Editing Ice Climbers (SSBM)
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 8: | Line 8: | ||
|ssbgame2 = SSBU | |ssbgame2 = SSBU | ||
|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = B | |tier = B | ||
|tierPAL = C | |tierPAL = C | ||
|ranking = | |ranking = 7 | ||
|rankingPAL = 8 | |rankingPAL = 8 | ||
}} | }} | ||
{{cquote|A mallet-swinging duo from the icy peaks.|cite=Melee's instruction manual}} | |||
Announced at [[E3]] 2001, the '''Ice Climbers''' ({{ja|アイスクライマー|Aisu Kuraimā}}, ''Ice Climber'') are playable characters in ''[[Super Smash Bros. Melee]]''. They are voiced by Sanae Kobayashi in the game. | |||
They rank | They rank 7th on the tier list (in the B tier), highly accredited to the usage of [[Wobbling]] and [[Desynching]] and the fact that the fighter is literally "two-in-one", which helps the climbers rack up damage, combo, and KO opponents; this gives the Ice Climbers one of the best grab games in ''Melee''. Additionally, good players can quickly rack up damage with the two, and they have good approach options on the ground, due to disjointed hitboxes and two decent projectiles. The two also have a very long and floaty wavedash, aiding their approach tremendously. The Ice Climbers, however, have a poor air game, and their floatiness causes them to be vulnerable to juggling and combos. Another vulnerability is that many of their benefits are lost if the second Climber is KO'ed, including the ability to wobble. | ||
==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 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. | ||
As a result of | As a result of their unusual gimmick, 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, especially in [[approach]]ing. Their most powerful tool on the ground is their [[grab]]; despite having a 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' [[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. | 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. | ||
Despite a powerful ground-based approach, | Despite a powerful ground-based approach, aerial approaches can prove to be difficult. 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. | ||
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 | 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 force Ice Climbers players to be situationally aware and abuse their powerful ground and grab games to prevent their Climbers from being separated and KOed. | ||
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. | |||
==Moveset== | ==Moveset== | ||
Line 46: | Line 41: | ||
|game=SSBM | |game=SSBM | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname= | |neutralname= | ||
|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= | |ftiltname= | ||
|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. | ||
|utiltname= | |utiltname= | ||
|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= | |dtiltname= | ||
|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= | |dashname= | ||
|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= | |fsmashname= | ||
|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= | |usmashname= | ||
|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= | |dsmashname= | ||
|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= | |nairname= | ||
|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.. | ||
|fairname= | |fairname= | ||
|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= | |bairname= | ||
|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]] | |bairdesc=Turn around and does a backswing with their hammers. Can [[wobble]]. | ||
|uairname= | |uairname= | ||
|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= | |dairname= | ||
|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= | |grabname= | ||
|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= | |pummelname= | ||
|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= | |fthrowname= | ||
|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= | |bthrowname= | ||
|bthrowdmg= | |bthrowdmg=7% | ||
|bthrowdesc=Takes opponent and flings them behind with one hand. | |bthrowdesc=Takes opponent and flings them behind with one hand. | ||
|uthrowname= | |uthrowname= | ||
|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. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=6% | |dthrowdmg=6% | ||
|dthrowdesc=Spins and then slams the opponent on the ground. The attack deals little damage, but the opponent is usually knocked right in front them, leading into many quick combos and [[chaingrab]]s. | |dthrowdesc=Spins and then slams the opponent on the ground. The attack deals little damage, but the opponent is usually knocked right in front them, leading into many quick combos and [[chaingrab]]s. | ||
Line 116: | Line 111: | ||
|edgesdesc=Slowly gets up and thrusts their hammers forward. | |edgesdesc=Slowly gets up and thrusts their hammers forward. | ||
|nsname=Ice Shot | |nsname=Ice Shot | ||
|nsdmg=8-9% (hammer), 5%/4% (ice block ground/air) | |nsdmg=8-9% (hammer), 5%/4% (ice block ground/air) | ||
|nsdesc=Each Ice | |nsdesc=Each Ice Climbers fire off a block of ice that travel along the ground, bouncing off walls. If used in mid-air, the ice block falls fast until it hits the ground, and they travel very fast down slopes. It's possible for an opponent to become [[frozen]] if they have high damage. Using Ice Shot at very close range can catch enemies with both the ice blocks and the hammers. The ice block can be [[reflect]]ed and [[absorb]]ed. If one ice block gets reflected, the other one can cancel it out. | ||
|ssname=Squall Hammer | |ssname=Squall Hammer | ||
|ssdmg=1-4% (loop) | |ssdmg=1-4% (loop) | ||
Line 126: | Line 121: | ||
|dsname=Blizzard | |dsname=Blizzard | ||
|dsdmg= 1-2% (loop) | |dsdmg= 1-2% (loop) | ||
|dsdesc=Each Ice | |dsdesc=Each Ice Climbers blows icy wind from their hands, damaging nearby opponents. When the move is used on the ground, the partner will shoot in the direction opposite of the leader. Can rack up damage and [[freeze]] opponents for a small amount of time. The move can be used to perform Blizzobbling, a variation of [[Wobbling]] performed with Blizzard; instead of a tilt, the partner uses Blizzard to damage the opponent while the leader pummels. This attack has [[Priority#Transcendent_priority|transcendent priority]]. | ||
}} | }} | ||
===[[Taunt]]=== | ===[[Taunt]]=== | ||
Line 196: | Line 148: | ||
|char=Climbers}} | |char=Climbers}} | ||
==In [[ | ==In [[Competitive play]]== | ||
=== | ===[[Character matchup (SSBM)|Matchups]]=== | ||
{{SSBMMatchupTable|iceclimbers=yes}} | |||
The Ice Climbers have good matchups all around. They are countered by two characters, soft countered by 3, have 6 even matchups, soft counter 8, counter 4, and hard counter 2. The Ice Climbers generally do well against characters who are overly reliant on [[grab]]s to start their punishes, have a weight class that makes them susceptible to their own grab and [[wobbling]] setups, or do not have the appropriate tools to safely separate the two Climbers, such as {{SSBM|Sheik}} and {{SSBM|Pikachu}}. They also do well against lower-tiered characters who do not have the tools to challenge their grounded mobility. | |||
'' | Conversely, they do not do well against characters who can zone them out, separate them, or combat their ground-based neutral game effectively, such as {{SSBM|Fox}}, {{SSBM|Marth}}, and {{SSBM|Ganondorf}}. They also have a hard time dealing with {{SSBM|Samus}}'s projectiles. {{SSBM|Peach}} is considered the Ice Climbers' hardest counter, as not only can she separate the Ice Climbers, but can also easily KO Nana with a string of float-canceled aerials and stay out of harm's way by floating out of reach of the Ice Climbers' attacks and grabs. Regardless, the Ice Climbers still have one of the best matchup spreads in the game. | ||
====Current metagame==== | |||
The Ice Climbers' matchups have worsened as the metagame progressed. [[SSBM|Dr. Mario]] and Falco, both of whom were considered to go even with the Ice Climbers, are now considered to win against them. Falco can easily separate the two with shine, down smash, and forward smash, as well as his jump height allowing him to platform camp at a level where the Eskimos can't challenge. Dr. Mario can KO them with ease thanks to his forward smash and powerful aerials, and can separate rather quickly with his throws. In addition, Jigglypuff is also now considered a counter to the Ice Climbers, rather than an even matchup, as it can use its superior aerial mobility to play noncommittally after gaining a lead, making it nearly impossible for the Ice Climbers to stage a comeback once they're behind. Yoshi also has an advantage against the Ice Climbers rather than being countered by them, as he has several ways to easily separate and KO them. Both of these characters now use their unique traits more often (superior aerial mobility and tricky platform movement, respectively) to avoid the Ice Climbers' threat zone. However, despite these worsened matchups, the legalization of [[wobbling]] and the discovery of new grab setups have kept their tournament results strong. | |||
===Notable players=== | |||
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | |||
''Any number following the Smasher name indicates placement on the [[2019 MPGR]], which recognizes the official top 100 players in the world in [[Super Smash Bros. Melee]]. | |||
=== | ====Active==== | ||
{{ | *{{Sm|Admiral|USA}} | ||
*{{Sm|ARMY|USA}} (#26) - Currently one of the best three best ice climbers players in the world. | |||
*{{Sm|Bananas|USA}} (#28) - Currently one of the best three Ice Climbers players in the world. | |||
*{{Sm|Boyd|USA}} (#78) | |||
*{{Sm|Boback|USA}} | |||
*{{Sm|ChuDat|USA}} (#23) - The best Ice Climbers player of all time and currently one of the best three. Took sets off {{Sm|Mang0}}, {{Sm|Hungrybox}}, {{Sm|Mew2King}} and is the only Ice Climbers player to ever take a game off {{Sm|Armada}}. Recently placed 17th at {{Trn|GENESIS 6}}, 13th at {{Trn|Smash 'N' Splash 5}}, and 7th at {{Trn|Pound 2019}}. | |||
*{{Sm|Däumling|Germany}} - Ranked 2nd in [[German Power Rankings|Germany]] 2017 and 17th in [[European Melee Power Rankings|Europe]] | |||
*{{Sm|Delphiki|USA}} | |||
*{{Sm|DiplomaticTucan|USA}} | |||
*{{Sm|dizzkidboogie|USA}} | |||
*{{Sm|Drunksloth|USA}} | |||
*{{Sm|FA0|Sweden}} - Ranked 3rd in Stockholm 2017, 2nd best Ice Climbers player in Sweden | |||
*{{Sm|Fatman.Spam|Germany}} | |||
*{{Sm|Flipsy|USA}} | |||
*{{Sm|Fork|Canada}} | |||
*{{Sm|CC|France}} - Best Ice Climbers player in France | |||
*{{Sm|JohnnyFight|Sweden}} - Ranked 2nd in Gothenburg 2017, best Ice Climbers player in Sweden | |||
*{{Sm|Myougi|USA}} | |||
*{{Sm|Nintendude|USA}} (#81) - Co-Mains Ice Climbers along with Marth. | |||
*{{Sm|Sharkz|USA}} (#93) | |||
*{{Sm|Tomber|Denmark}} | |||
*{{Sm|Trail|USA}} | |||
*{{Sm|Watch|Japan}} - Best Ice Climbers player in Japan ranked 20th in [[Japan SSBM Rank 2017]]. | |||
====Inactive==== | |||
*{{Sm|Fly Amanita|USA}} | |||
*{{Sm|HammerTime|Canada}} | |||
*{{Sm|Rich Boi Rich|USA}} - Has dropped Ice Climbers in favor of Fox | |||
*{{Sm|Wobbles|USA}} - Formerly regarded as the best solo Ice Climbers Main and helped to invent "Wobbling". | |||
===Tier placement and history=== | |||
The Ice Climbers were once a middle to low-middle tiered character, as in the beginning of ''Melee'', professionals had not made significant discoveries with them. With the discovery of the Ice Climbers' [[desynching]] combos, as well as [[wobbling]] (which guarantees a stock if performed correctly), they started moving up the ranks. The growing dominance of {{Sm|Chu Dat}} and then {{Sm|Wobbles}} and {{Sm|Fly Amanita}} inched them first to the middle tier, then to a tier of their own between the top and high tiers, where they resided for more than two years. {{Sm|Wobbles}}'s second place finish at [[EVO 2013]] with the Ice Climbers did not change their tier position but finally pushed them into the S tier, where they are at last recognized as a viable character for tournaments alongside the top tiered characters. With the release of the twelfth tier list, they moved up one spot, above {{SSBM|Captain Falcon}}, for the first time. | |||
{{ | |||
==In | ==In single player modes== | ||
===In {{SSBM|Classic Mode}}=== | ===In {{SSBM|Classic Mode}}=== | ||
Ice Climbers can appear in a one-on-one, as an ally, on a team with {{SSBM|Kirby}}, or as a metal opponent. Ice Climbers are fought on Icicle Mountain except in the metal battle. | |||
===In [[Adventure Mode]]=== | ===In [[Adventure Mode]]=== | ||
Ice Climbers' sole appearance is on Stage 10: [[Icicle Mountain]]. The player is initially tasked with navigating the stage for 51 seconds; following this, two pairs of Ice Climbers attack the player. The player must then KO both Ice Climbers to proceed to the next stage. | |||
===In [[All-Star Mode]]=== | ===In [[All-Star Mode]]=== | ||
Ice Climbers and their allies are fought on [[Icicle Mountain]] | |||
===In [[Event Matches]]=== | ===In [[Event Matches]]=== | ||
Ice Climbers appear in the following Events: | |||
*'''[[Event 11: King of the Mountain]]''': The player must survive for 1 minute 2 seconds on Icicle Mountain. Two pairs of Ice Climbers will hinder the player and have unlimited lives. | *'''[[Event 11: King of the Mountain]]''': The player must survive for 1 minute 2 seconds on Icicle Mountain. Two pairs of Ice Climbers will hinder the player and have unlimited lives. | ||
*'''[[Event 21: Ice Breaker]]''': The player must KO two Nanas in a | *'''[[Event 21: Ice Breaker]]''': The player must KO two Nanas (the pink Ice Climber) in a 1 stock match. All the Ice Climbers do is jump but can recover. KOing Popo (the blue Ice Climber) anytime results in a failure. | ||
*'''[[Event 30: All-Star Match 3]]''': | *'''[[Event 30: All-Star Match 3]]''': Ice Climbers is the last opponent the player must fight in this series of staged battles. Their character battles them on the [[Icicle Mountain]] stage, and the player's character has 2 stock while Ice Climbers has 1. With a timer of four minutes, the player must defeat them and the other three characters with the overall time and life they have: Kirby, {{SSBM|Pikachu}} and {{SSBM|Ness}}. | ||
=== | ===Ending images=== | ||
<center> | <center> | ||
<gallery> | <gallery> | ||
IceClimbersClassicMode.jpg|Classic | IceClimbersClassicMode.jpg|Classic | ||
IceClimbersAdventureMode.jpg|Adventure | IceClimbersAdventureMode.jpg|Adventure | ||
IceClimbersAllStarMode.jpg|All-Star | IceClimbersAllStarMode.jpg|All-Star | ||
</gallery> | </gallery> | ||
</center> | </center> | ||
== | ==Trophies== | ||
:'''Ice Climbers''' ''(Classic)'' | |||
:''That's Popo in the blue and Nana in the pink. These two stars of the game ''Ice Climber'' have scaled many an ice summit in their mountaineering careers. Back in their glory days, they chased eggplants, cucumbers, and other vegetables that inexplicable fell from frosty summits where a [[condor]] reigned supreme. They're rarely seen apart.'' | |||
:*[[Ice Climber (game)|Ice Climber]] | |||
:*(10/85) | |||
:'''Ice Climbers''' ''(Adventure)'' | |||
:''This unique twosome fights together as a team. Your score will not be affected if the [[CPU]]-controlled character is [[KO]]'d, but a lone Ice Climber won't be able to use teamwork moves, which mini-glaciers out of their hammers, while Squall Hammer is at it's strongest when Nana and Popo combine their strength.'' | |||
:*B: [[Ice Shot]] | |||
:*Smash B: [[Squall Hammer]] | |||
:'''Ice Climbers''' ''(All-Star)'' | |||
:''The colors of the Ice climbers' parkas denote who's in the lead: Nana's in pink and orange, while Popo's in green or blue. their hairstyles are also slightly different. Belay allows them to cover great distances, but doesn't give foes the chance to target their landing. Blizzard is best used in close quarters; in the fray, Nana and Popo sometimes freeze opponents.'' | |||
:*Up & B: [[Belay]] | |||
:*Down & B: [[Blizzard]] | |||
: | |||
<center> | |||
| | <gallery> | ||
Ice Climber Trophy Melee.png|Classic, #109 | |||
| | Ice Climber Trophy (Smash).png|Adventure, #110 | ||
File:Ice Climber Trophy (Smash 2).png|All-Star, #111 | |||
| | </gallery> | ||
</center> | |||
==[[Alternate costume (SSBM)#Ice Climbers|Alternate costumes]]== | ==[[Alternate costume (SSBM)#Ice Climbers|Alternate costumes]]== | ||
Line 304: | Line 262: | ||
<gallery> | <gallery> | ||
SSBM Ice Climbers HQ.jpg|Official artwork of Ice Climbers. | SSBM Ice Climbers HQ.jpg|Official artwork of Ice Climbers. | ||
CaptainFalconClassicMode.jpg|Knocked back by {{SSBM|Captain Falcon}}'s [[Falcon Kick]] on [[Corneria]]. | CaptainFalconClassicMode.jpg|Knocked back by {{SSBM|Captain Falcon}}'s [[Falcon Kick]] on [[Corneria]]. | ||
YoshiAllStarMode.jpg|Using Belay on Fourside. | YoshiAllStarMode.jpg|Using [[Belay]] on [[Fourside]]. | ||
</gallery> | </gallery> | ||
</center> | </center> | ||
Line 317: | Line 269: | ||
==Trivia== | ==Trivia== | ||
*The CPU level of the trailing Ice Climber is equal to the percentage of the leader, divided by 20, rounded down, and then clamped to the interval 1-9. [http://www.reddit.com/r/SSBM/comments/34ba6b/my_friend_bigvegetabluntz_discovered_a_breakdown/] | *The CPU level of the trailing Ice Climber is equal to the percentage of the leader, divided by 20, rounded down, and then clamped to the interval 1-9. [http://www.reddit.com/r/SSBM/comments/34ba6b/my_friend_bigvegetabluntz_discovered_a_breakdown/] | ||
*Changing the language to Japanese on an English copy of ''Melee'' changes the Ice Climbers | *Changing the language to Japanese on an English copy of ''Melee'' changes the Ice Climbers name to "Ice Climber", as the Japanese language does not differentiate words as plural like in English. | ||
*The Ice Climbers are tied with {{SSBM|Ganondorf}} for the world record in the [[Home-Run Contest]], and are the only character other than Ganondorf to have reached the max distance. Unlike Ganondorf, however, the Ice Climbers have to exploit the [[Freeze glitch]] in order to be able to reach these distances in the Home-Run Contest. | *The Ice Climbers are tied with {{SSBM|Ganondorf}} for the world record in the [[Home-Run Contest]], and are the only character other than Ganondorf to have reached the max distance. Unlike Ganondorf, however, the Ice Climbers have to exploit the [[Freeze glitch]] in order to be able to reach these distances in the Home-Run Contest. | ||
*The Ice Climbers are the only starter character from a newly represented universe. | *The Ice Climbers are the only starter character from a newly represented universe. | ||
*Even though the Ice Climbers are called "Ice Climbers" in | *Even though the Ice Climbers are called "Ice Climbers" in English, their English chant still says "Ice Climber" (the Japanese name of the character). | ||
{{SSBMCharacters}} | {{SSBMCharacters}} | ||
{{EnemiesAdvSSBM}} | {{EnemiesAdvSSBM}} |