Editing Ice Climbers (SSBU)

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|ssbgame2 = SSBB
|ssbgame2 = SSBB
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = C+
|ranking = 51
}}
}}
 
The '''Ice Climbers''' ({{ja|アイスクライマー|Aisu Kuraimā}}, ''Ice Climber'') are a playable fighter in ''[[Super Smash Bros. Ultimate]]''. They were confirmed on June 12th, 2018. Although they are a team, the Ice Climbers are collectively classified as [[Fighter number|Fighter #15]].
The '''Ice Climbers''' ({{ja|アイスクライマー|Aisu Kuraimā}}, ''Ice Climber'') are playable fighters in ''[[Super Smash Bros. Ultimate]]''. They were confirmed on June 12th, 2018. Although they are a team, the Ice Climbers are collectively classified as [[Fighter number|Fighter #15]].


The Ice Climbers are once again voiced by Sanae Kobayashi, with her portrayals from ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]'' being repurposed for ''Ultimate''.
The Ice Climbers are once again voiced by Sanae Kobayashi, with her portrayals from ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]'' being repurposed for ''Ultimate''.
The Ice Climbers are ranked 51st out of 82 on the tier list, putting them at the top of the C+ tier. This is a huge drop from their 2nd out of 38 ranking in ''Brawl'', and their worst placement in the series. The Ice Climbers serve as an unconventional close-quarters combat character due to their tag-team mechanic, which allows the duo to get away with certain unfavorable situations since the partner climber causes hitlag upon shielding or taking an attack. With proper execution, they possess some of the highest damage outputs of the entire cast in terms of both raw power and combo abilities, alongside solid frame data which allows them to take on an aggressive playstyle in spite of their poor mobility. The Climbers themselves aren't too susceptible to combos due to their short stature and low falling speed, while the partner climber is capable of disrupting combo attempts by their opponent. These advantages grant the Ice Climbers a formidable advantage state and punish game, as one mistake has the potential to lead to heavy damage or a [[zero-to-death combo]], while also making their disadvantage state difficult to capitalize on if their opponent is unable to KO the partner climber quickly.
Despite all their strengths, the Ice Climbers have glaring flaws, mainly coming from the vulnerability of the partner Ice Climber and the loss of a few important tools between the transition from ''Brawl'' to ''Ultimate''. Universal changes to prevent [[chain-grab]]bing make cheesing opponents much harder, especially since the partner climber cheers while the main climber throws an opponent. The partner climber was also made to panic when their leader is grabbed, making previously near-guaranteed grab escapes far less reliable. While they boast significant damage output and KO potential, it becomes heavily diminished if the partner is KO'd. This is not an uncommon occurrence, either, since they take 1.02× more damage and knockback and deprioritize most attempts to defend themselves if separated. Their main recovery methods, Belay and Squall Hammer, are also drastically weakened if the partner is KO'd during the stock, to the point that Squall Hammer no longer provides any height and Belay becomes nearly useless. With these handicaps on the table, defending the partner climber is essential to the character's success. It is also notoriously difficult to use the duo at their strongest, as their most formidable [[advanced technique]]s, such as [[Desynching]], require high technical skill and are difficult to perform consistently. Finally, the climbers have some innate issues such as a lack of range and an aforementioned low approach speed, alongside a mediocre out of shield game without the help of a partner.
Overall, the Ice Climbers have many unique advantages possessed by no other character, with an extremely high skill ceiling, many advanced techniques and potentially high payout; however, the loss of their most abusable tricks from previous games and the technical skill required to perform optimally with them have led to very low usage rates and representation at top-level play. Nonetheless, they are still a viable character and have seen some strong results thanks to the efforts of {{Sm|Big D}}.


==How to unlock==
==How to unlock==
Complete one of the following:
Complete one of the following:
*Play [[VS. match]]es, with the Ice Climbers being the 10th characters to be unlocked.
*Play [[VS. match]]es, with the Ice Climbers being the 10th characters to be unlocked.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Link}} or any character in his unlock tree, being the 2nd character unlocked after {{SSBU|King K. Rool}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Link}} or any character in his unlock tree, being the 2nd characters unlocked after {{SSBU|King K. Rool}}.
*Have the Ice Climbers join the player's party in [[World of Light]].
*Have the Ice Climbers join the player's party in [[World of Light]].
The Ice Climbers must then be defeated on [[Summit]] (the [[Ω form]] is used in World of Light).
With the exception of the third method, the Ice Climbers must then be defeated on [[Summit]].


==Attributes==
==Attributes==
The Ice Climbers are a pair of [[weight|middleweight]]s (weighing 92 units, the same as {{SSBU|Lucario}}, {{SSBU|Wolf}}, {{SSBU|Villager}}, {{SSBU|Mythra}}, and {{SSBU|Steve}}), with small bodies, above average [[jump]]s, below average [[air speed]] and [[air acceleration]], low [[gravity]], and slow [[falling speed]]. Unique to a majority of the roster, they are the archetypical tag team fighters, though each Climber is a unique character in their own right. The partner (Nana by default) is controlled by a CPU and mimics what the leader (Popo by default) does with a six frame delay. As such, the player is essentially controlling two characters at the same time with slight tweaks; the partner has slightly higher mobility attributes, deals less damage, receives more damage, and is knocked back farther than the leader. When separated, the partner's AI takes control over their movement, and guides them back to the leader, ignoring most opponents in their path. While one Ice Climber deals underwhelming damage on their own, the two's power combined can make them very formidable.
Most of the Ice Climbers' grounded moveset is fairly quick and disjointed, allowing for versatile use. Their [[forward tilt]] has impressive knockback growth, and can 2-frame and KO fellow middleweights at about 135%. [[Up tilt]] is short ranged, but one of the Ice Climbers' most useful moves, hitting multiple times with low knockback and dealing excellent damage. It also allows for a direct chain into a series of [[up aerial]]s until about 115%, making it paramount in initiating combos and kill confirms. [[Down tilt]] is one of their quickest grounded moves, acting as a strong semi-spike at high percentages, and making follow-ups into tech-chases or edgeguards very easy. Dash attack sends opponents above the leader for quick transitions into aerials or desynced combos similarly to up tilt. However, it has very low knockback growth, making it only useful in starting combos.
Complementing their tilts, the Ice Climbers' [[smash attacks]] are also very useful and excellent KO options. [[Forward smash]] is the duo's strongest smash, dealing impressive damage despite its quick speed, and respectable knockback even at lower percentages, reliably KOing at about 70% at edge of the stage. [[Up smash]] is similarly powerful, but is slower in its start-up and ending. It hits in a wide area directly above the Ice Climbers, and can KO at about 120%. [[Down smash]] is the fastest but also the weakest of the duo's smash attacks. Each Climber swings in one direction, and can even catch large targets with both hits, but if only the leader is currently on stage, they become vulnerable to rolls due to the lack of a hitbox from behind.
The Ice Climbers' aerials are all strong options and are the basis of most of their combos. [[Neutral aerial]] has weak knockback, but is also quick to start, very safe, fairly damaging, and has a long-lasting hitbox, making it a threatening combo and [[gimp]]ing tool. [[Forward aerial]] is an overhead swing, which is slow and deceptively inactive, but deals immense damage and is the safest air attack in the game. The partner's version of the move has a sweetspot with a very strong spike that can net a KO impressively early offstage, and acts as the Ice Climbers' deadliest [[edgeguard]]ing tool. [[Back aerial]] is an exceedingly useful move for its high speed, incredible safety, and staggering power. Up aerial is one of their best moves for a variety of scenarios. The move has excellent combo and juggling capabilities at low percent, and KOs most opponents at around 110-125% when used out of a [[down throw]]. [[Down aerial]] is a [[stall-then-fall]] that while risky to use, has respectable payoff for landing both on or off the stage, and even offers some combo potential.


The Ice Climbers' [[special]]s all have versatile uses. [[Neutral special]] has the duo each create a slab of ice that slides across the stage, shrinking as they melt. Unlike most projectiles, the ice acts more like a [[container]] or [[soccer ball]] in that the incoming projectile is completely tangible, tanking opposing projectiles even as strong as a Shadow Ball or Charge Beam. This allows the Ice Climbers to counter some projectile spam playstyles more easily. It can also freeze opponents, but not within realistic percents. If attacked with a strong enough attack, the projectile's ownership may change, allowing it to harm the Ice Climbers if collided with. When desynced, the  duo can launch 1 Ice Shot at a time and in rapid successsion, making for a very dangerous edgeguard and even a frustrating zoning tool in certain matchups. Their [[side special]], [[Squall Hammer]], is a very respectable move for racking up damage and is relatively safe on shield due to the burst of movement during the final swing. With continued presses, the attack can also be used for recovery purposes, which puts them into a [[helpless]] state. It is also one of the easiest desync methods available to the player. [[Up special]], [[Belay]], covers an excellent distance, the partner Climber is completely intangible until pulling up the leader, and auto-grabs any ledges within range. They also have a situational, but strong hitbox on the way up, allowing for a risky combo finisher or anti-air, or a means to punish edgeguard attempts by opponents. Finally, down special, [[Blizzard]], is a long-lasting ledgetrap and combo extender that freezes opponents in their tracks and deals huge amounts of damage at point blank range. Using the attack while an enemy is already frozen increases the freeze time slightly and can allow the duo to make space between them and their opponent if need be, or tack on extra damage while frozen. Specifically, this move is very useful when near the ledge, as it can cover most ledge getup options and freezing an opponent near the edges of a stage can make it easy to nudge them off without any means to escape. It also has priority over some other projectiles and can cancel them if the two collide. Overall, the duo's specials are all useful in various situations and can help to create openings for additional combos or surprise KOs.
The Ice Climbers are a pair of [[weight|middleweight]] characters (weighing the same as {{SSBU|Lucario}}, {{SSBU|Wolf}}, {{SSBU|Villager}}, and {{SSBU|Steve}}) that have the unique property of being a "two in one" character, though each Climber is unique character in their own right. The partner (Nana, by default) has higher mobility attributes ([[walk]] and [[run]] speed, [[air speed]], [[fall speed]], [[gravity]], and [[air acceleration]]), but at the same time takes more damage and knockback than the leader (Popo, by default). Also unique to the partner, only they can meteor smash with their forward aerial. Technically being 2 characters, the Ice Climbers are able to grab two different items. Unlike in previous installments, they are no longer hard to grab and throw unless the partner is the one being grabbed (when the leader is grabbed, the partner will panic). When separated, AI takes control of the partner, and guides them back to the leader. In this scenario, it is advisable to stick to and protect the partner. Should the CPU Climber get KO'd during the stock, the remaining Climber will have drastically reduced damage output, KO ability, and recovery, with [[Belay]] becoming practically useless and [[Squall Hammer]] loses a good deal of distance (whereas with both Climbers they are excellent recovery moves).


An important part of playing Ice Climbers is learning how to consistently perform a tech called [[desyncing]]. Desyncing 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 its 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 Ice Climbers are great at dealing damage when together, have decent attack speed, and possess a few interesting attacks in their arsenal. Their [[neutral special move]], [[Ice Shot]], is a projectile fired by each Ice Climber which slides along the ground, making it impossible to avoid by crouching/crawling, though it can damage the Climbers themselves if the blocks are attacked. [[Blizzard]], their [[down special move]], can freeze opponents and has both Ice Climbers attacking one side whether on the ground or in midair. [[Squall Hammer]] is a decent approach attack with good damage and speed, spinning the Ice Climbers around each other in a forward-moving hammer attack. By mashing the button, they can gain a little height, making it a potential recovery option (albeit not an effective one). Belay, the [[up special]], is a powerful KO move (though not as powerful as in ''Brawl'') should the second Climber connect with the opponent, but it is generally a risky use of the move given that it separates the Climbers and puts them into a helpless animation. It is much more suited for recovery, as well as for saving the seperated partner from falling offstage. A unique addition to their character is that the Ice Climbers have their traction reversed: they are not affected by the conditions of [[slippery]] surfaces such as ice, but '''will''' slide somewhat on non-slippery surfaces.


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 its effectiveness. However, while it is not as potent as it once was, the Ice Climbers' grab game is still respectable. The Ice Climbers' 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 Climbers' grab has the shortest range of any grab in the game, making it difficult to grab an opponent in the first place. [[Forward throw]] is a basic throw that has moderately strong base knockback and causes [[tumble]] from 0%. But its 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. Its main use is to initiate aerial combos, desync combos, and juggles, all of which can be devastating. Most 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.
One of the Ice Climbers' greatest weakness is their dependability on each other. While having decent damage output and KO potential, it becomes horribly diminished if the partner is KO'ed, and the fact that the partner takes more damage and knockback further compounds this problem. When separated, while the AI guides the partner back to the leader, the partner is unable to act and defend themself from any other threats. Because of this, it is important for the leader to hurry back to the partner, though this can potentially lead the leader into dangerous situations 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 its 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.
Their main recovery method, Belay, is incredibly situational. If the partner is unable to reach the ledge, than it can put the leader at a disadvantage even if they make it back to the stage. Since the partner flings the leader much higher, it is possible to overshoot the ledge, leaving the leader unable to defend themself while descending helplessly onstage.
 
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 desyncing, 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.


==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
The Ice Climbers were previously infamous for having some of (if not) the most powerful damage racking capabilities thanks to [[wobbling]] in ''Melee'' and handoffs in ''Brawl'', with these even allowing them to achieve a KO from them. Most likely owing to this, the Ice Climbers were drastically nerfed in the transition from ''Brawl'' to ''Ultimate''.
Previously, the Ice Climbers were known for having some of the most infamously powerful damage racking capabilities thanks to their ability to [[wobbling|wobble]] in ''Melee'' and infinitely [[chain grab]] in ''Brawl'', and additionally achieve a KO from them. Possibly as a result of this, in the transition from ''Brawl'' to ''Ultimate'', the Ice Climbers were drastically nerfed. Their grab game was significantly impacted the most; the partner climber can no longer grab or act when the leader is grabbed or throwing someone (except when in the air), the leader's grabs have noticeably more startup and ending lag, and their infamous chain grabs were completely removed.


The Ice Climbers' grab game was impacted the most; the partner climber can no longer grab the opponent or act when the leader is grabbed or throwing someone (except when in the air). This dramatically changes the way their combo game works, as it removes the Climbers' extremely powerful chain grabs they were capable of, instead forcing them to rely on [[desynching]] or bread-and-butter strings in order to combo the opponent. Moreover, the leader's grabs have noticeably more startup and ending lag, and much less range, now being the shortest grabs in the game.
Outside of this, the Ice Climbers have received a mixed bag. On the nerf side, the base damage output on many of their moves has decreased and many of their attacks connect less reliably when they are together due to reduced [[hitlag]]. The partner climber also no longer performs Blizzard behind the leader when used on the ground and Blizzard itself is less effective as a spacing tool due to it being almost useless when used at max range as well as it has increased ending lag. The partner climber is also launched much easier than the leader due to taking increased damage and knockback from attacks, and the [[AI]]'s intelligence has been reduced leading to more likely self-destructs, making it harder for each of them to stay together. Finally, due to changes in [[Belay]]'s hitboxes, the move can gain significantly less height if the hitbox is out prioritized, and its overall size is smaller, making it harder to connect against grounded opponents.


Outside of this, the base damage output on many of their moves has decreased and many of their attacks connect less reliably when they are together due to reduced [[hitlag]]. The partner climber is also launched much easier than the leader due to taking increased damage and knockback from attacks, and the [[AI]]'s intelligence has been reduced leading to more likely self-destructs, making it harder for each of them to stay together. The partner climber also no longer performs [[Blizzard]] behind the leader when used on the ground, and the move itself is less effective as a spacing tool due to its lack of knockback at max range. Finally, due to changes in [[Belay]]'s hitboxes, the move can gain significantly less height if the hitbox is out prioritized, and its overall size is smaller, making it harder to connect against grounded opponents.
However, in terms of buffs, as with almost every other returning veteran, their mobility has been considerably increased and the partner climber is now faster than the leader, making it harder to separate them. Some of their moves, including forward smash, down smash, and forward aerial have higher damage and KO power, and the Ice Climbers have superior combo potential due to the removal of [[hitstun canceling]] and the weakening of [[SDI]]. This is further complemented by the fact that [[desynching]] remains a very powerful tool that gives the Ice Climbers highly effective combos. Thanks to improved [[freezing]] properties, the Ice Climbers can freeze opponents easier and longer, which can lead to high damage, KOs while edgeguarding, shield pressure, and follow-ups if performed correctly.


However, the Ice Climbers have received some useful buffs. As with almost every other returning veteran, their mobility has been considerably increased and the partner climber is now faster than the leader, making it harder to separate them. Some of their moves, including forward smash, down smash, and forward aerial deal higher damage with proportional KO power. The Ice Climbers also have superior combo potential on their own due to the removal of [[hitstun canceling]], the weakening of [[SDI]], and [[desynching]] remaining mostly intact. Thanks to improved [[freezing]] properties, the Ice Climbers can also freeze opponents easier and longer, which can lead to high damage, KOs while edgeguarding, shield pressure, and follow-ups if performed correctly.
Nevertheless, the Ice Climbers are significantly less effective than in ''Brawl'', although to what extent is unknown, especially since they are difficult to play at a high level and it is unknown how far their desync combos can be developed and be applied into competitive matches. Even with the game mechanics giving them multiple benefits, the changes have either weakened or entirely removed the tools that have made the Ice Climbers prominent. Despite this, players such as {{Sm|Big D}}, {{Sm|Daiki}}, and {{Sm|????}} have achieved respectable tournament results using them.
 
Overall, the Ice Climbers are significantly less effective than in ''Brawl''. Their learning curve has become much more steep, as the removal of chaingrabbing and weakening of miscellaneous moves forces them to rely on desynching to perform at full capacity. Even with the changes to game mechanics and late game updates giving them multiple benefits, the Ice Climbers perform worse than in ''Brawl'', and are by far the most nerfed characters in the transition from ''Brawl'' to ''Ultimate''.


{{SSB4 to SSBU changelist|char=Ice Climbers}}
{{SSB4 to SSBU changelist|char=Ice Climbers}}


==Update history==
==Update history==
The Ice Climbers received a mix of buffs, nerfs and glitch fixes via game updates, but have been buffed slightly overall. Update 2.0.0 improved the partner climber's AI in order to make them follow the leading climber more reliably, though at the cost of making [[desyncing]] harder to perform. Aside from this, [[Belay]]'s recovery potential was improved via its enlarged edge grabbox.
Aside from glitch fixes, the Ice Climbers have received a mix of buffs and nerfs via game updates, but have been buffed slightly overall. Update 2.0.0 improved the partner climber's AI in order to make them follow the leading climber more reliably, though at the cost of making [[desyncing]] harder to perform. Aside from this, [[Belay]]'s edge grabbox was enlarged, which improved its recovery potential.
 
Following this, the Ice Climbers would not receive any noteworthy changes until update 9.0.0. This update decreased the partner's damage and knockback multipliers, which made them less susceptible to being separated from the leader. Belay was also improved noticeably, thanks to its [[tether recovery]] distance being lengthened and the leader no longer being inadvertently prevented from using it if the partner used it. Aside from these improvements, a few moves received quality-of-life buffs: dash attack has slightly more range and improved consistency, down smash's knockback was increased, and [[Squall Hammer]] will sweetspot edges earlier.


Lastly, update 13.0.1 granted the Ice Climbers a few decent buffs. Belay's start-up lag was decreased, which improved both its recovery potential and utility as a follow-up from up tilt. On a similar note, dash attack's overall lag was decreased, which made it safer and improved its utility for setting up aerial pressure. Lastly, down smash's knockback was increased yet again like in update 9.0.0.
Following this, the Ice Climbers would not receive any noteworthy changes until update 9.0.0. This update decreased the partner's damage and knockback multipliers, which made them less susceptible to being separated from the leader. Belay was also noticeably improved, thanks to its [[tether recovery]] distance being lengthened, and the leader no longer being inadvertently prevented from using it if the partner used it. Aside from these buffs, a few moves were improved slightly: dash attack has slightly more range and improved consistency, down smash is slightly stronger, and [[Squall Hammer]] will sweetspot edges earlier.


Overall, the Ice Climbers fare mildly better than they did at the launch of ''Ultimate''.
Overall, the Ice Climbers fare mildly better than they did at ''Ultimate''{{'}}s launch.


'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
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'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
{{UpdateList (SSBU)/9.0.0|char=Ice Climbers}}
{{UpdateList (SSBU)/9.0.0|char=Ice Climbers}}
'''{{GameIcon|ssbu}} {{SSBU|13.0.1}}'''
{{UpdateList (SSBU)/13.0.1|char=Ice Climbers}}


==Moveset==
==Moveset==
*Although the Ice Climbers have among the lowest [[traction]] in the game, their traction is completely unaffected by slippery [[terrain]], such as ice.
<!-- Since either Ice Climber can be the leader depending on costumes, Nana and Popo are not mentioned by name, so as to not cause confusion.-->
*Although the Ice Climbers have among the lowest [[traction]] in the game, their traction is completely unaffected by slippery [[terrain]] such as ice.
*The partner Ice Climber will taunt whenever the leader throws an opponent.
*The partner Ice Climber will taunt whenever the leader throws an opponent.
**Additionally, when the leader Ice Climber is grabbed, the partner will panic.
''For a gallery of the Ice Climbers' hitboxes, see [[Ice Climbers (SSBU)/Hitboxes|here]].''
''For a gallery of the Ice Climbers' hitboxes, see [[Ice Climbers (SSBU)/Hitboxes|here]].''


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|game=SSBU
|game=SSBU
|neutralcount=2
|neutralcount=2
|neutralname=Right Sweep ({{ja|右はらい|Migi Harai}}) / Left Sweep ({{ja|左はらい|Hidari Harai}})
|neutralname=&nbsp;
|neutral1dmg=leader: 2%<br/>partner: 1.5%
|neutral1dmg=leader: 2%<br/>partner: 1.5%
|neutral2dmg=leader: 3.5%<br/>partner 2.625%
|neutral2dmg=leader: 3.5%<br/>partner 2.6%
|neutraldesc=The Ice Climbers swing their hammers horizontally, and then vertically. A great "get off me" tool that does decent damage to boot.
|neutraldesc=The Ice Climbers swing their hammers horizontally, and then vertically. A great get off me tool that does decent damage to boot.
|ftiltname=Side Strike ({{ja|横たたき|Yoko Tataki}})
|ftiltname=&nbsp;
|ftiltdmg=leader: 9%<br/>partner: 6.75%
|ftiltangles=3
|ftiltdesc=The Ice Climbers swing their hammers horizontally. Has high knockback growth, being able to KO at around 120%-130% at the ledge.
|ftiltupdmg=
|utiltname=Hammer Spin ({{ja|くるくるハンマー|Kurukuru Hanmā}}, ''Spinning Hammer'')
|ftiltsidedmg=leader: 9%<br/>partner: 6.7%
|ftiltdowndmg=
|ftiltdesc=The Ice Climbers swing their hammers horizontally. Has high knockback growth, being able to kill at around 80%-90% at the ledge on most characters.
|utiltname=&nbsp;
|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)
|utiltdesc=The Ice Climbers twirl their hammers over their heads. This creates a lingering hitbox that hits multiple times. A useful combo starter that can begin a chain of up aerials.
|utiltdesc=The Ice Climbers twirl their hammers over their heads. This creates a lingering hitbox that hits multiple times. A useful combo starter that can begin a chain of up aerials.
|dtiltname=Shin Attack ({{ja|スネたたき|Sune Tataki}})
|dtiltname=&nbsp;
|dtiltdmg=leader: 6%<br/>partner: 4.5%
|dtiltdmg=leader: 6%<br/>partner: 4.5%
|dtiltdesc=The Ice Climbers sweep their hammers across the ground in front of themselves. A steep semi-spike that functions very well as both a poking option in neutral and edgeguarding option, thanks to its quick startup, decent range, and low endlag.
|dtiltdesc=The Ice Climbers sweep their hammers across the ground in front of themselves. A steep semi-spike that gives the Ice Climbers a great poking tool in neutral due to its quick startup, decent range, and low endlag. It is also a capable edgeguarding move due to its strengths.
|dashname=Dash Strike ({{ja|ダッシュたたき|Dasshu Tataki}})
|dashname=&nbsp;
|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 growth 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 and is ineffective for KOing.
|fsmashname=Stake Smash ({{ja|クイ打ち|Kui Uchi}})
|fsmashname=&nbsp;
|fsmashdmg=leader: {{ChargedSmashDmgSSBU|12}}<br/>partner: {{ChargedSmashDmgSSBU|9}}
|fsmashdmg=leader: {{ChargedSmashDmgSSBU|12}}<br/>partner: {{ChargedSmashDmgSSBU|9}}
|fsmashdesc=The Ice Climbers swing their hammers down in front of themselves similar to their original attack in ''Ice Climber''.
|fsmashdesc=An overhead swing of their hammers, smashing them in front of themselves.
|usmashname=Icicle Crasher ({{ja|つらら割り|Tsurara Wari}})
|usmashname=&nbsp;
|usmashdmg=leader: {{ChargedSmashDmgSSBU|11}} (hammer), {{ChargedSmashDmgSSBU|9}} (body)<br/>partner: {{ChargedSmashDmgSSBU|8.25}} (hammer), {{ChargedSmashDmgSSBU|6.25}} (body)
|usmashdmg=leader: {{ChargedSmashDmgSSBU|11}}<br/>partner: {{ChargedSmashDmgSSBU|8.2}}
|usmashdesc=The Ice Climbers swing their hammers in an overhead arc. Useful for catching an opponent's landings.
|usmashdesc=The Ice Climbers swing their hammers in an overhead arc.
|dsmashname=Hammer Sweep ({{ja|足もと打ち|Ashimoto Uchi}}, ''Leg Strike'')
|dsmashname=Hammer Sweep
|dsmashdmg=leader: {{ChargedSmashDmgSSBU|13}}<br/>partner: {{ChargedSmashDmgSSBU|9.75}}
|dsmashdmg=leader: {{ChargedSmashDmgSSBU|13}}<br/>partner: {{ChargedSmashDmgSSBU|9.7}}
|dsmashdesc=The Ice Climbers sweep their hammers across the ground in a specific direction (the leader attacks in front, while the partner attacks behind). If the partner is absent, however, this move will only hit on one side.
|dsmashdesc=The Ice Climbers sweep their hammers across the ground in a specific direction (the leader attacks in front, while the partner attacks behind). If the partner is absent, however, this move will only hit on one side.
|nairname=Climber Turn ({{ja|クライマーターン|Kuraimā Tān}})
|nairname=&nbsp;
|nairdmg=leader: {{ShortHopDmgSSBU|7}}<br/>partner: {{ShortHopDmgSSBU|5.25}}
|nairdmg=leader: {{ShortHopDmgSSBU|7}}<br/>partner: {{ShortHopDmgSSBU|5.2}}
|nairdesc=The Ice Climbers spin in place with their hammers outstretched.
|nairdesc=The Ice Climbers spin in place with their hammers outstretched.
|fairname=Hammer Slam ({{ja|ハンマードロップ|Hanmā Duroppu}}, ''Hammer Drop'')
|fairname=Hammer Slam
|fairdmg=leader: {{ShortHopDmgSSBU|12}}<br/>partner: {{ShortHopDmgSSBU|12}} (sweetspot), {{ShortHopDmgSSBU|9}} (sourspot)
|fairdmg=leader: {{ShortHopDmgSSBU|12}}<br/>partner: {{ShortHopDmgSSBU|12}} (sweetspot), {{ShortHopDmgSSBU|9}} (sourspot)
|fairdesc=They perform a somersaulting overhead swing of their hammers in a manner similar to their forward smash. The partner's hammer has a [[sweetspot]] that can [[meteor smash]] opponents.
|fairdesc=The Ice Climbers perform a somersaulting overhead swing of their hammers in a manner similar to their forward smash. The partner's hammer has a [[sweetspot]] that can [[meteor smash]] opponents.
|bairname=Reverse Strike ({{ja|ふりむきたたき|Furimuki Tataki}})
|bairname=&nbsp;
|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, being 0 on shield with both, and even -3 even with just 1 Climber.
|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.
|uairname=Overhead Sweep ({{ja|頭上はらい|Zujō Harai}})
|uairname=&nbsp;
|uairdmg=leader: {{ShortHopDmgSSBU|9}}<br/>partner: {{ShortHopDmgSSBU|6.75}}
|uairdmg=leader: {{ShortHopDmgSSBU|9}}<br/>partner: {{ShortHopDmgSSBU|6.7}}
|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 115% 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 desynced and synced, and can even kill confirm off of a down throw at around 70% on most characters.
|dairname=Hammer Swoop ({{ja|急降下ハンマー|Kyūkōka Hanmā}})
|dairname=&nbsp;
|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 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.
|dairdesc=The Ice Climbers hold their hammers below themselves and fall downward. A [[stall-then-fall]], but it is unable to [[meteor smash]] at all, unlike most attacks of its kind. As a result, it's usually used as a niche landing option.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=The leader moves their mallet aside and reaches out with their dominant hand. Their grab range is the shortest in the game.
|grabdesc=The leader reaches in front of themselves with their free hand. Its grab range is short, being the shortest in the game.
|pummelname=Grab Headbutt ({{ja|つかみ頭突き|Tsukami Zutsuki}})
|pummelname=&nbsp;
|pummeldmg=1%
|pummeldmg=1%
|pummeldesc=A headbutt. Fast but weak. The partner takes no action at all.
|pummeldesc=A headbutt. The partner takes no action at all.
|fthrowname=Hockey Shot ({{ja|ホッケーショット|Hokkē Shotto}})
|fthrowname=&nbsp;
|fthrowdmg=3% (hit), 5% (throw)
|fthrowdmg=3% (hit), 5% (throw)
|fthrowdesc=The leader knocks the opponent away with their hammer in a motion similar to a golf club.
|fthrowdesc=The leader knocks the opponent away with their hammer.
|bthrowname=Snowy Mountain Throw ({{ja|雪山投げ|Yukiyama Nage}})
|bthrowname=&nbsp;
|bthrowdmg=6%
|bthrowdmg=6%
|bthrowdesc=The leader throws the opponent behind themselves.
|bthrowdesc=The leader throws the opponent behind themself.
|uthrowname=Grab Icicle Crasher ({{ja|つかみつらら割り|Tsukami Tsurara Wari}})
|uthrowname=&nbsp;
|uthrowdmg=3% (hit), 5% (throw)
|uthrowdmg=3% (hit), 5% (throw)
|uthrowdesc=The leader tosses the opponent upward and hits them with their hammer. It has the second highest base knockback of any up throw, but the weakest knockback growth, rendering it incapable at KOing, even at very high percents.
|uthrowdesc=The leader tosses the opponent upward and hits them with their hammer. It has the second highest base knockback of any up throw, but the weakest knockback growth, rendering it incapable at KOing, even at very high percents.
|dthrowname=Avalanche Crusher ({{ja|なだれつぶし|Nadare Tsubushi}})
|dthrowname=&nbsp;
|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 even remotely noteworthy 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. 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.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=leader: 7%<br/>partner: 5.25%
|floorfdmg=leader: 7%<br/>partner: 5.2%
|floorfdesc=The Ice Climbers swing their hammers around themselves as they get up.
|floorfdesc=The Ice Climbers swing their hammers around themselves as they get up.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=leader: 7%<br/>partner: 5.25%
|floorbdmg=leader: 7%<br/>partner: 5.2%
|floorbdesc=Same as the frontal floor attack.
|floorbdesc=Same as the frontal floor attack.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=leader: 5%<br/>partner: 3.75%
|floortdmg=leader: 5%<br/>partner: 3.5%
|floortdesc=Gets up and spins around, hitting with their hammers.
|floortdesc=Gets up and spins around, hitting with their hammers.
|edgename=&nbsp;
|edgename=&nbsp;
Line 182: Line 160:
|edgedesc=The Ice Climbers climb up and slam their hammers in front of themselves.
|edgedesc=The Ice Climbers climb up and slam their hammers in front of themselves.
|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 rebounds 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.
|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.
|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% (final)
|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.
|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.
|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 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.
|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.
|dsname=Blizzard
|dsname=Blizzard
|dsdmg=both: 1% (far loop), 1.8% (close loop)
|dsdmg=both: 1% (far loop), 1.7% (close loop)
|dsdesc=The Ice Climbers blow a gust of cold air in front of themselves, potentially freezing opponents. If used on an already frozen opponent, they will remain frozen for slightly longer. With both Ice Climbers present, this move can deal a maximum of 31.5%, though it is also a risky move due to its duration.
|dsdesc=The Ice Climbers blow a gust of cold air in front of themselves, potentially freezing opponents. If used on an already frozen opponent, they will remain frozen for slightly longer. With both Ice Climbers present, this move can deal a maximum of 31.5%, though it is also a risky move due to its duration.
|fsname=Iceberg
|fsname=Iceberg
|fsdmg=13% (peak, rising), 11%/9%/7% (iceberg), 16% (Polar Bear), 5% (Condor)
|fsdmg=13% (peak, rising), 11%/9%/7% (iceberg), 16% (Polar Bear), 5% (Condor)
|fsdesc=The Ice Climbers summon a rotating iceberg to rise up from the center of the stage. For the duration of the Final Smash, it can be moved left and right. The range of how far it can move is shown by the mist. The iceberg deals damage to opponents who touch it: the closer they are towards the top, the more damage they take. Towards the base of the iceberg is a Polar Bear, which has high launching power. A Condor also appears, flying above, which the Ice Climbers can grab onto. This allows the iceberg to be more easily controlled without worry of self destruction, although the partner will be at risk of potentially being pushed offstage if they fail to grab it. Upon ending, the iceberg will lower itself, and the Condor will fly off to the side of the stage, leaving behind any hitchhiking fighters.
|fsdesc=The Ice Climbers summon a rotating iceberg to rise up from the center of the stage. For the duration of the Final Smash, it can be moved left and right. The range of how far it can move is shown by the mist. The iceberg deals damage to opponents who touch it: the closer they are towards the top, the more damage they take. Towards the base of the iceberg is a Polar Bear, which has high launching power. A Condor also appears, flying above, which the Ice Climbers can grab onto. This allows the iceberg to be more easily controlled without worry of self destruction, although the partner will be at risk of potentially being pushed offstage if they fail to grab it. Upon ending, the iceberg will lower itself, and the Condor will fly off to the side of the stage.
}}
 
===Stats===
 
====Popo====
{{Attributes
| cast=89
| weight=92 | rweight=53-58
| dash=1.68 | rdash=82-83
| run=1.53 | rrun=73
| walk=1.008 | rwalk=56
| trac=0.077 | rtrac=87
| airfric=0.015 | rairfric=9-30
| air=0.83 | rair=86-87
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.08 | raddaccel=16-24
| gravity=0.082 | rgravity=62-64
| fall=1.3 | rfall=80-82
| ff=2.08 | rff=80-82
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=34.69 | rjumpheight=25
| shorthop=16.75 | rshorthop=33
| djump=34.69 | rdjump=34
}}
 
====Nana====
{{Attributes
| cast=89
| weight=92 | rweight=53-58
| dash=1.68 | rdash=82-83
| run=1.683 | rrun=48-47
| walk=1.1088 | rwalk=47-46
| trac=0.0847 | rtrac=83-82
| airfric=0.015 | rairfric=9-30
| air=0.8715 | rair=82-81
| baseaccel=0.0105 | rbaseaccel=15-14
| addaccel=0.084 | raddaccel=16-15
| gravity=0.082 | rgravity=62-64
| fall=1.3 | rfall=80-82
| ff=2.08 | rff=80-82
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=34.69 | rjumpheight=25
| shorthop=16.75 | rshorthop=33
| djump=34.69 | rdjump=34
}}
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Ice Climbers English Announcer SSBU.wav|English
Ice Climber Japanese Announcer SSBU.wav|Japanese/Chinese
Ice Climbers Korean Announcer SSBU.wav|Korean
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
Line 258: Line 184:
===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': They set down their hammers and jump up and down once. This is their victory animation during the results screen in ''Ice Climber''.
*'''Up taunt''': They set down their hammers and jump up and down once. This is their victory animation during the results screen in ''Ice Climber''.
*'''Side taunt''': They point their hammers diagonally upward and shout "Yup!", as the wind blows behind them.
*'''Side taunt''': They point their hammers diagonally upward and shout "Yup!", as wind blows behind them.
*'''Down taunt''': They dance in a circle.
*'''Down taunt''': They dance in a circle.
<gallery>
<gallery>
Line 270: Line 196:
*Popo looks backward curiously.
*Popo looks backward curiously.
<gallery>
<gallery>
SSBUIceClimbersIdle1.gif|Ice Climbers' first idle pose.
SSBUIceClimbersIdle1.gif|Ice Climbers' first idle pose
SSBUIceClimbersIdle2.gif|Ice Climbers' second idle pose.
SSBUIceClimbersIdle2.gif|Ice Climbers' second idle pose
</gallery>
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|{{NTSC}} [[File:Ice Climbers Cheer English NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Ice Climbers Cheer English PAL SSBU.ogg|center]]||[[File:Ice Climbers Cheer Japanese SSBU.ogg|center]]||[[File:Ice Climbers Cheer Italian SSBU.ogg]]||<center>[[File:Ice Climbers Cheer Dutch SSBU.ogg|center]]</center>||[[File:Ice Climbers Cheer French SSBU.ogg|center]]
|-
! scope="row"|Description
|I scream, you scream, Ice Climb - ers! || Ice Climb - er! || Na - na! Po - po! || Ice - Ice - Climbers! || Na - na! Po - po!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Ice Climbers Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Ice Climbers Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Ice Climbers Cheer Spanish PAL SSBU.ogg|center]]||[[File:Ice Climbers Cheer Russian SSBU.ogg|center]]||[[File:Ice Climbers Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Na - na! Pe - pe! || Naaaa - na! Poooo - po! || Nana! Popo! || Eol - eum Ta - gi!
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Both jump up and down infinitely. Based on their victory animation in ''Ice Climber'', similar to their up taunt.
*'''Left:''' Both jump up and down infinitely. Based on their victory animation in ''Ice Climber'', similar to their up taunt.
*'''Up:''' Both nod and high-five one another before facing the camera.
*'''Up:''' Both nod and high five one another.
*'''Right:''' Nana hides behind Popo, only showing her face as Popo shifts from left to right.
*'''Right:''' Nana hides behind Popo, only showing her face as Popo shifts from left to right.
[[File:IceClimbersVictoryThemeUltimate.ogg|thumb|The second half of the track that plays when [[Ice Climbers|Popo or Nana]] grab the feet of the [[Condor]] at the end of a bonus stage in ''{{b|Ice Climber|game}}''.]]
[[File:IceClimbersVictoryThemeUltimate.ogg|thumb|The second half of the track that plays when [[Ice Climbers|Popo or Nana]] grab the feet of the [[Condor]] at the end of a bonus stage in ''{{b|Ice Climber|game}}''.]]
Line 322: Line 211:
</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
===Most historically significant players===
Before release, players were quick to note that the Ice Climbers lost their most powerful tool from ''Brawl'': their infamous zero-to-death chain grab. That, along with changes to gameplay mechanics removing several combo tools, caused players to believe that the Ice Climbers wouldn't be viable, a belief that held on throughout the early metagame. As such, the Ice Climbers’ representation was minuscule.
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''See also: [[:Category:Ice Climbers players (SSBU)]]''
It wasn't until a few months after ''Ultimate'''s release that the Ice Climbers' playerbase started to make breakthroughs, with the few that stuck with them discovering new desync setups and high-damaging combos. This allowed the Ice Climbers to gain better representation as the metagame progressed, with {{Sm|Kie}} using them as a co-main in Japan. Most notably, {{Sm|Big D}} picked the Ice Climbers up and was able to place well even at a national level. Despite this success, many players believe that the character's playstyle is too complicated for them to be viable, and the general consensus agrees that the Ice Climbers are mid to low-tier. The new advanced techniques, however, have helped their mains with how little match-up experience there has been from opponents to learn from.


*{{Sm|Big D|Canada}} - The best Ice Climbers player of all-time and the only Ice Climbers player ever ranked top 100 on a global ranking, ranking as high as 19th on the [[UltRank 2022]].
===Notable players===
*{{Sm|Harasen|Japan}} - One of the best Ice Climber players in Japan since mid-2022, although he has lower activity and peaks than FNKA. He has placed well at several majors, including placing 13th at the supermajor {{Trn|Umebura SP 9}} and 25th at the supermajor {{Trn|DELTA 4}}.
<!--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.-->
*{{Sm|Futari no Kiwami Ah~!|Japan}} - One of the all-time best Ice Climbers players in Japan who uses a more synced playstyle. Although inconsistent, he has the highest peaks out of any other Japanese Ice Climbers player, placing 5th at the majors {{Trn|Kagaribi 8}} and {{Trn|Seibugeki 12}}.
*{{Sm|Kie|Japan}} - Co-mains Ice Climbers with {{SSBU|Peach}} and was considered the best Ice Climbers player in Japan during the early metagame. Placed 2nd at {{Trn|Sumabato SP 3}}, 3rd at {{Trn|Sumabato SP 4}}, 4th at {{Trn|Sumabato SP 15}}, 7th at {{Trn|Sumabato SP 2}}, and 25th at {{Trn|Umebura Japan Major 2019}}. Ranked 52nd on the [[Japan Player Rankings]].
*{{Sm|murasat|Japan}} - Known for his contributions to the Ice Climbers metagame. Although his performance isn't as good as other Japanese Ice Climbers players, he has still seen some respectable results including 25th at the superregionals {{Trn|Kagaribi}} and {{Trn|Seibugeki 8}}.


===Tier placement and history===
====Active====
Prior to ''Ultimate''{{'}}s release, players were quick to find that the Ice Climbers lost their most devastating attributes from ''Brawl'' and ''Melee'': Their infamous [[zero-to-death]] [[chain grab]]s, [[wobbling]] and handoffs, were either heavily impaired or altogether removed due the changes to gameplay-based mechanics during the transition from ''Brawl'' to ''Ultimate''. This caused players to believe that the Ice Climbers wouldn't be viable, a sentiment that would hold on throughout the early metagame.
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.''
*{{Sm|????|USA}} - Co-mains Ice Climbers with {{SSBU|Mewtwo}} and placed 1st at {{Trn|Midwest Arcadian}} and 49th at {{Trn|Frostbite 2020}}. He is known for his contributions to Ice Climbers' [[metagame]]. Currently ranked 12th in the [[Michigan Power Rankings]].
*{{Sm|Big D|Canada}} (#49) - The best Ice Climbers player in the world. Placed 1st at {{Trn|Emerald City 8}}, 4th at {{Trn|Battle of BC 3}}, and 25th at {{Trn|Get On My Level 2019}} with both Ice Climbers and {{SSBU|King Dedede}}, and 1st at {{Trn|The Pinnacle 2019}}, 9th at {{Trn|Play With Heart}}, 17th at {{Trn|Mainstage}}, and 25th at {{Trn|2GG: Kongo Saga}} with solo Ice Climbers. Has defeated {{Sm|zackray}}, {{Sm|ProtoBanham}}, {{Sm|Dark Wizzy}}, {{Sm|Pandarian}}, {{Sm|BestNess}}, {{Sm|Goblin}}, and {{Sm|Suarez}} with Ice Climbers.
*{{Sm|Daiki|Japan}} - Placed 9th at {{Trn|Seibugeki 4}}, 25th at {{Trn|Umebura SP 4}}, and 33rd at {{Trn|Umebura SP 6}}. Has wins over {{Sm|ProtoBanham}} and {{Sm|Suinoko}}.
*{{Sm|Dynax|USA}} - Placed 33rd at {{Trn|CEO 2019}} and 65th at {{Trn|The Big House 9}} . Has wins over {{Sm|Aaron}} and {{Sm|saj}}.
*{{Sm|Harasen|Japan}} - Placed 25th at {{Trn|Umebura SP 5}} and 49th at {{Trn|EVO Japan 2020}}. Curretly ranked 99th on the [[Japan Player Rankings]]. Had wins over {{Sm|Eim}} ,{{Sm|Hikaru}}, and {{Sm|Zaki}}.
*{{Sm|Kie|Japan}} - Tri-mains Ice Climbers with {{SSBU|Peach}} and {{SSBU|Palutena}} and is the best Ice Climbers player in Japan. Placed 2nd at {{Trn|Sumabato SP 3}}, 3rd at {{Trn|Sumabato SP 4}}, 7th at {{Trn|Sumabato SP 2}}, and 25th at {{Trn|Umebura Japan Major 2019}} using Ice Climbers as one of his characters.
*{{Sm|murasat|Japan}} - Known for his contributions to the Ice Climbers' metagame. Placed 13th at {{Trn|Shulla-bra SP 3}}, 17th at {{Trn|Shulla-bra SP 4}}, and 65th at {{Trn|EVO Japan 2020}} with wins on {{Sm|Mao}} and {{Sm|Kishiru}}.
*{{Sm|Nikukyu|Japan}} - Placed 17th at {{Trn|Sumabato SP 12}} with a win over {{Sm|KEN}}, and 25th at {{Trn|Sumabato SP 9}}. Also has beaten {{Sm|Compact}}, {{Sm|Atelier}}, and {{Sm|Lunamado}}.
*{{Sm|Salva|Mexico}} - The best Ice Climbers player in Mexico. Placed 13th at both {{Trn|Ragnarok}} and {{Trn|WeTecThose 9}}, 17th at {{Trn|Smash Fest to the Sky}}, and 33rd at {{Trn|Smash Factor 8}}. Has a win over {{Sm|Bernie}}.
*{{Sm|Spammage|Australia}} - The best Ice Climbers in Australia. Placed 17th at {{Trn|Phantom 2020}}. Has wins over {{Sm|Whissle}}, {{Sm|Shadrew}}, and {{Sm|Ryzuul}}.


Upon ''Ultimate''{{'}}s release, the Ice Climbers' competitive perception, which was estimated to be poor, dwindled even further, as their retained weakness were more detrimental than expected. The difficulty of maintaining both climbers in a single stock, their steep learning curve, unimpressive endurance, slow aerial mobility, vulnerability to [[camping]], on top of the removal of several quirky combos and zero-to-deaths from previous installments. As such, the Ice Climbers’ representation was minuscule, and all the players who mained the duo in ''Brawl''  completely dropped them in favor of other characters. As a result, they were widely perceived to be either low or bottom-tier.
====Inactive====
 
*{{Sm|Wishes|USA}} - Has a strong Ice Climbers secondary. Placed 17th at {{Trn|Let's Make Big Moves}} and {{Trn|The Scarlet Classic V}}.
But 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]] setups and combos, as well as new 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 and garnered excellent results in tournaments using the duo. Big D, in particular, 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 have been pulled off. As a result, the Ice Climbers' improving results have gradually softened the community's perception on the duo, ranking 56th on the first tier list, and impressive performances from dedicated players led to them rising up to 51st on the second tier list, with the general consensus believing that the Ice Climbers are either upper mid-tier or high-tier at least, similar to their ''Melee'' selves, and a notable improvement compared to their initial low-tier status. Overall, the Ice Climbers remain as characters that should not be underestimated, even without the infamously strong powers of their previous iterations.


=={{SSBU|Classic Mode}}: Duos for Days==
=={{SSBU|Classic Mode}}: Duos for Days==
[[File:SSBU Congratulations Ice Climbers.png|thumb|Ice Climbers' congratulations screen.]]
[[File:SSBU Congratulations Ice Climbers.png|thumb|Ice Climbers' congratulations screen.]]
Referencing themselves being duos, Ice Climbers fight two characters from a given universe in each stage. To go with the duo theme, both {{SSBU|Master Hand}} and {{SSBU|Crazy Hand}} are fought regardless of the difficulty.
The Ice Climbers fight two characters from a given universe in each stage. To go with the duo theme, both [[Master Hand]] and [[Crazy Hand]] are fought regardless of the difficulty.


{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
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==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-15IceClimbers.jpg|thumb|Finding the Ice Climbers in World of Light|left]]
[[File:WoL-15IceClimbers.jpg|thumb|Finding the Ice Climbers in World of Light|left]]
Although the Ice Climbers are absent from the World of Light opening cutscene, they were vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light.
Although the Ice Climbers have been absent from the World of Light opening cutscene, they were vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light.


The Ice Climbers are unlocked in the southern portion of the snowy mountain area. Unlocking them eliminates the ice paths so they can be traversed in both directions, as well as opening a path to the hidden forest.
The Ice Climbers are unlocked in the southern portion of the snowy mountain area. Unlocking them eliminates the ice paths so they can be traversed in both directions as well as opening a path to the hidden forest.
{{clrl}}
{{clrl}}


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|''{{SSBUMusicLink|Ice Climber|Ice Climber (Brawl)}}''
|''{{SSBUMusicLink|Ice Climber|Ice Climber (Brawl)}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]==
==[[Spirit]]==
The Ice Climbers' fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Ice Climbers have been unlocked. Unlocking the Ice Climbers in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Their fighter spirit has an alternate version that replaces it with their artwork in ''Ultimate''.
The Ice Climbers' fighter spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking the Ice Climbers in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''.


<center>
<center>
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</center>
</center>


==In Spirit Battles==
==In Spirit battles==
''Conditions in italic aren't listed on the Spirit Battle preview screen.''
''Conditions in italic aren't listed on the Spirit Battle preview screen.''
===As the main opponents===
===As the main opponents===
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</gallery>
</gallery>


===Fighter Showcase Video===
===Character Showcase Video===
{{#widget:YouTube|id=FUzcsIjn4LY}}
{{#widget:YouTube|id=FUzcsIjn4LY}}


==Trivia==
==Trivia==
*One of the Ice Climbers' preview pictures shows them using [[Blizzard]] against a {{b|Metroid|creature}}, referencing the species' weakness to cold in the ''Metroid'' series.
*One of the Ice Climbers' preview pictures show them using [[Blizzard]] against a {{b|Metroid|creature}}, referencing the species' weakness to cold in the ''Metroid'' series.
*When the lead climber is grabbing and pummeling an opponent, the partner's animation will lag for every pummel hit.
*The Ice Climbers and {{SSBU|R.O.B.}} are the only fighters that cannot receive a series bonus, since they don't have any primary spirits from their own series.
*Hitting the accompanying Ice Climber will not cause [[controller]]s to shake if the vibration setting is turned on. This applies to everything from normal attacks, [[throws]], or [[Final Smash]]es.
**Prior to the 10.1.0 update patch, {{SSBU|Cloud}} also shared this distinction.
*When the leader climber is grabbing and pummeling an opponent, the partner's animation will lag for every pummel hit.
*Hitting the accompanying Ice Climber will not cause [[controller]]s to shake if the vibration setting is turned on. This applies for everything from normal attacks, [[throws]], or [[Final Smash]]es.
*When played on the world map for World of Light, only the leading Ice Climber appears.
*When played on the world map for World of Light, only the leading Ice Climber appears.
*If the partner is caught in a non-cutscene trapping [[Final Smash]] (such as [[Triforce Slash]], [[Great Aether]], or [[Omnislash]]) and the leader is KO'd, the partner will disappear, leaving the opponent attacking nothing. A similar situation occurs in ''[[Brawl]]''.
*If the partner is caught in a non-cutscene trapping [[Final Smash]] (e.g [[Triforce Slash]], [[Great Aether]], [[Omnislash]]) and the leader is KO'd, the partner will disappear, leaving the opponent attacking nothing. A similar situation occurs in ''[[Super Smash Bros. Brawl]]''.
*When getting hit from behind, the Ice Climbers' back-hitting/wall bounce hitstun animation causes them to freeze for a brief moment before going into their tumbling animation. This is due to additional frames being added past the final point of the animation.
*When getting hit from behind, the Ice Climbers' back-hitting/wallbounce hitstun animation causes them to freeze for a brief moment before going into their tumbling animation. This is due to additional frames being added past the final point of the animation.
**The animation itself mimics how hitstun animations worked from ''Smash 64'' to ''Brawl''.
**The animation itself mimics how hitstun animations worked from ''Smash 64'' to ''Brawl''.
**The freeze itself is a reference to the duo's dying animation in ''Ice Climber'', in which they freeze for a brief moment after touching an enemy.
**The freeze itself is a reference to the duo's dying animation in ''Ice Climber'', in which they freeze for a brief moment after touching an enemy.
*When navigating the camera around the Ice Climbers during certain animations, such as their ledge hanging animations, the fur trim on the bottom of their coats and around their wrists seem to detach from their jacket, exposing multiple gaps.<ref>[https://imgur.com/a/GtDXylS]</ref> There are also gaps when looking at their face at certain angles between the fur trim.
*When navigating the camera around the Ice Climbers during certain animations, such as their ledge hanging animations, the furry linings on the bottom of their coats and around their wrists seem to detach from their jacket, exposing multiple gaps.<ref>[https://imgur.com/a/GtDXylS]</ref> There's also gaps when looking at their face in certain angles between the furry lining.
**Additionally, zooming in on Popo's face reveals a gap between his hair and fur trim.
**Additionally, zooming in on Popo's face reveals a gap between his hair and furry lining.
**Also, looking closely at Nana's hair reveals a small gap underneath between her hair and forehead.
**Also, looking closely at Nana's hair reveals a small gap underneath between her hair and forehead.
*In a Stock or Stamina battle, if the leading Ice Climber gets KO'd, the vanishing effects of the partner do not appear whenever the leader respawns.
*In a Stock or Stamina battle, if the leading Ice Climber gets KO'd, the vanishing effects of the partner does not appear whenever the leader respawns.
*If one looks closely at one of the Ice Climber's non-leading feet during their tech wall jump animation, it twists the other way during the move. This can be more easily seen if the match is currently slowed down.
*Ice Climbers' Classic Mode route is similar to {{SSBU|Banjo & Kazooie}}'s, as both are themed around duos.
*While most other characters have the announcer say "(character) wins!" at the victory screen, the Ice Climbers have the announcer say "Ice Climbers win!" The "(character) win!" audio clip is usually reserved for the Japanese version, though it is most likely used with the Ice Climbers because of their two-in-one nature and name. {{SSBU|Rosalina & Luma}} and Banjo & Kazooie also share this distinction.
*If one looks closely at one of the Ice Climber's non-leading foot during their tech wall jump animation, it twists the other way during the move. This can be more easily seen if the match is currently slowed down.
*While most other characters have the announcer say "(character) wins!" at the victory screen, the Ice Climbers have the announcer say "Ice Climbers win!". The "(character) win!" audio clip is usually reserved for the Japanese version, though it is most likely used with the Ice Climbers because of their two-in-one nature and name. {{SSBU|Rosalina & Luma}} and Banjo & Kazooie also share this distinction.
**In Spanish, French, German, and Italian, the name tag and voice clip from the announcer on the victory screen is slightly different from the one used on the character select screen, instead featuring a noticeable translation of "the" ('''los''', '''les''', '''die''', and '''gli''' Ice Climbers, respectively). This trait is shared with {{SSBU|Wii Fit Trainer}}, {{SSBU|Pokémon Trainer}}, {{SSBU|Villager}}, {{SSBU|Inkling}}, {{SSBU|Hero}}, [[Steve (SSBU)|Zombie, Enderman]], and the {{SSBU|Mii Fighter}}s.
**In Spanish, French, German, and Italian, the name tag and voice clip from the announcer on the victory screen is slightly different from the one used on the character select screen, instead featuring a noticeable translation of "the" ('''los''', '''les''', '''die''', and '''gli''' Ice Climbers, respectively). This trait is shared with {{SSBU|Wii Fit Trainer}}, {{SSBU|Pokémon Trainer}}, {{SSBU|Villager}}, {{SSBU|Inkling}}, {{SSBU|Hero}}, [[Steve (SSBU)|Zombie, Enderman]], and the {{SSBU|Mii Fighter}}s.
*In the Ice Climbers' battle portrait, the partner Ice Climber is slightly lower than they are in their full artwork, in order to make their face fully visible. Banjo & Kazooie are the only other fighter with such an edit.
*In the Ice Climbers' battle portrait, the partner Ice Climber is slightly lower than they are in their full artwork, in order to make their face fully visible. Banjo & Kazooie are the only other figher with such an edit.
*The Ice Climbers and {{SSBU|Lucas}} are the only playable characters who use sprites as their Fighters Spirit image.
*The AI level for the partner Ice Climber (Nana by default) is 77 out of 100, which is slightly higher than a level 8 CPU (75 out of 100); the non-standard number is likely a pun on Nana's name, as one of the ways to say seven in Japanese is "{{ja|なな|nana}} (''nana'')".<ref>[https://twitter.com/Meshima_/status/1178095756000948224 Meshima on Twitter:] Nana AI level is 77 out of 100, slightly smarter than lv.8 CPU having 75. Probably the number of 77 comes from Japanese pronunciation (7 = "na" or "nana").</ref>
*The AI level for the partner Ice Climber (Nana by default) is 77 out of 100, which is slightly higher than a level 8 CPU (75 out of 100); the non-standard number is likely a pun on Nana's name, as one of the ways to say seven in Japanese is "{{ja|なな|nana}} (''nana'')".<ref>[https://twitter.com/Meshima_/status/1178095756000948224 Meshima on Twitter:] Nana AI level is 77 out of 100, slightly smarter than lv.8 CPU having 75. Probably the number of 77 comes from Japanese pronunciation (7 = "na" or "nana").</ref>
*While most characters have two different sets of knockback-based voice clips, the Ice Climbers are the only exception to this rule as they use either their low or high knockback voice clips or remain silent, regardless of their knockback speed.
*While most characters have two different set of knockback-based voice clips, the Ice Climbers are the only exception to this rule as they use either their low or high knockback voice clips or remain silent, regardless of their knockback speed.
**Additionally, the Ice Climbers are the only characters that retain their voice clips from ''Brawl'' but do not make use of their unused knockback voice clips, a trait shared with Link, Captain Falcon, and Ganondorf from ''Smash 4''.
**Additionally, the Ice Climbers are the only characters that retain their voice clips from ''Brawl'' but do not make use of their unused knockback voice clips, a trait shared with Link, Captain Falcon and Ganondorf from ''Smash 4''.
***When Popo is the leader, they vocalize their medium and one of the heavy knockbacks based on a small probability. Both are missing a light knockback and 1 heavy knockback which goes unused in ''[[Super Smash Bros. Brawl]]'' and also in ''[[Super Smash Bros. Ultimate]]''.
*The Ice Climbers are the only characters who have less dash-to-run frames when performing a pivot dash instead of a regular dash.
*The Ice Climbers are the only characters who have fewer dash-to-run frames when performing a pivot dash instead of a regular dash.
*When playing on a custom stage, there's a visual glitch in the Ice Climber's on-screen appearance where the Condor does not disappear and only does so once "GO!" appears on the screen.
*When playing on a custom stage, there's a visual glitch in the Ice Climber's on-screen appearance where the Condor does not disappear and only does so once "GO!" appears on the screen.
*If both Ice Climbers perform a smash attack with the [[Home-Run Bat]], Nana will vocalize first, which is during the windup rather than before the swing. This is a carryover from ''Brawl'', where all characters will grunt during the windup animation. This is shared with {{SSBU|Falco}}.
*If both Ice Climbers perform a smash attack with the [[Home-Run Bat]], Nana will vocalize first, which is during the windup rather than before the swing. This is a carryover from ''Brawl'', where all character will grunt during the windup animation. This is shared with {{SSBU|Falco}}.
*If Nana is the leader, the Ice Climbers' knockback voice clips won't play for unknown reasons.
*If Nana is the leader, the Ice Climbers' knockback voice clips won't play for unknown reasons.
*The Ice Climbers' [https://www.nintendo.com/amiibo/detail/ice-climbers-amiibo-super-smash-bros-series/ description] on the North American [[amiibo]] website is based on their trophy description from ''[[Melee]]''.
*The Ice Climbers' [https://www.nintendo.com/amiibo/detail/ice-climbers-amiibo-super-smash-bros-series/ description] on the North American [[amiibo]] website is based on their trophy description from ''[[Melee]]''.
*Instead of being supported by a clear stand on their amiibo, the Ice Climbers are instead supported by a blue iceberg, which is not present in their official render.
*The Ice Climbers, {{SSBU|Daisy}}, {{SSBU|Duck Hunt}}, {{SSBU|Ken}}, {{SSBU|R.O.B.}}, and {{SSBU|Cloud}} are only non-DLC characters who don't appear in more than one spirit battles from their home series. {{SSBU|Dr. Mario}} doesn't appear in any ''Mario'' spirit battles at all. This is not counting {{SSBU|Olimar}}, who appears only in Mockiwi spirit battle as himself, but is fought in other spirit battles as Alph.
*The Ice Climbers are the only characters who wield weapons at all times to be affected by [[stance mirroring]].
**While the {{SSBU|Mii Fighter}}s technically represent the {{uv|Super Smash Bros.}} universe, they appear in most of Mii-related spirit battles.
*The Ice Climbers seen in {{SSBU|Sora}}'s reveal trailer after everyone has been turned back into trophies are actually two Popos.
*Uniquely, instead of being supported by a clear stand on their amiibo, the Ice Climbers are instead supported by a blue iceberg, which is not present in their official render. This makes the Ice Climbers one of four characters to have a distinction present in their amiibo that is not present in their official artwork, the others being {{SSB4|Mr. Game & Watch}}'s interchangeable poses, {{SSBU|Joker}}'s plastic flames support, and {{SSBU|Banjo & Kazooie}}'s plastic Jiggy support.
*During [[Palutena's Guidance#Ice Climbers|Palutena's Guidance regarding the Ice Climbers]], {{SSBU|Pit}} assumes that their absence in ''SSB4'' was due to illegal teaming. This dialogue is a humorous reference to the Ice Climbers being cut due to the consistent technical issues that Masahiro Sakurai and the development team faced when attempting to make them function properly in {{for3ds}}.
*The Ice Climbers are one of only five characters to predominantly use their left hands to wield their weapon, sharing this trait with {{SSBU|Young Link}}, {{SSBU|Toon Link}}, {{SSBU|Rosalina & Luma}}, and {{SSBU|Sephiroth}}.
*When functioning as the partner climber, Popo and Nana are the only characters capable of [[dash]]ing through other characters in ''Ultimate''.
*When one Ice Climber gets KO'd off the top blast line, the other Ice Climber has a greater chance of being KO'd the same way. For example, if the leader were to get [[Screen KO]]'d, the partner likely would as well, instead of the usual completely random chance.
*If {{SSBU|Sephiroth}} uses [[Shadow Flare]] against the AI-controlled Ice Climber, they will flinch and take the initial damage, but the shadowy orbs that normally follow from this attack will not appear.
*In training mode, if both of the Ice Climbers land an attack at the exact same time, the combo counter will treat the two as a single hit.
*In training mode, if the partner climber is struck while the Ice Climbers are the player's training partner, the number displayed by the info box under "damage" will contradict the number displayed under "total damage".
**This is because the combo counter does not account for the additional damage the partner takes from attacks.
*Attacks by or against the partner climber fill the opponent's [[Final Smash Meter]], but not the Ice Climbers'.


==References==
==References==

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