Ice Climbers (SSBU): Difference between revisions

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An important part of playing Ice Climbers is learning how to consistently perform a tech called [[desynching]]. Desynching is an advanced technique that allows a player to manipulate the partner Ice Climber into acting with different timing than usual. At its most basic form, anytime the partner Ice Climber is not within a specific range of the leader, the partner's AI will take manual control of the partner and return it to the leader. During this time, none of the leader's inputs are read by the partner and it's AI inputs are prioritized until it has returned to the leader, and may act independently of the leader's current movements being performed. Using desyncs can allow for some remarkable combos and setups that are completely impossible with other fighters.
An important part of playing Ice Climbers is learning how to consistently perform a tech called [[desynching]]. Desynching is an advanced technique that allows a player to manipulate the partner Ice Climber into acting with different timing than usual. At its most basic form, anytime the partner Ice Climber is not within a specific range of the leader, the partner's AI will take manual control of the partner and return it to the leader. During this time, none of the leader's inputs are read by the partner and it's AI inputs are prioritized until it has returned to the leader, and may act independently of the leader's current movements being performed. Using desyncs can allow for some remarkable combos and setups that are completely impossible with other fighters.


The removal of [[chain grab]]s (and by extension, [[wobbling]]) means that the duo's [[grab]] game has become more situational and in-line with the rest of the roster, limiting it's effectiveness. However, while it is not as potent as it once was, the Ice Climber's grab game is still respectable. The Ice Climber's grab itself has been vastly changed. For starters, only the leader grabs opponents, while the partner cheers. This means that the duo can no longer grab more than one opponent at a time. Additionally, the Ice Climber's grab is the shortest ranged grab in the game, making it risky to attempt to grab in the first place. [[Forward throw]] is a basic throw that has moderately strong base knockback and causes [[tumble]] from 0%, which allows it to open options for a tech chase. Back throw has very strong base knockback, while it's knockback scaling has been decreased, making it difficult to use in either combos or as a KO option, but useful in desyncs. [[Up throw]] is similar, in which it has very limited uses, but notably allows quick access to juggling with up aerial. [[Down throw]] is by far the duo's best throw. It's main use is to initiate aerial combos, desync combos, and juggles, all of which can be devastating. The Ice Climbers' neutral, forward, back, and up aerials can all be used for combos out of down throw and the opponent's placement in air can make it difficult for them to escape from a combo once it has been started, especially if desynced.
The removal of [[chain grab]]s (and by extension, [[wobbling]]) means that the duo's [[grab]] game has become more situational and in-line with the rest of the roster, limiting it's effectiveness. However, while it is not as potent as it once was, the Ice Climber's grab game is still respectable. The Ice Climber's grab itself has been vastly changed. For starters, only the leader grabs opponents, while the partner cheers. This means that the duo can no longer grab more than one opponent at a time. Additionally, the Ice Climber's grab is the shortest ranged grab in the game, making it risky to attempt to grab in the first place. [[Forward throw]] is a basic throw that has moderately strong base knockback and causes [[tumble]] from 0%. But it's knockback growth is far too low to KO at realistic percents. Back throw also has strong base knockback with little growth, with less damage and a higher launch angle. [[Up throw]] continues this trend to an extreme degree, with virtually nonexistent knockback scaling but very high base knockback. High enough to take stocks at very low percentages or from light and floaty characters if used on a high enough platform on a stage such as Palutena's Temple. [[Down throw]] is by far the duo's best throw. It's main use is to initiate aerial combos, desync combos, and juggles, all of which can be devastating. Any of the Ice Climbers' aerials can be used for combos out of down throw and the opponent's placement in air can make it difficult for them to escape from a combo once it has been started, especially if desynced. While all of their throws (except down throw) are normally subpar at best, any of them can be used to hold an opponent in place for a free hit when desynced.


Barring their situational projectile from Ice Shot, the Ice Climbers have no reliable projectile and can be easily camped out or their projectiles turned against them. The range of their moves is not great—despite being disjointed, their hammers' range can still come up short and can make for some bad matchups, specifically against the likes of {{SSBU|Marth}} or {{SSBU|Sephiroth}}, while Blizzard's range has been nerfed significantly and is dangerous to use liberally. Arguably, the changes that hurt the Ice Climbers most are the changes to grab mechanics in ''Ultimate''. The added period of grab intangibility between grabs and the partner's lack of a grab makes the Ice Climbers' previously most potent tool, chain grabbing, nearly impossible. This significantly impedes their cheesing ability compared to ''Brawl'' or ''Melee'' and makes getting a stock off of a single grab much harder. Desyncing in itself can also have it's own drawbacks. An accidental desync off of up tilt or down throw may make it more difficult to follow-up with the duo's combos, or can even cause the partner's attack to miss entirely, hindering the duo's damage-racking capabilities. Desyncing can also leave the partner Ice Climber vulnerable because of the increase in reaction time between the leader and the partner; in particular, abilities such as [[dodging]], and jumping are significantly delayed, giving the opponent ample time to counterattack if properly read. 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.
Barring their situational projectile from Ice Shot, the Ice Climbers have no reliable projectile and can be easily camped out or their projectiles turned against them. The range of their moves is not great—despite being disjointed, their hammers' range can still come up short and can make for some bad matchups, such as {{SSBU|Mythra}} or {{SSBU|Sephiroth}}. Arguably, the changes that hurt the Ice Climbers most are the changes to grab mechanics in ''Ultimate''. The added period of grab intangibility between grabs and the partner's lack of a grab makes the Ice Climbers' previously most potent tool, chain grabbing, nearly impossible. This significantly impedes their cheesing ability compared to ''Brawl'' or ''Melee'' and makes getting a stock off of a single grab much harder. Desyncing in itself can also have it's own drawbacks. An accidental desync off of up tilt or down throw may make it more difficult to follow-up with the duo's combos, or can even cause the partner's attack to miss entirely, hindering the duo's damage-racking capabilities. Desyncing can also leave the partner Ice Climber vulnerable because of the inconsistent reaction time between the leader and the partner; abilities such as [[dodging]], and jumping can be significantly delayed, giving the opponent time to counterattack if properly read. 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.


Overall, the Ice Climbers can be intimidating and difficult to understand for new players, and combined with their subpar mobility and severe handicaps when the partner is lost are also considerable barriers of entry. However, learning the quirks of the pair, especially desynching, can open an incredibly potent and powerful game plan. This includes long and relatively free-form combos, many being zero-to-death options—some even being true—as well as other unique setups and mix-ups that very few characters have any proper answers for.
Overall, the Ice Climbers can be intimidating and difficult to understand for new players, and combined with their subpar mobility and severe handicaps when the partner is lost are also considerable barriers of entry. However, learning the quirks of the pair, especially desynching, can open an incredibly potent and powerful game plan. This includes long and relatively free-form combos, many being zero-to-death options—some even being true—as well as other unique setups and mix-ups that very few characters have any proper answers for.
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|ftiltname=Side Strike ({{ja|横たたき|Yoko Tataki}})
|ftiltname=Side Strike ({{ja|横たたき|Yoko Tataki}})
|ftiltdmg=leader: 9%<br/>partner: 6.75%
|ftiltdmg=leader: 9%<br/>partner: 6.75%
|ftiltdesc=The Ice Climbers swing their hammers horizontally. Has high knockback growth, being able to KO at around 80%-90% at the ledge on most characters.
|ftiltdesc=The Ice Climbers swing their hammers horizontally. Has high knockback growth, being able to KO at around 120%-130% at the ledge.
|utiltname=Hammer Spin ({{ja|くるくるハンマー|Kurukuru Hanmā}}, ''Spinning Hammer'')
|utiltname=Hammer Spin ({{ja|くるくるハンマー|Kurukuru Hanmā}}, ''Spinning Hammer'')
|utiltdmg=leader: 0.8% (hits 1 - 6), 4% (hit 7)<br/>partner: 0.6% (hits 1 - 6), 3% (hit 7)
|utiltdmg=leader: 0.8% (hits 1 - 6), 4% (hit 7)<br/>partner: 0.6% (hits 1 - 6), 3% (hit 7)
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|dashname=Dash Strike ({{ja|ダッシュたたき|Dasshu Tataki}})
|dashname=Dash Strike ({{ja|ダッシュたたき|Dasshu Tataki}})
|dashdmg=leader: 6%<br/>partner: 4.5%
|dashdmg=leader: 6%<br/>partner: 4.5%
|dashdesc=The Ice Climbers leap forward, swinging their hammers in front of themselves. It deals mostly vertical knockback that can start combos, but has weak knockback and is ineffective for KOing.
|dashdesc=The Ice Climbers leap forward, swinging their hammers in front of themselves. It deals mostly vertical knockback that can start combos, but has weak knockback growth and is ineffective for KOing.
|fsmashname=Stake Smash ({{ja|クイ打ち|Kui Uchi}})
|fsmashname=Stake Smash ({{ja|クイ打ち|Kui Uchi}})
|fsmashdmg=leader: {{ChargedSmashDmgSSBU|12}}<br/>partner: {{ChargedSmashDmgSSBU|9}}
|fsmashdmg=leader: {{ChargedSmashDmgSSBU|12}}<br/>partner: {{ChargedSmashDmgSSBU|9}}
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|bairname=Reverse Strike ({{ja|ふりむきたたき|Furimuki Tataki}})
|bairname=Reverse Strike ({{ja|ふりむきたたき|Furimuki Tataki}})
|bairdmg=leader: {{ShortHopDmgSSBU|10}}<br/>partner: {{ShortHopDmgSSBU|7.5}}
|bairdmg=leader: {{ShortHopDmgSSBU|10}}<br/>partner: {{ShortHopDmgSSBU|7.5}}
|bairdesc=The Ice Climbers swing their hammers horizontally behind themselves. Both hits are extremely safe on shield, with the secondary climber's hit being one of the few moves that is positive on shield.
|bairdesc=The Ice Climbers swing their hammers horizontally behind themselves. Both hits are extremely safe, being 0 on shield with both, and even -3 even with just 1 Climber.
|uairname=Overhead Sweep ({{ja|頭上はらい|Zujō Harai}})
|uairname=Overhead Sweep ({{ja|頭上はらい|Zujō Harai}})
|uairdmg=leader: {{ShortHopDmgSSBU|9}}<br/>partner: {{ShortHopDmgSSBU|6.75}}
|uairdmg=leader: {{ShortHopDmgSSBU|9}}<br/>partner: {{ShortHopDmgSSBU|6.75}}
|uairdesc=The Ice Climbers swing their hammers above themselves in an arc. An excellent juggle tool that can quickly rack up damage both desynced and synced, and can even function as a KO confirm from down throw at around 70% on most characters.
|uairdesc=The Ice Climbers swing their hammers above themselves in an arc. An excellent juggle tool that can quickly rack up damage both synced and desynced, and can even function as a kill confirm from down throw at around 100% on most characters.
|dairname=Hammer Swoop ({{ja|急降下ハンマー|Kyūkōka Hanmā}})
|dairname=Hammer Swoop ({{ja|急降下ハンマー|Kyūkōka Hanmā}})
|dairdmg=leader: {{ShortHopDmgSSBU|8}}<br/>partner: {{ShortHopDmgSSBU|6}}
|dairdmg=leader: {{ShortHopDmgSSBU|8}}<br/>partner: {{ShortHopDmgSSBU|6}}
|dairdesc=The Ice Climbers hold their hammers below themselves and fall downward. A [[stall-then-fall]], though with a slower traveling speed than similar attacks of its kind; additionally, it is unable to [[meteor smash]] at all, unlike most attacks of its kind. The hitbox covers most of the Ice Climber's body, making it good for punishing opponents who attempt to juggle. As a result, it is usually used as a niche landing option.
|dairdesc=The Ice Climbers hold their hammers below themselves and fall downward. A [[stall-then-fall]], though with a slower traveling speed that is also unable to [[meteor smash]] , unlike most attacks of its kind. The hitbox covers most of the Ice Climber's body, making it good for punishing opponents who attempt to juggle. As a result, it is usually used as a niche landing option.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=The leader reaches in front of themselves with their free hand. The leader's grab range is the shortest in the game.
|grabdesc=The leader reaches in front of themselves with their free hand. Their grab range is the shortest in the game.
|pummelname=Grab Headbutt ({{ja|つかみ頭突き|Tsukami Zutsuki}})
|pummelname=Grab Headbutt ({{ja|つかみ頭突き|Tsukami Zutsuki}})
|pummeldmg=1%
|pummeldmg=1%
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|dthrowname=Avalanche Crusher ({{ja|なだれつぶし|Nadare Tsubushi}})
|dthrowname=Avalanche Crusher ({{ja|なだれつぶし|Nadare Tsubushi}})
|dthrowdmg=6%
|dthrowdmg=6%
|dthrowdesc=The leader lifts the opponent over their head with both hands and slams them on the ground. The Ice Climbers' only throw with KO potential, it can KO middleweights at around 214% on Final Destination. It is also effective for starting combos, especially when desynced.
|dthrowdesc=The leader lifts the opponent over their head with both hands and slams them on the ground. The Ice Climbers' only throw with even remotely noteworth KO potential, it can KO middleweights at around 214% on Final Destination. It is also effective for starting combos, especially when desynced.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=leader: 7%<br/>partner: 5.25%
|floorfdmg=leader: 7%<br/>partner: 5.25%
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|nsname=Ice Shot
|nsname=Ice Shot
|nsdmg=3.5-2.2% (ice chunks), 3.5% (hammers)
|nsdmg=3.5-2.2% (ice chunks), 3.5% (hammers)
|nsdesc=Each Ice Climber summons a small stalagmite of ice and hits it with their hammer, causing it to slide along the ground, gradually shrinking as it travels. It bounces off walls and shields. If attacked by an opponent, the ice rebound and will hurt the Ice Climbers if they touch it. The ice can freeze opponents at high percents. The first midair use will pop the Ice Climbers up slightly.
|nsdesc=Each Ice Climber summons a small stalagmite of ice and hits it with their hammer, causing it to slide along the ground, gradually shrinking as it travels. It bounces off walls and shields. If attacked by an opponent, the ice rebound and will hurt the Ice Climbers if they touch it. The ice can freeze opponents at extremely high percents. The first midair use will pop the Ice Climbers up slightly.
|ssname=Squall Hammer
|ssname=Squall Hammer
|ssdmg=both: 2.2% (loop), 4% (last)<br/>leader: 1.3% (loop), 2% (last)<br/>partner: 0.975% (loop), 1.5% (last)
|ssdmg=both: 2.2% (loop), 4% (last)<br/>leader: 1.3% (loop), 2% (last)<br/>partner: 0.975% (loop), 1.5% (last)
|ssdesc=The Ice Climbers stand back-to-back while spinning around an axis with their hammers outstretched, hitting opponents multiple times. The attack is concluded with them swinging their hammers upward, which launches opponents away. By repeatedly tapping the special move button, the Ice Climbers will rise in the air, allowing them to recover. This, however, also renders them [[helpless]]. If only one Climber is present, the move deals less damage and reduced knockback, and gains less height. Squall Hammer is usually used as a method to begin desyncs, and can trap opponents between each Ice Climber once a desync is achieved.
|ssdesc=The Ice Climbers stand back-to-back while spinning around an axis with their hammers outstretched, hitting opponents multiple times. The attack is concluded with them swinging their hammers upward, which launches opponents away. By repeatedly tapping the special move button, the Ice Climbers will rise in the air, allowing them to recover. This, however, also renders them [[helpless]]. If only one Climber is present, the move deals less damage and knockback, and won't provide vertical gain. It's one of the easiest moves to use as a method to begin desyncs, and can trap opponents between each Ice Climber once a desync is achieved.
|usname=Belay
|usname=Belay
|usdmg=16% (partner)
|usdmg=16% (partner)
|usdesc=The leading Ice Climber throws the partner the air with a rope. The partner then pulls the leader upwards. If there is a nearby edge, the partner will target it, and then proceed to pull the leader to the ledge as well. While rising, the partner is invincible, allowing for a safe recovery for both Ice Climbers; additionally, the partner Ice Climber possesses a hitbox that deals powerful vertical knockback, though it is rather difficult to use as a combo finisher due to the difficulty of aiming the partner. Without a partner, the move will grant essentially no distance. Each Ice Climber becomes [[helpless]] after the move is used.
|usdesc=The leading Ice Climber throws the partner the air with a rope. The partner then pulls the leader upwards. If there is a nearby edge, the partner will target it, and then proceed to pull the leader to the ledge as well. While rising, the partner is invincible, allowing for a safe recovery for both Ice Climbers; additionally, the partner Ice Climber possesses a hitbox that deals powerful vertical knockback, though it is risky to use as an attack due to its narrow and mostly vertical reach. Without a partner, the move will grant next to no distance. Each Ice Climber becomes [[helpless]] after the move is used.
|dsname=Blizzard
|dsname=Blizzard
|dsdmg=both: 1% (far loop), 1.8% (close loop)
|dsdmg=both: 1% (far loop), 1.8% (close loop)
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Prior to ''Ultimate''{{'}}s release, players were quick to notify that the Ice Climbers lost their most devastating attributes from ''Brawl'' and ''Melee'': their infamous [[zero-to-death]] [[chain grab]]bing and [[wobbling]], respectively. When combined with the changes to gameplay-based mechanics during the transition from ''Brawl'' to ''Ultimate'' that either heavily impaired or altogether removed several of their infamous tactics, this caused players to believe that the Ice Climbers wouldn't be viable, a belief that held on throughout the early metagame.
Prior to ''Ultimate''{{'}}s release, players were quick to notify that the Ice Climbers lost their most devastating attributes from ''Brawl'' and ''Melee'': their infamous [[zero-to-death]] [[chain grab]]bing and [[wobbling]], respectively. When combined with the changes to gameplay-based mechanics during the transition from ''Brawl'' to ''Ultimate'' that either heavily impaired or altogether removed several of their infamous tactics, this caused players to believe that the Ice Climbers wouldn't be viable, a belief that held on throughout the early metagame.


Upon ''Ultimate''{{'}}s release, the Ice Climbers' competitive perception, which was estimated to be poor, has dwindled even further and, in turn for worse, became more significant than most would think. Several of the cast have immediately acknowledged their retained weakness (which have also been more pronounced): the infamous difficulty of maintaining both climbers in a single stock, the partner's vulnerability, their steep learning curve, poor endurance, slow aerial mobility, their vulnerability to [[camping]] and the severe handicaps brought to the leader if the partner dies during the stock, as well as the removal of several quirky combos and zero-to-deaths involving the partner from previous installments. As such, the Ice Climbers’ representation was minuscule, and all the players who mained the duo in ''Brawl'' have completely dropped them in favour of other characters. As a result, the general consensus have widely perceived them to be either low or bottom-tier.
Upon ''Ultimate''{{'}}s release, the Ice Climbers' competitive perception, which was estimated to be poor, dwindled even further and, in turn for worse, became more significant than most would think. Several of the cast have immediately acknowledged their retained weakness (which have also been more pronounced): the infamous difficulty of maintaining both climbers in a single stock, the partner's vulnerability, their steep learning curve, poor endurance, slow aerial mobility, their vulnerability to [[camping]] and the severe handicaps brought to the leader if the partner dies during the stock, as well as the removal of several quirky combos and zero-to-deaths involving the partner from previous installments. As such, the Ice Climbers’ representation was minuscule, and all the players who mained the duo in ''Brawl'' have completely dropped them in favour of other characters. As a result, the general consensus had widely perceived them to be either low or bottom-tier.


A few months after release, the duo's playerbase and competitive scene started to make surprising breakthroughs: with the few that stuck with them discovering new [[desynching]] setup and damaging combos, as well as new versatile zero-to-deaths off of desyncs. In turn, players such as {{Sm|Big D}}, {{Sm|Kie}}, {{Sm|murasat}}, {{Sm|Daiki}} and {{Sm|????}} have picked up the duo, received excellent results in tournaments using the character; the former, in particular, have mastered the duo enough to the point that the Ice Climbers can beat almost every match-up across the board once their desynced zero-to-deaths has been pulled off out of a [[grab]]. As a result, the Ice Climbers' improving results have gradually improved the community's perception on the duo, with the general consensus believing that the Ice Climbers are either upper mid-tier or high-tier at least, like in their days of ''Melee'', which is a notable improvement compared to their initial low-tier status. Overall, the Ice Climbers remain as characters that should not be underestimated, although not to the extent of ''Melee'' and ''Brawl'', ranking 56th on the first tier list, and improving performances from dedicated players led to them rising up to 51st on the second tier list.
A few months after release, the duo's playerbase and competitive scene started to make surprising breakthroughs: with the few that stuck with them discovering new [[desynching]] setup and damaging combos, as well as new versatile zero-to-deaths off of desyncs. In turn, players such as {{Sm|Big D}}, {{Sm|Kie}}, {{Sm|murasat}}, {{Sm|Daiki}} and {{Sm|????}} have picked up the duo, received excellent results in tournaments using the character; the former, in particular, have mastered the duo enough to the point that the Ice Climbers can beat almost every match-up across the board once their desynced zero-to-deaths has been pulled off out of a [[grab]]. As a result, the Ice Climbers' improving results have gradually improved the community's perception on the duo, with the general consensus believing that the Ice Climbers are either upper mid-tier or high-tier at least, like in their days of ''Melee'', which is a notable improvement compared to their initial low-tier status. Overall, the Ice Climbers remain as characters that should not be underestimated, although not to the extent of ''Melee'' and ''Brawl'', ranking 56th on the first tier list, and improving performances from dedicated players led to them rising up to 51st on the second tier list.
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