frame 6 → 9) and ending lag (FAF 28 → 32).}}
*[[Up tilt]]:
*[[Up tilt]]:
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**{{nerf|Up tilt's final hit deals less damage (7% → 4%) with no compensation on its knockback and up tilt has more ending lag (FAF 42 → 48).}}
**{{nerf|Up tilt's final hit deals less damage (7% → 4%) with no compensation on its knockback and up tilt has more ending lag (FAF 42 → 48).}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt deals more damage (4-5% → 6%), has higher base knockback (30 → 40) and now sends opponents in a semi spike angle as opposed to a more vertical angle (70° → 20°). While this hinders its combo potential, it significantly improves its edgeguarding potential (which is overall more useful due to the introduction of [[hitstun canceling]]). It also connects much more reliably when both climbers are present.}}  
**{{buff|Down tilt deals more damage (4-5% → 6%), has higher base knockback (30 → 40) and now sends opponents in a semi spike angle as opposed to a more vertical angle (70° → 20°). While this hinders its combo potential, it significantly improves its edgeguarding potential (which is overall more useful due to the introduction of [[hitstun canceling]]). It also connects much more reliably when both climbers are present.}}
**{{nerf|Down tilt has more ending lag (FAF 29 → 31).}}
**{{nerf|Down tilt has more ending lag (FAF 29 → 31).}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{nerf|Dash attack deals less damage (9% → 6%) although its knockback scaling was compensated (40 → 60). It also has more ending lag (FAF 38 → 41).}}
**{{nerf|Dash attack deals less damage (9% → 6%) although its knockback scaling was compensated (40 → 60). It also has more ending lag (FAF 38 → 41).}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Forward smash has less startup lag (frame 13 → 12) and the sourspot deals more damage (10% → 12%). The partner's forward smash also has more knockback scaling (105 → 118).}}  
**{{buff|Forward smash has less startup lag (frame 13 → 12) and the sourspot deals more damage (10% → 12%). The partner's forward smash also has more knockback scaling (105 → 118).}}
**{{nerf|Forward smash's sweetspot deals less damage (14% → 13%) and both hits have less base knockback (40 → 30). It also has slightly increased ending lag (FAF 47 → 48).}}
**{{nerf|Forward smash's sweetspot deals less damage (14% → 13%) and both hits have less base knockback (40 → 30). It also has slightly increased ending lag (FAF 47 → 48).}}
*[[Up smash]]:
*[[Up smash]]:
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===Throws/other attacks===
===Throws/other attacks===
*[[Grab]]s:
*[[Grab]]s:
**{{buff|Standing grab has less startup lag (frame 7 → 6).}}  
**{{buff|Standing grab has less startup lag (frame 7 → 6).}}
**{{nerf|Dash grab has more startup lag (frame 7 → 8).}}
**{{nerf|Dash grab has more startup lag (frame 7 → 8).}}
**{{buff|The partner is now controlled by the player rather than the AI when grabbing a foe, enabling the player to effectively control the direction in which to throw the foe, significantly extending chaingrabs and allowing for easy kill setups. This means that despite the removal of [[Wobbling]], the Ice Climbers can still effectively [[zero-death]] the entire cast which while more difficult to perform, it still remains inescapable and is overall more versatile.}}
**{{buff|The partner is now controlled by the player rather than the AI when grabbing a foe, enabling the player to effectively control the direction in which to throw the foe, significantly extending chaingrabs and allowing for easy kill setups. This means that despite the removal of [[Wobbling]], the Ice Climbers can still effectively [[zero-death]] the entire cast which while more difficult to perform, it still remains inescapable and is overall more versatile.}}
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**{{buff|Ice Shot is no longer [[absorb]]able and can now be [[B-reversing|B-reversed]].}}
**{{buff|Ice Shot is no longer [[absorb]]able and can now be [[B-reversing|B-reversed]].}}
**{{nerf|Ice shot deals less damage (5% → 3%). The hammer also no longer has a hitbox, heavily reducing the move's maximum damage output (26% → 6%) and increasing the move's startup lag (frame 15 → 17).}}
**{{nerf|Ice shot deals less damage (5% → 3%). The hammer also no longer has a hitbox, heavily reducing the move's maximum damage output (26% → 6%) and increasing the move's startup lag (frame 15 → 17).}}
**{{change|Landing with the move from the air now results in an animation where the Climbers crash land on their rears. The landing lag is the same, however.}}
*[[Squall Hammer]]:
*[[Squall Hammer]]:
**{{buff|Squall Hammer connects more reliably, making it easier to rack up damage with it.}}
**{{buff|Squall Hammer connects more reliably, making it easier to rack up damage with it.}}
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|dashname= 
|dashname= 
|dashdmg=6% (leader), 4% (partner)
|dashdmg=6% (leader), 4% (partner)
|dashdesc=Leaps forward and swings their hammers in front of themselves.  
|dashdesc=Leaps forward and swings their hammers in front of themselves.
|fsmashname= 
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBB|13}}/{{ChargedSmashDmgSSBB|12}} (leader), {{ChargedSmashDmgSSBB|10}}/{{ChargedSmashDmgSSBB|9}} (partner)
|fsmashdmg={{ChargedSmashDmgSSBB|13}}/{{ChargedSmashDmgSSBB|12}} (leader), {{ChargedSmashDmgSSBB|10}}/{{ChargedSmashDmgSSBB|9}} (partner)
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|fsdesc=The Ice Climbers summon a huge Iceberg into the middle of the field. Touching the iceberg results in freeze damage, and possibly becoming frozen. Being frozen when pushed off the edge can lead to a swift KO, as the frozen player falls with full speed.
|fsdesc=The Ice Climbers summon a huge Iceberg into the middle of the field. Touching the iceberg results in freeze damage, and possibly becoming frozen. Being frozen when pushed off the edge can lead to a swift KO, as the frozen player falls with full speed.
}}
}}
===Stats===
{{technical data|Needs short hop and double jump heights}}
{{Attributes
|cast      = 39
|weight    = 92
|rweight    = 24-25
|dash      = 1.4
|rdash      = 22-27
|run        = 1.388
|rrun      = 27
|walk      = 0.96
|rwalk      = 24
|trac      = 0.035
|rtrac      = 38
|airfric    = 0.015
|rairfric  = 6-12
|air        = 0.7708
|rair      = 35
|baseaccel  = 0.01
|rbaseaccel = 7-36
|addaccel  = 0.08
|raddaccel  = 10-17
|gravity    = 0.077
|rgravity  = 22
|fall      = 1.2
|rfall      = 32-35
|ff        = 1.68
|rff        = 33-35
|jumpsquat  = 4
|rjumpsquat = 1-10
|jumpheight = 34.69501461
|rjumpheight= 13
|shorthop  = ?
|rshorthop  = ?
|djump      = ?
|rdjump    = ?
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Ice Climbers English Announcer SSBB.wav|English
</gallery>
===[[Wii Remote selection sound]]===
{{SelectSound|char=Ice Climbers|no-s=y|desc=An Ice Shot sound is heard and both Ice Climbers say "Youp!"}}


===[[On-screen appearance]]===
===[[On-screen appearance]]===
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|game=Brawl
|game=Brawl
|desc-us=Na-Na! Po-po
|desc-us=Na-Na! Po-po
|desc-jp=Ice-cli-mer!  
|desc-jp=Ice-cli-mer!
|pitch-us=High female, then Deep male
|pitch-us=High female, then Deep male
|pitch-jp=Group chant}}
|pitch-jp=Group chant}}
*In the NTSC-U and PAL versions, when playing as Nana, the Back sound of the menu plays in lieu of the crowd chant.
*In the NTSC-U and PAL versions, when playing as Nana, the Back sound of the menu plays in lieu of the crowd chant.
**The fact that the crowd chant changes (albeit in a glitchy manner) depending on which Climber is leading the pair might indicate that the lead Climber's name was intended to be chanted first by the crowd.
**The fact that the crowd chant changes (albeit in a glitchy manner) depending on which Climber is leading the pair might indicate that the lead Climber's name was intended to be chanted first by the crowd.
===[[Wii Remote selection sound]]===
{{SelectSound|char=Ice Climbers|no-s=y|desc=An Ice Shot sound is heard and both Ice Climbers say "Youp!"}}


===[[Victory pose]]s===
===[[Victory pose]]s===
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==In [[competitive play]]==
==In [[competitive play]]==
===Matchups===
{{SSBBMatchupTable|iceclimbers=yes}}
The Ice Climbers have one of the best matchup spreads. On the [http://smashboards.com/threads/official-swf-matchup-chart-v3-0.338390/ SmashBoards matchup chart] the Ice Climbers have the third highest unweighted rank and the second highest weighted rank. The Ice Climbers are soft countered by four characters, have seven even matchups, soft counter 8 characters, counter 10 characters, hard counter 5, and have 2 nearly unloseable
matchups. The Ice Climbers' 0-to-death chaingrabs give them an enormous advantage against the rest of the cast. The infinite chaingrab is the easiest and most consistent infinite to perform in the entire game. Their ability to camp from far away with their projectile and their desyncronization abilities make them a threat to any opponent. The Ice Climbers do well against characters that cannot approach while getting grabbed, like {{SSBB|King Dedede}}, {{SSBB|Falco}}, and {{SSBB|Olimar}}. They also do well against heavy or slow characters, and as a result have nearly unloseable matchups against {{SSBB|Bowser}} and {{SSBB|Ganondorf}}. They perform more poorly against characters that have ranged KO moves, like {{SSBB|Zero Suit Samus}}, who can sweetspot her [[Plasma Whip]]. The Ice Climbers also perform poorly against floaty characters or characters who specialize in zoning, such as {{SSBB|Meta Knight}}, {{SSBB|Toon Link}}, and {{SSBB|Peach}}. Even the Ice Climbers' disadvantageous matchups are debatable, as many are exaggerated against them due to their top-tier status.
===Notable players===
===Notable players===
:''See also: [[:Category:Ice Climbers professionals (SSBB)]]''
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|To fit these guidelines]]}}
:''See also: [[:Category:Ice Climbers players (SSBB)]]''
*{{Sm|9B|Japan}} - Widely considered the best Ice Climbers player in the world and one of the best players in Japan along with {{Sm|Edge}}, notably winning [[SKTAR 3]].
*{{Sm|9B|Japan}} - Widely considered the best Ice Climbers player in the world and one of the best players in Japan along with {{Sm|Edge}}, notably winning [[SKTAR 3]].
*{{Sm|DeLux|USA}} - Placed 5th at [[WHOBO 5]].
*{{Sm|DeLux|USA}} - Placed 5th at [[WHOBO 5]].
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*{{Sm|lain|USA}} - A nationally dominant player during his peak from 2009-2010.
*{{Sm|lain|USA}} - A nationally dominant player during his peak from 2009-2010.
*{{Sm|Miyacchi|Japan}} - Defeated players such as 9B, Smasher, Nagahari, Earth, OCEAN, Suinoko, Shu, Kei and Masashi.
*{{Sm|Miyacchi|Japan}} - Defeated players such as 9B, Smasher, Nagahari, Earth, OCEAN, Suinoko, Shu, Kei and Masashi.
*{{Sm|Nakat|USA}} - Quickly rose as a top Ice Climbers player in 2013, with a 4th place at [[SKTAR 2]] and wins over {{Sm|Mew2King}}, {{Sm|Anti}}, {{Sm|Nairo}}, and {{Sm|ZeRo}}.  
*{{Sm|Nakat|USA}} - Quickly rose as a top Ice Climbers player in 2013, with a 4th place at [[SKTAR 2]] and wins over {{Sm|Mew2King}}, {{Sm|Anti}}, {{Sm|Nairo}}, and {{Sm|ZeRo}}.
*{{Sm|Vinnie|USA}} - A nationally dominant player in the later stages of ''Brawl'''s life, after switching to Ice Climbers from {{SSBB|Mr. Game & Watch}}.
*{{Sm|Vinnie|USA}} - A nationally dominant player in the later stages of ''Brawl'''s life, after switching to Ice Climbers from {{SSBB|Mr. Game & Watch}}.
*{{Sm|Yunon|Japan}} - Defeated players such as Shu, Kuroobi, and RAIN.
*{{Sm|Yunon|Japan}} - Defeated players such as Shu, Kuroobi, and RAIN.


===Tier placement and history===
===Tier placement and history===
In the first few years of ''Brawl''<nowiki>'</nowiki>s metagame, the Ice Climbers were only ranked in mid-high tier, given their poor fighting abilities and vulnerability when the partner Climber dies, and their powerful grab tactics were unrecognized at the time. However, Ice Climber players soon began to utilize their infinite [[chaingrab]]s, giving them an extremely powerful zero-to-death option against any other character. Players soon found the technique difficult to handle, as it completely changed the way players fought the Ice Climbers. The Ice Climbers matchup now involved avoiding getting grabbed into a death, which can be difficult to avoid, and the Ice Climbers were able to completely shut down characters who lacked effective tactics to deal with the zero-death chaingrabs. Because of this, the Ice Climbers quickly shot up the ranks, rising to #5 in [[List of SSBB tier lists (NTSC)#Fourth tier list (February 26, 2010)|the fourth tier list]] (February 2010), and remaining in top tier; the Ice Climbers then rose to 2nd place on the current tier list, placed right underneath {{SSBB|Meta Knight}} in their own tier above the rest of the characters. Some players even argue that since the Ice Climbers have access to a zero-death on every character that works at any percent, they could be tied for first place with Meta Knight, or could even be first place themselves. The Ice Climbers are among the most disliked characters in ''Brawl'' by both casual and competitive players, since they possess a zero-death option against any character, something no other character has access to, and they have been considered [[cheap]] and [[broken]], with many players supporting the ban of the infinite chaingrabs in tournaments; however, with the definition of what construes an "infinite chaingrab" usually being rigid, players of the Ice Climbers have found many loopholes to avoid using it while still nearly securing stocks with each grab, making opponents' predicaments effectively the same. Many recent tournaments in the post-''Smash-4'' era, such as [[Glitch 2]], have even banned the Ice Climbers altogether, due to their unpopularity among opponents and spectators alike.
In the first year of ''Brawl''{{'}}s [[metagame]], the Ice Climbers were ranked as high tier characters but weren't considered a particularly dominant force, given how weak Popo alone is after Nana is KO'd, and their powerful grab tactics being unrecognized at the time. However, Ice Climbers players soon began to utilize their infinite [[chain grab]]s, giving them an extremely powerful [[zero-to-death]] option against any other character, which shot them up the tier list. Players found dealing with this difficult, as it completely changed the way players fought the Ice Climbers, with the matchup now revolving around avoiding getting grabbed at all, and the Ice Climbers were able to completely shut down characters who lacked effective means to avoid grabs or separate the Climbers. {{Sm|lain}} became the character's first top level player in 2009 and 2010, achieving multiple major top 8 placements, such as {{Trn|Apex 2009}} and {{Trn|S.N.E.S.}} This resulted in the Ice Climbers being considered uncontested top tiers by the [[Brawl Back Room]]'s [[List of SSBB tier lists (NTSC)#Fourth tier list (February 26, 2010)|the fourth tier list]] where they ranked 5th, just short of two years after ''Brawl''{{'}}s American release. However, the Ice Climbers were held back by their relative lack of top representation compared to other top tiers, and lain was never able to win a major over other top tier mains. Additionally, the existence of numerous extremely unfavorable stage [[counterpick]]s kept the Ice Climbers in check, preventing them from becoming truly dominant. In the earlier ''Brawl'' metagame, multiple stages with scrolling [[platform]]s and [[hazard]]s, such as [[Rainbow Cruise]], [[Brinstar]], and [[Norfair]], were available as counterpicks; these stages favored more air-based gameplay and made it much more difficult for the Ice Climbers to complete a zero-to-death chain grab without getting interrupted by the stage.
 
As ''Brawl''{{'}}s metagame further refined, the Ice Climbers' tournament presence continued to grow. The Ice Climbers' worst stages also happened to be {{SSBB|Meta Knight}}'s strongest stages; as Meta Knight's dominance over the ''Brawl'' scene continued to grow, Rainbow Cruise, Brinstar, and Norfair eventually were banned in all Meta Knight legal tournaments due to his unmatched aerial prowess on those stages. The other two stages with more minor moving platforms and hazards, [[Halberd]] and [[Delfino Plaza]], also became more frequently banned due to Meta Knight's dominance there, and usually only one of these stages was available as a counterpick, which gave Ice Climbers mains the opportunity to play around this with a stage ban. These factors allowed the Ice Climbers to truly shine in the ''Brawl'' scene. Although lain became inactive, a new wave of even better Ice Climbers players arose from 2011 to 2014. {{Sm|9B}}, {{Sm|Vinnie}}, {{Sm|ESAM}}, {{Sm|Kakera}}, and {{Sm|NAKAT}} quickly became some of the biggest tournament threats in both North America and [[Japan]], achieving multiple first place victories at events such as {{Trn|SumabatoX 6}}, {{Trn|SKTAR 3}}, and the MK-banned {{Trn|WHOBO 4}} and {{Trn|WHOBO 5}}; 9B in particular was considered by many to be the outright best player in all of Japan. As a result, the Ice Climbers became one of most dominant characters in tournaments behind Meta Knight, and this coincided with their rise to 2nd place on the eighth and final Brawl Back Room tier list in 2013, right underneath Meta Knight in their own tier above the rest of the characters. Some players argued that since the Ice Climbers have access to a zero-death on every character that works at any percent, they could be tied for first place with Meta Knight, or could even be first place themselves; however, despite these advancements, the Ice Climbers' results never approached Meta Knight's uncontested dominance before the end of ''Brawl''{{'}} active competitive life at the release of ''Smash 4''.
 
The Ice Climbers are among the most disliked characters in ''Brawl'' by both casual and competitive players, since they possess a reliable zero-death against any character, something no other character has access to, with many players supporting the ban of the infinite chain grabs in tournaments. Due to the prominent competitive philosophy at the time of ''Brawl'' however, zero-death chain grabs were uncommonly singled out for banning in tournament rulesets, and with the definition of what construes an "infinite chain grab" usually being rigid, players of the Ice Climbers could find loopholes to avoid using it while still nearly securing stocks with each grab, making opponents' predicaments effectively the same. Some tournaments in the post-''Smash-4'' era, such as [[Glitch 2]], have banned the Ice Climbers altogether alongside Meta Knight, due to being considered [[broken|too powerful]], especially when Meta Knight is banned, further fueled by their unpopularity among opponents and spectators alike.


==Role in [[The Subspace Emissary]]==
==Role in [[The Subspace Emissary]]==
[[File:Subspace iceclimbers.PNG|frame|Ice Climbers in ''SSE'']] The Ice Climbers were first seen climbing up a mountain together, possibly in pursuit of the [[Halberd]] or they were just climbing. When {{SSBB|Meta Knight}} passed them going up the mountain, the Ice Climbers took it as a challenge and jumped up the mountain with Meta Knight. Once they reached the top, the Ice Climbers celebrated with their "victory" for getting up the mountain first, until they and Meta Knight found {{SSBB|Lucario}}, who was looking for a fight with Meta Knight, so the Ice Climbers watch from the side nervously. After the fight, the winner revives the loser, to their relief, and the [[Halberd]] crashes the [[Great Fox]] into the mountain.  Although Meta Knight and Lucario managed to board the Halberd, the Ice Climbers (ironically) are thrown back to the ground towards {{SSBB|Marth}}, {{SSBB|Lucas}}, the {{SSBB|Pokémon Trainer}}, and {{SSBB|Ike}}. After facing some more [[Subspace Army]] troopers (with help from Mario and Link's group), the Ice Climbers teamed up with the other heroes as they journeyed into [[Subspace]] but are turned into trophies by [[Tabuu]]. Ice Climbers are then revived by King Dedede, Luigi, Ness, and Kirby and help the other smashers defeat Tabuu and restore the World Of Trophies to normal.
[[File:Subspace iceclimbers.PNG|frame|Ice Climbers in ''[[SSE]]''.]]
The Ice Climbers were first seen climbing up a mountain together, possibly in pursuit of the [[Halberd]] or they were just climbing. When {{SSBB|Meta Knight}} passed them going up the mountain, the Ice Climbers took it as a challenge and jumped up the mountain with Meta Knight. Once they reached the top, the Ice Climbers celebrated with their "victory" for getting up the mountain first, until they and Meta Knight found {{SSBB|Lucario}}, who was looking for a fight with Meta Knight, so the Ice Climbers watch from the side nervously. After the fight, the winner revives the loser, to their relief, and the [[Halberd]] crashes the [[Great Fox]] into the mountain.  Although Meta Knight and Lucario managed to board the Halberd, the Ice Climbers (ironically) are thrown back to the ground towards {{SSBB|Marth}}, {{SSBB|Lucas}}, the {{SSBB|Pokémon Trainer}}, and {{SSBB|Ike}}. After facing some more [[Subspace Army]] troopers (with help from Mario and Link's group), the Ice Climbers teamed up with the other heroes as they journeyed into [[Subspace]] but are turned into trophies by [[Tabuu]]. Ice Climbers are then revived by King Dedede, Luigi, Ness, and Kirby and help the other smashers defeat Tabuu and restore the World of Trophies to normal.


===Playable appearances===
===Playable appearances===
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*Yakuman Player: [Electric] Resistance +28
*Yakuman Player: [Electric] Resistance +28


==In [[Event Matches]]==
==In Solo Modes==
===Solo Events===
==={{SSBB|Classic Mode}}===
In Classic Mode, Ice Climbers can appear as an opponent in Stage 9 on [[Summit]]. Ice Climbers can also appear as an opponent in Stage 11, but only if they haven't appeared in Stage 9.
 
===[[All-Star Mode]]===
In All-Star Mode, Ice Climbers are fought in Stage 4 on [[Summit]].
 
===[[Event Match]]es===
====Solo Events====
*'''[[Event 11: Yoshi's Rainbow]]''': As the Ice Climbers, the player must KO six {{SSBB|Yoshi}}s in the order of red, pink, yellow, green, cyan, and blue.
*'''[[Event 11: Yoshi's Rainbow]]''': As the Ice Climbers, the player must KO six {{SSBB|Yoshi}}s in the order of red, pink, yellow, green, cyan, and blue.
*'''[[Event 17: Super Waterfall Climb]]''': {{SSBB|Zelda}} must survive on [[Rumble Falls]] until the background changes into a waterfall. Two pairs of Ice Climbers will try to hinder the player's progress.
*'''[[Event 17: Super Waterfall Climb]]''': {{SSBB|Zelda}} must survive on [[Rumble Falls]] until the background changes into a waterfall. Two pairs of Ice Climbers will try to hinder the player's progress.
*'''[[Event 34: All-Star Battle Melee]]''': Ice Climbers are one of the opponents fought in this event. All opponents are newcomers from ''[[Super Smash Bros Melee]]''.
*'''[[Event 34: All-Star Battle Melee]]''': Ice Climbers are one of the opponents fought in this event. All opponents are newcomers from ''[[Super Smash Bros. Melee]]''.


===Co-Op Events===
====Co-Op Events====
*'''[[Co-Op Event 10: The R.O.B.'s of Tomorrow]]''': {{SSBB|Lucario}} and the Ice Climbers must defeat five {{SSBB|R.O.B.}}s of varying sizes on [[Summit]].
*'''[[Co-Op Event 10: The R.O.B.'s of Tomorrow]]''': {{SSBB|Lucario}} and the Ice Climbers must defeat five {{SSBB|R.O.B.}}s of varying sizes on [[Summit]].
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}.
===[[Congratulations_screen#Super_Smash_Bros._Brawl|Ending Images]]===
<center>
<gallery>
Ice Climbers Congratulations Screen Classic Mode Brawl.png|Classic Mode
Ice Climbers Congratulations Screen All-Star Brawl.png|All-Star Mode
</gallery>
</center>


==Trophies==
==[[Trophies]]==
The Ice Climbers' main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with the Ice Climbers.
The Ice Climbers' main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with the Ice Climbers.


:'''Ice Climbers'''
{{Trophy/Fighter
::''The one in blue is Popo, and the one in pink is Nana. They use their incredible jumping powers and hammers to break blocks and climb to the summit. They grab veggies, and if they can catch the condor at the end, they conquer the mountain. Other than breaking blocks, their hammers are good for sending foes flying, climbing down from blocks, and destroying icicles.''
|name=Ice Climbers
|image=Ice Climbers - Brawl Trophy.png
|mode=Classic
|desc=The one in blue is Popo, and the one in pink is Nana. They use their incredible jumping powers and hammers to break blocks and climb to the summit. They grab veggies, and if they can catch the condor at the end, they conquer the mountain. Other than breaking blocks, their hammers are good for sending foes flying, climbing down from blocks, and destroying icicles.
|gamelist={{Trophy games|console1=NES|game1={{b|Ice Climber|game}}}}
|game=Brawl
}}
{{clrl}}


{{Trophy games|console1=NES|game1=[[Ice Climber (game)|Ice Climber]]}}
{{Trophy/Fighter
 
|name=Iceberg
:'''Iceberg'''
|image=Iceberg - Brawl Trophy.png
::''The Ice Climbers' Final Smash. This giant ice mountain appears in the middle of a stage—it's incredibly slippery, so it's hard to control yourself when traversing it. In addition to being slick, this ice is also COLD, so opponents will take damage just from touching it. Attack the ice, and it will take damage and slowly shrink. Is it actually useful? That's a mystery.''
|desc=The Ice Climbers' Final Smash. This giant ice mountain appears in the middle of a stage--it's incredibly slippery, so it's hard to control yourself when traversing it. In addition to being slick, this ice is also COLD, so opponents will take damage just from touching it. Attack the ice, and it will take damage and slowly shrink. Is it actually useful? That's a mystery.
 
|gamelist={{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}
{{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}
|game=Brawl
 
}}
<center>
{{clrl}}
<gallery>
Ice Climbers - Brawl Trophy.png|Classic
Iceberg - Brawl Trophy.png|[[Iceberg]]
</gallery>
</center>


==[[Alternate costume (SSBB)#Ice Climbers|Alternate costumes]]==
==[[Alternate costume (SSBB)#Ice Climbers|Alternate costumes]]==
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|{{Head|Ice Climbers|g=SSBB|s=25px|cl=White}}
|{{Head|Ice Climbers|g=SSBB|s=25px|cl=White}}
|}
|}
==Gallery==
<gallery>
SSBBDojoIceClimbers1.jpg|[[Taunt]]ing on {{SSBB|Yoshi's Island}}.
SSBBDojoIceClimbers2.jpg|Using [[Blizzard]] on {{SSBB|Link}} on [[Rumble Falls]].
SSBBDojoIceClimbers3.jpg|Popo [[footstool]]ing {{SSBB|Kirby}} on [[Lylat Cruise]].
SSBBDojoIceClimbers4.jpg|Taunting on [[Delfino Plaza]].
</gallery>


==Trivia==
==Trivia==
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**If one looks carefully, Nana can actually be seen smirking while crying while Popo is frowning. This is fixed in ''[[Ultimate]]''.
**If one looks carefully, Nana can actually be seen smirking while crying while Popo is frowning. This is fixed in ''[[Ultimate]]''.
*In Stamina mode, it is possible for the partner to die before the leader. Regardless of whether this happens or not, the partner will lay on the ground motionless, but not blink red.
*In Stamina mode, it is possible for the partner to die before the leader. Regardless of whether this happens or not, the partner will lay on the ground motionless, but not blink red.
*If the partner is caught in a trapping [[Final Smash]] and the leader is KO'd, the partner will disappear, leaving the opponent attacking nothing. Some examples are {{SSBB|Ike}}'s, {{SSBB|Meta Knight}}'s, {{SSBB|Link}}'s, and {{SSBB|Toon Link}}'s, and [http://www.youtube.com/watch?v=cZBtchSyaUc as seen here.]
*If the partner is caught in a trapping [[Final Smash]] and the leader is KO'd, the partner will disappear, leaving the opponent attacking nothing. Some examples are {{SSBB|Ike}}'s, {{SSBB|Meta Knight}}'s, {{SSBB|Link}}'s, and {{SSBB|Toon Link}}'s, and [http://www.youtube.com/watch?v=cZBtchSyaUc as seen here].
*Both Ice Climbers must win a microgame in the [[WarioWare, Inc.]] stage to be rewarded.
*Both Ice Climbers must win a microgame in the [[WarioWare, Inc.]] stage to be rewarded.
*Certain Final Smashes, especially trapping ones, can cause the trailing Ice Climber's special effects to be slowed down under the effect of a [[Timer]] (Nana's stays even after the Timer is done). The effects end when one or both of the Ice Climbers are KO'd.  
*Certain Final Smashes, especially trapping ones, can cause the trailing Ice Climber's special effects to be slowed down under the effect of a [[Timer]] (Nana's stays even after the Timer is done). The effects end when one or both of the Ice Climbers are KO'd.
*When CPU controlled, if one Ice Climber is [[Star KO]]'d, the partner will sometimes [[taunt]].
*When CPU controlled, if one Ice Climber is [[Star KO]]'d, the partner will sometimes [[taunt]].
*''[[Brawl]]'' is the only game where the portraits of the Ice Climbers are not swapped around when Nana is in the lead, the only game where their default costume is not available in [[Team Battle]]s and the only game where Nana takes the lead in all even numbered costumes.
*''[[Brawl]]'' is the only game where the portraits of the Ice Climbers are not swapped around when Nana is in the lead, the only game where their default costume is not available in [[Team Battle]]s and the only game where Nana takes the lead in all even numbered costumes.
*If the leader dies in Stamina Mode without losing all their stamina, the partner won't disappear and can keep playing normally. This was later fixed in ''Ultimate''.
*If the leader dies in Stamina Mode without losing all their stamina, the partner won't disappear and can keep playing normally. This was later fixed in ''Ultimate''.
*If the leader loses their stamina after the partner has been KO'd but they didn't lose all their stamina in Stamina Mode, the partner will respawn in the middle of the stage but will still be defeated.
*If the leader loses their stamina after the partner has been KO'd but they didn't lose all their stamina in Stamina Mode, the partner will respawn in the middle of the stage but will still be defeated.
*The Ice Climbers, {{SSBB|Ganondorf}}, {{SSBB|Meta Knight}}, {{SSBB|Mr. Game & Watch}}, {{SSBB|Samus}} are only characters whose icon in the Subspace Emissary and the Sticker menu is not based on their renders.
*The Ice Climbers, {{SSBB|Ganondorf}}, {{SSBB|Meta Knight}}, {{SSBB|Mr. Game & Watch}}, and {{SSBB|Samus}} are the only characters whose icon in the Subspace Emissary and the Sticker menu is not based on their renders.


==External links==
==External links==