Editing Ice Climbers (SSBM)

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The '''Ice Climbers''' ({{ja|アイスクライマー|Aisu Kuraimā}}, ''Ice Climber'') are playable characters in ''[[Super Smash Bros. Melee]]''. Previously never officially voice-acted in any official capacity prior to ''Melee'', they are both voiced by [https://en.wikipedia.org/wiki/Sanae_Kobayashi Sanae Kobayashi] in the game, who would go on to voice them in subsequent ''Smash Bros.'' installments.
The '''Ice Climbers''' ({{ja|アイスクライマー|Aisu Kuraimā}}, ''Ice Climber'') are playable characters in ''[[Super Smash Bros. Melee]]''. The duo were officially announced at [[E3]] 2001. The Ice Climbers are voiced by {{s|wikipedia|Sanae Kobayashi}} for ''Melee''.


They rank 8th on the tier list (in the B+ tier). Among the Ice Climbers' strengths are their devastating grab game. When both Popo and Nana are alive, the Ice Climbers can land a zero-to-death on any character in the game off of a grab through [[wobbling]], and can perform hand-offs in settings where wobbling is banned to achieve nearly as punishing results. They are immune to chain grabs and some other combo setups, as if one Climber gets grabbed, the partner can hit them out of the grab at any time. The Ice Climbers have access to fast and powerful smash attacks, great disjoint on their hammer moves, such as up aerial and back aerial, and one of the longest [[wavedash]]es in the game, aiding their offensive capabilities. They also can perform various techniques through [[desyncing]], which allows the player to control both Climbers at different times; when combined with their [[Blizzard]] projectile, this makes the Ice Climbers especially difficult to break through defensively. Their unique attributes and threat of an instant KO off of a grab forces other characters to adopt unique and often frustrating playstyles against the Ice Climbers.
The Ice Climbers rank 8th on the [[tier list]] (at the top of the B+ tier). Among the Ice Climbers' strengths are their devastating grab game. When both Popo and Nana are alive, the Ice Climbers can land a zero-to-death on any character in the game off of a grab through [[wobbling]], and can perform hand-offs in settings where wobbling is banned to achieve nearly as punishing results. The Ice Climbers are immune to chain grabs and some other combo setups, as if one Ice Climber gets grabbed, the partner can simply [[counterattack]] and allow them to escape. The Ice Climbers have access to quick and powerful smash attacks, [[disjointed hitbox]]es courtesy of their hammers, and one of the longest [[wavedash]]es in the game, supplementing their offensive capabilities. The duo also can perform various techniques through [[chain grab]]bing and [[desyncing]], the latter of which allows the player to control both Ice Climbers at different times; when combined with [[Blizzard]], this makes the Ice Climbers especially difficult to break through defensively. Their unique attributes and threat of an instant KO off of a grab forces other characters to adopt unique and often frustrating playstyles against the Ice Climbers.


However, the Ice Climbers are crippled by the difficulty of keeping both Climbers together at the same time. The Ice Climbers can easily be separated when hit by most attacks, which gives the opponent an opportunity to freely KO the CPU-controlled Climber, leaving the player with just one Ice Climber until they lose a stock. A single Ice Climber, known as "[[Sopo]]", loses access to its grab punishes and has one of the lowest damage outputs and worst recoveries in ''Melee''. The Ice Climbers also are hindered by their low [[traction]], which causes them to slide farther across the stage when hit in shield, limiting their ability to land shieldgrabs and other punishes. Despite their threat of a zero-death, the Ice Climbers tend to lose against most other top tiers, as opponents can KO the partner climber to make wobbling difficult. This includes an especially poor matchup against {{SSBM|Peach}}, as her float canceling techniques allows her to attack the Ice Climbers from the air without much fear of getting punished. Additionally, the Ice Climbers' low gravity and air speed makes them vulnerable to air stalling and evasion tactics, such as by the aforementioned Peach or {{SSBM|Jigglypuff}}. Regardless, the Ice Climbers have strong matchups against the majority of the cast, and can hold their own against most high and top-tiers.
However, the Ice Climbers are crippled by the difficulty of maintaining the duo together during the stock. The Ice Climbers can easily be separated when hit by most attacks with high power, which gives the opponent an opportunity to freely KO the CPU-controlled Ice Climber, leaving the player with just a single Ice Climber until after losing a stock. A single Ice Climber, known as "[[Sopo]]", loses access to its punishes from grabs and has one of the lowest damage outputs and worst recoveries in ''Melee''. The Ice Climbers also are hindered by their low [[traction]], which causes them to slide farther across the stage when hit in shield, limiting their ability to land [[shield grab]]s and punishes [[out of shield]]. Despite their threat of a zero-to-death, the Ice Climbers tend to lose against most other top-tiers, as opponents can KO the following climber to make wobbling impossible to initiate. This includes an especially poor matchup against {{SSBM|Peach}}, as her [[float cancel]]ing techniques allows her to attack the Ice Climbers from the air without high risk of punishment. Additionally, the Ice Climbers' low [[gravity]] and slow [[air speed]] makes them vulnerable to aerial stalling and evasive tactics, such as by the aforementioned Peach or {{SSBM|Jigglypuff}}. Regardless, the Ice Climbers have strong matchups against the majority of the cast, and can hold their own against most high and top-tiers.


==Attributes==
==Attributes==
The Ice Climbers have arguably the most unusual fighting style in all of ''Melee''; the player is tasked with controlling two characters at once, and their fighting potential becomes considerably worse should Nana (or Popo depending on which costume is selected) be KOed. Outside of this, their unique physics make them difficult to use; they boast an above average jumping height alongside low air and falling speed, and their traction is also among the lowest in the game.
The Ice Climbers have arguably the most unorthodox playstyle in all of ''Melee''. In turn, the player has the complexity of controlling a pair of characters at once, and their fighting potential becomes drastically worse should Nana (or Popo depending on the chosen alternate costume) be KO'd. Outside of this, their unique physics make them difficult for usage: while their [[dash]]ing speed is average, the duo boast an above-average [[jump]]ing height, alongside slow [[air speed|air]] and [[falling speed]]s (the former being the second-lowest after {{SSBM|Luigi}}), and their [[traction]] is also among the lowest in the game.


As a result of this quirk, the Ice Climbers have among the most powerful ground-based approaches in the game. Disjointed hitboxes, a variety of useful tilts and smashes, and a long, floaty wavedash give the Ice Climbers a wide variety of options on the ground. Their most powerful tool on the ground is their [[grab]]; despite having below-average grab range, they boast low knockback throws, giving them significant chain throwing potential. They can also perform the [[Wobbling]] infinite out of a grab, which is the most powerful single technique in the game if players can master it. In addition, the presence of Nana allows players to significantly rack up damage on opponents when they grab them. The presence of Nana also makes grabs and chain throws against Popo difficult to utilize, as she can potentially attack opponents during their grab to break it. Furthermore, the Ice Climbers have among the best projectiles in the game, [[Ice Shot]]; it is a ground-based projectile that limits the opponent's approach options, and falls off edges very quickly, allowing it to cover various low recovery options. While short-ranged, [[Blizzard]] can also have approaching applications, as Popo and Nana face the same direction when the attack is used during a short-hop; it can also be used as a reliable tool to rack up damage off a grab if Nana uses it while Popo pummels. The Ice Climbers also have the ability to perform the [[Freeze glitch]], which prevents their opponent from moving in any capacity when performed. Due to its [[broken|game-breaking]] potential, the tactic is banned in tournaments.
As a result of this quirk, the Ice Climbers have among the most powerful ground-based approaches in the game. Disjointed hitboxes, a variety of versatile tilts and smash attacks, and one of the longest and floatiest [[wavedash]]es offer the Ice Climbers a wide variety of options on the ground. In addition, the Ice Climbers also benefit from great KO potential and exceptional damage output despite their relatively small size. Their most powerful tool on the ground is their [[grab]] game: despite lacking an impressive grabbing range, their throws deal low knockback, giving them significant chain throwing potential. In addition, the latter is also one of the Ice Climbers' greatest strengths: the duo benefit from incredible [[chain grab]]bing ability. The duo can also perform a crucial infinite technique, [[wobbling]], out of a grab, which is the most powerful single technique in the game if players can master it. In addition, the presence of Nana allows players to significantly rack up damage on opponents when they grab them. The presence of Nana also makes grabs and chain throws against Popo difficult to utilize, as she can potentially [[counterattack]] opponents during their grab to break it.


The Ice Climbers' [[desynch]]ing techniques also have powerful ground-based applications. Since it essentially allows the control of both Climbers to some degree, experienced players can force Nana to perform certain tasks while Popo is occupied. This includes grabbing opponents immediately after Popo has thrown them (known as a hand-off) and attacking them while Popo keeps them locked in place, among other powerful benefits. Desynching, however, requires significant practice to use consistently, making the Ice Climbers one of the most technically demanding characters in the game.
Furthermore, the Ice Climbers have among the best projectiles in the game: [[Ice Shot]]; it is a ground-based projectile that limits the opponent's approach options, and falls off edges immediately, allowing it to cover various low recovering options. While short-ranged, [[Blizzard]] can also have approaching applications, as Popo and Nana face the same direction when the attack is performed during a short-hop; it can also be useful as a reliable tool to rack up damage off a grab if Nana performs it while Popo pummels. The Ice Climbers also have the ability to perform the [[freeze glitch]], which completely halts the opponent's mobility in all capacities when performed. Due to its [[broken|game-breaking]] potential, this particular tactic is banned in tournaments.


Despite a powerful ground-based approach, they have a difficult aerial approach. A high jumping height, low falling speed, slow, laggy aerials, and the second lowest air speed in the game (behind only {{SSBM|Luigi}}) give the Ice Climbers a poor [[SHFFL]]. Their low aerial and falling speeds also make pursuing airborne enemies extremely difficult. Some of the Ice Climbers' aerials have powerful applications; their down aerial keeps the enemy mostly in place due to its set knockback, allowing Popo to regrab if Nana uses it after a throw, and their neutral and back aerials are good spacing tools, with the latter having reliable KOing ability under 150%. However, due to their poor air speed and falling speed, and only one situational meteor (their forward aerial), their air game does not complement their powerful ground game overall. These various traits also give the Ice Climbers a below-average edgeguarding game, and they lack an extremely effective off-stage option. In addition, the Ice Climbers have the second worst traction in the game; similar to Luigi, this makes them highly reliant on wavedashing to approach, and technical errors, such as mistimed [[air dodge]]s, can set them up for significant punishment. Owing to their slightly below-average weight and low falling speed, the Ice Climbers are also highly vulnerable to being KOed from the upper blast line.
The Ice Climbers' [[desynch]]ing techniques also have powerful ground-based applications. Since it essentially allows the control of both Climbers to some degree, experienced players can force Nana to perform certain tasks while Popo is occupied. This includes grabbing opponents immediately after Popo has thrown them (known as a hand-off) and attacking them while Popo keeps them locked in place, among other powerful benefits. Desynching, however, requires significant practice for consistent usage, making the Ice Climbers one of the most technically demanding characters in the game.


Players who use the Ice Climbers must also know how to prevent themselves from losing Nana, as when she is KOed, Popo cannot fight nearly as effectively. As the Ice Climbers' attacks were designed to be two-in-one, Popo's attacks alone lack damage racking ability, making it much harder to accumulate percentage on the opponent 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 threatening nature of their usual grabs. In return, Popo is left vulnerable to chaingrabs and throw setups himself due to his low air speed and falling speed, and is limited in his recovery options; he is forced to recover with [[Squall Hammer]], which travels only horizontally. 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, is prone to endangering Nana, as she can either miss the ledge entirely 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 KOed.
Despite a powerful ground-based approach, approaching in the air with the Ice Climbers is complicated. A high jumping height, low falling speed, slow, laggy aerials, and the second-slowest air speed in the game (surpassed by only {{SSBM|Luigi}}) give the Ice Climbers a poor [[SHFFL]]. Their slow aerial and falling speeds also make pursuing airborne opponents extremely difficult. Some of the Ice Climbers' aerials have powerful applications; their [[down aerial]] retains the opponent mostly in place due to its set knockback and allows the Ice Climbers to escape [[juggling]] due to its rather quick descent, as well as the former allowing Popo to regrab if Nana performs it after a throw, their [[neutral aerial|neutral]] and [[back aerial]]s are good spacing tools, with the latter being the 5th strongest back aerial in the game, KOing under 105% at the ledge, and their [[forward aerial]] is a powerful [[meteor smash]] (when sweetspotted) with large range, making it an intimidating edgeguarding tool. However, due to their poor air speed and slow falling speed, and only one situational meteor smash (their forward aerial), their aerial game does not complement their powerful grounded game overall. These various traits also give the Ice Climbers a sub-par edgeguarding game, and the duo lack an extremely effective offstage option. In addition, despite their formidable grounded approach, the Ice Climbers have the second-lowest traction in the game and only average dashing speed; similar to Luigi, this makes them widely reliant on wavedashing to approach, and technical errors, such as mistimed [[air dodge]]s, can set them up for significant punishment. Owing to their slightly below-average [[weight]] and low falling speed, the Ice Climbers are also quite vulnerable to being KO'd early from the upper blast line.
 
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.


==Version history==
==Version history==
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|game=SSBM
|game=SSBM
|neutralcount=2
|neutralcount=2
|neutralname=Pound ({{ja|たたきおろし|Tataki Oroshi}}, ''Strike Down'') / Upswing ({{ja|たたきあげ|Tataki Age}}, ''Strike Up'')
|neutralname=Pound ({{ja|ポンド|Pondo}}) / Upswing ({{ja|アップスイング|Appusuingu}})
|neutral1dmg=1-2%
|neutral1dmg=1-2%
|neutral2dmg=3-4%
|neutral2dmg=3-4%
|neutraldesc=A horizontal swipe followed by an upward swing.
|neutraldesc=A horizontal swipe followed by an upward swing.
|ftiltname=Hammer Swing ({{ja|真横たたき|Mayoko Tataki}}, ''Horizontal Swing'')
|ftiltname=Hammer Swing ({{ja|ハンマースイング|Hanmā Suingu}})
|ftiltdmg=7-8%
|ftiltdmg=7-8%
|ftiltdesc=Does a side swing with their hammers with long reach. Can [[wobble]]. Can be angled up or down, but deals the same damage regardless.
|ftiltdesc=Does a side swing with their hammers with long reach. Can [[wobble]]. Can be angled up or down, but deals the same damage regardless.
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|utiltdmg=0-1% (hits 1-6), 6-7% (hit 7)
|utiltdmg=0-1% (hits 1-6), 6-7% (hit 7)
|utiltdesc=Twirl their hammers above themselves, being short-ranged, but highly damaging. Can deal up to 21% damage if both Ice Climbers connect all hits and if the move is used fresh. Can [[wobble]] in conjunction with back air.
|utiltdesc=Twirl their hammers above themselves, being short-ranged, but highly damaging. Can deal up to 21% damage if both Ice Climbers connect all hits and if the move is used fresh. Can [[wobble]] in conjunction with back air.
|dtiltname=Shin Attack ({{ja|スネたたき|Sune Tataki}}, ''Shin Strike'')
|dtiltname=Shin Attack ({{ja|スネたたき|Sune Tataki}})
|dtiltdmg=4-5%
|dtiltdmg=4-5%
|dtiltdesc=Swings their hammer low across the ground. One of the Ice Climbers' less damaging moves even with both their damages combined. Can [[wobble]].
|dtiltdesc=Swings their hammer low across the ground. One of the Ice Climbers' less damaging moves even with both their damages combined. Can [[wobble]].
|dashname=Scoop ({{ja|すくいあげ|Sukui Age}}, ''Scoop Up'')
|dashname=Scoop ({{ja|スクープ|Sukūpu}})
|dashdmg=8-9%
|dashdmg=8-9%
|dashdesc=Sweeps upwards with their hammers while coming to a stop. Has some ending lag, but both Ice Climbers' hits add up to an impressive damage output for a dash attack.
|dashdesc=Sweeps upwards with their hammers while coming to a stop. Has some ending lag, but both Ice Climbers' hits add up to an impressive damage output for a dash attack.
|fsmashname=Ice Hammer ({{ja|クイ打ち|Kui Uchi}}, ''Stake Smash'')
|fsmashname=Ice Hammer ({{ja|アイスハンマー|Aisu Hanmā}})
|fsmashdmg={{ChargedSmashDmgSSBM|12}}-{{ChargedSmashDmgSSBM|14}} (head), {{ChargedSmashDmgSSBM|9}}-{{ChargedSmashDmgSSBM|10}} (handle)
|fsmashdmg={{ChargedSmashDmgSSBM|12}}-{{ChargedSmashDmgSSBM|14}} (head), {{ChargedSmashDmgSSBM|9}}-{{ChargedSmashDmgSSBM|10}} (handle)
|fsmashdesc=Lifts their hammers over their heads, then smash them straight down. Great damage and knockback if both Ice Climbers' connect. Can [[wobble]] if staled.
|fsmashdesc=Lifts their hammers over their heads, then smash them straight down. Great damage and knockback if both Ice Climbers' connect. Can [[wobble]] if staled.
|usmashname=Icicle Crasher ({{ja|つらら割り|Tsurara-Wari}}, ''Icicle Splitter'')
|usmashname=Icicle Crasher ({{ja|つらら割り|Tsurara Wari}})
|usmashdmg={{ChargedSmashDmgSSBM|10}}-{{ChargedSmashDmgSSBM|11}}
|usmashdmg={{ChargedSmashDmgSSBM|10}}-{{ChargedSmashDmgSSBM|11}}
|usmashdesc=Swings their hammers in an arc over their heads. Excellent for getting KOs at higher percentages.
|usmashdesc=Swings their hammers in an arc over their heads. Excellent for getting KOs at higher percentages.
|dsmashname=Hammer Sweep ({{ja|回転たたき|Kaiten Tataki}}, ''Spinning Strike'')
|dsmashname=Hammer Sweep ({{ja|足もと打ち|Ashimoto Uchi}}, ''Leg Strike'')
|dsmashdmg={{ChargedSmashDmgSSBM|11}}-{{ChargedSmashDmgSSBM|12}}
|dsmashdmg={{ChargedSmashDmgSSBM|11}}-{{ChargedSmashDmgSSBM|12}}
|dsmashdesc=Spins around and sweeps the ground with their hammers. Fast, but somewhat short ranged, good for tight [[spacing]]. Good horizontal knockback. Can [[wobble]] if staled.
|dsmashdesc=Spins around and sweeps the ground with their hammers. Fast, but somewhat short ranged, good for tight [[spacing]]. Good horizontal knockback. Can [[wobble]] if staled.
|nairname=Icy Whirlwind ({{ja|クライマーターン|Kuraimā Tān}}, ''Climber Turn'')
|nairname=Icy Whirlwind ({{ja|氷の旋風|Kōri no Senpū}})
|nairdmg=7-8%
|nairdmg=7-8%
|nairdesc=Twirls around in the air, hammers extended. Short ranged, but good for aerial spacing and following up with another neutral aerial if predicted right. Can [[wobble]] in conjunction with back air..
|nairdesc=Twirls around in the air, hammers extended. Short ranged, but good for aerial spacing and following up with another neutral aerial if predicted right. Can [[wobble]] in conjunction with back air..
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|fairdmg=9-11% (leader), 8-10% (partner)
|fairdmg=9-11% (leader), 8-10% (partner)
|fairdesc=Hold their hammers up, then bring them down in a similar fashion to their forward smash. Can [[meteor smash]] if [[sweetspot]]ted, which is located at the handle of their hammers.
|fairdesc=Hold their hammers up, then bring them down in a similar fashion to their forward smash. Can [[meteor smash]] if [[sweetspot]]ted, which is located at the handle of their hammers.
|bairname=Reverse Swing ({{ja|ふりむきたたき|Furimuki Tataki}}, ''Turning Strike'')
|bairname=Reverse Swing ({{ja|リバーススイング|Ribāsu Suingu}})
|bairdmg=11-12% (head), 10-11% (handle)
|bairdmg=11-12% (head), 10-11% (handle)
|bairdesc=Turn around and does a backswing with their hammers. Can [[wobble]]. Fifth most powerful back aerial in ''Melee''.
|bairdesc=Turn around and does a backswing with their hammers. Can [[wobble]]. Fifth most powerful back aerial in ''Melee''.
|uairname=Hammer Reach ({{ja|上突きもどき|Ue Tsuki Modoki}}, ''Mock Up Thrust'')
|uairname=Hammer Reach ({{ja|ハンマーリーチ|Hanmā Rīchi}})
|uairdmg=8-9% (clean), 7% (late)
|uairdmg=8-9% (clean), 7% (late)
|uairdesc=Thrust their hammers above themselves just like their up tilt, but with only one hitbox per Ice Climber.
|uairdesc=Thrust their hammers above themselves just like their up tilt, but with only one hitbox per Ice Climber.
|dairname=Hammer Ride ({{ja|下突きもどき|Shita Tsuki Modoki}}, ''Mock Down Thrust'')
|dairname=Hammer Ride ({{ja|ハンマーライド|Hanmā Raido}})
|dairdmg=8-9%
|dairdmg=8-9%
|dairdesc=Hold their hammers below themselves and fall downwards. Has long duration and some landing lag (though [[L-cancelling]] helps). This attack has extremely low [[set knockback]], and therefore cannot KO grounded opponents at any percentage. It can help prevent air [[juggling]] a bit due to the slightly increased falling speed.
|dairdesc=Hold their hammers below themselves and fall downwards. Has long duration and some landing lag (though [[L-cancelling]] helps). This attack has extremely low [[set knockback]], and therefore cannot KO grounded opponents at any percentage. It can help prevent air [[juggling]] a bit due to the slightly increased falling speed.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Grabs the opponent. While the lead Ice Climber is holding the opponent, the partner can attack the grabbed opponent, but will take less damage from their attacks (attacks deal half the damage they usually do).
|grabdesc=Grabs the opponent. While the lead Ice Climber is holding the opponent, the partner can attack the grabbed opponent, but will take less damage from their attacks (attacks deal half the damage they usually do).
|pummelname=Cold Headbutt ({{ja|つかみずつき|Tsukami Zutsuki}}, ''Grab Headbutt'')
|pummelname=Cold Headbutt ({{ja|冷たい頭突き|Tsumetai Zudzuki}})
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=The lead climber headbutts the opponent, whereas the player has some control over the partner while pummeling. The damage adds up quickly due to [[desynching]].
|pummeldesc=The lead climber headbutts the opponent, whereas the player has some control over the partner while pummeling. The damage adds up quickly due to [[desynching]].
|fthrowname=Hockey Slapshot ({{ja|ホッケーショット|Hokkē Shotto}}, ''Hockey Shot'')
|fthrowname=Hockey Slapshot ({{ja|ホッケーのスラップショット|Hokkē no Surappushotto}})
|fthrowdmg=6% (hit 1), 5% (throw)
|fthrowdmg=6% (hit 1), 5% (throw)
|fthrowdesc=Hits opponent forward with their hammer.
|fthrowdesc=Hits opponent forward with their hammer.
|bthrowname=Snow Mt. Throw ({{ja|雪山投げ|Yukiyama Nage}}, ''Snow Mountain Throw'')
|bthrowname=Snow Mt. Throw ({{ja|雪山投擲|Yukiyama Tōteki}})
|bthrowdmg=8% (collateral), 7% (throw)
|bthrowdmg=8% (collateral), 7% (throw)
|bthrowdesc=Takes opponent and flings them behind with one hand.
|bthrowdesc=Takes opponent and flings them behind with one hand.
|uthrowname=Icicle Toss ({{ja|つかみつらら割り|Tsukami Tsurara-Wari}}, ''Grab Icicle Splitter'')
|uthrowname=Icicle Toss ({{ja|つらら投げ|Tsurara Nage}})
|uthrowdmg=6% (hit 1), 5% (throw)
|uthrowdmg=6% (hit 1), 5% (throw)
|uthrowdesc=Throw opponent upwards, then hits them with their hammer. Powerful, though it's power costs them combo follow ups, for a throw. One of the strongest throws in the game.
|uthrowdesc=Throw opponent upwards, then hits them with their hammer. Powerful, though it's power costs them combo follow ups, for a throw. One of the strongest throws in the game.

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