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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 | |||
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''. | ||
==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 | *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]]. | ||
With the exception of the third method, the Ice Climbers must then be defeated on [[Summit]]. | |||
==Attributes== | ==Attributes== | ||
The Ice Climbers | 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). | ||
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. | |||
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. | |||
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. | |||
==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||
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. | |||
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. | |||
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. | |||
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. | |||
{{SSB4 to SSBU changelist|char=Ice Climbers}} | {{SSB4 to SSBU changelist|char=Ice Climbers}} | ||
==Update history== | ==Update history== | ||
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 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 | 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}} | ||
==Moveset== | ==Moveset== | ||
*Although the Ice Climbers have among the lowest [[traction]] in the game, their traction is completely unaffected by slippery [[terrain]] | <!-- 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. | ||
''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= | |neutralname= | ||
|neutral1dmg=leader: 2%<br/>partner: 1.5% | |neutral1dmg=leader: 2%<br/>partner: 1.5% | ||
|neutral2dmg=leader: 3.5%<br/>partner 2. | |neutral2dmg=leader: 3.5%<br/>partner 2.6% | ||
|neutraldesc=The Ice Climbers swing their hammers horizontally, and then vertically. A great | |neutraldesc=The Ice Climbers swing their hammers horizontally, and then vertically. A great get off me tool that does decent damage to boot. | ||
|ftiltname= | |ftiltname= | ||
| | |ftiltangles=3 | ||
|ftiltdesc=The Ice Climbers swing their hammers horizontally. Has high knockback growth, being able to | |ftiltupdmg= | ||
|utiltname= | |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= | |||
|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= | |dtiltname= | ||
|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 | |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= | |dashname= | ||
|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 | |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= | |fsmashname= | ||
|fsmashdmg=leader: {{ChargedSmashDmgSSBU|12}}<br/>partner: {{ChargedSmashDmgSSBU|9}} | |fsmashdmg=leader: {{ChargedSmashDmgSSBU|12}}<br/>partner: {{ChargedSmashDmgSSBU|9}} | ||
|fsmashdesc= | |fsmashdesc=An overhead swing of their hammers, smashing them in front of themselves. | ||
|usmashname= | |usmashname= | ||
|usmashdmg=leader: {{ChargedSmashDmgSSBU|11}} | |usmashdmg=leader: {{ChargedSmashDmgSSBU|11}}<br/>partner: {{ChargedSmashDmgSSBU|8.2}} | ||
|usmashdesc=The Ice Climbers swing their hammers in an overhead arc | |usmashdesc=The Ice Climbers swing their hammers in an overhead arc. | ||
|dsmashname=Hammer Sweep | |dsmashname=Hammer Sweep | ||
|dsmashdmg=leader: {{ChargedSmashDmgSSBU|13}}<br/>partner: {{ChargedSmashDmgSSBU|9. | |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= | |nairname= | ||
|nairdmg=leader: {{ShortHopDmgSSBU|7}}<br/>partner: {{ShortHopDmgSSBU|5. | |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 | |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= | |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= | |bairname= | ||
|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 | |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= | |uairname= | ||
|uairdmg=leader: {{ShortHopDmgSSBU|9}}<br/>partner: {{ShortHopDmgSSBU|6. | |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 | |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= | |dairname= | ||
|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]], | |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= | |grabname= | ||
|grabdesc=The leader | |grabdesc=The leader reaches in front of themselves with their free hand. Its grab range is short, being the shortest in the game. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1% | |pummeldmg=1% | ||
|pummeldesc=A headbutt | |pummeldesc=A headbutt. The partner takes no action at all. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=3% (hit), 5% (throw) | |fthrowdmg=3% (hit), 5% (throw) | ||
|fthrowdesc=The leader knocks the opponent away with their hammer | |fthrowdesc=The leader knocks the opponent away with their hammer. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=6% | |bthrowdmg=6% | ||
|bthrowdesc=The leader throws the opponent behind | |bthrowdesc=The leader throws the opponent behind themself. | ||
|uthrowname= | |uthrowname= | ||
|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= | |dthrowname= | ||
|dthrowdmg=6% | |dthrowdmg=6% | ||
|dthrowdesc=The leader lifts the opponent over their head with both hands and slams them on the ground. | |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= | |floorfname= | ||
|floorfdmg=leader: 7%<br/>partner: 5. | |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= | |floorbname= | ||
|floorbdmg=leader: 7%<br/>partner: 5. | |floorbdmg=leader: 7%<br/>partner: 5.2% | ||
|floorbdesc=Same as the frontal floor attack. | |floorbdesc=Same as the frontal floor attack. | ||
|floortname= | |floortname= | ||
|floortdmg=leader: 5%<br/>partner: 3. | |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= | |edgename= | ||
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|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 | |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 | |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% ( | |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 | |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 | |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. | |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 | |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. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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===[[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 | *'''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> | ||
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*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> | ||
===[[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 | *'''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}}''.]] | ||
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</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
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. | |||
'' | 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. | ||
===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.--> | |||
=== | ====Active==== | ||
''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}}. | |||
====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}}. | |||
=={{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.]] | ||
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 | 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 | 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)}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]== | ==[[Spirit]]== | ||
The Ice Climbers' fighter spirit can be obtained by completing | 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 | ==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> | ||
=== | ===Character Showcase Video=== | ||
{{#widget:YouTube|id=FUzcsIjn4LY}} | {{#widget:YouTube|id=FUzcsIjn4LY}} | ||
==Trivia== | ==Trivia== | ||
*One of the Ice Climbers' preview pictures | *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 | *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 | **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]] ( | *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/ | *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 | *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 | **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 | *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 | *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 | *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 | *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 | **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''. | ||
*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 | |||
*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 | *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]]''. | ||
* | *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. | ||
**While the {{SSBU|Mii Fighter}}s technically represent the {{uv|Super Smash Bros.}} universe, they appear in most of Mii-related spirit battles. | |||
*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. | |||
*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}}. | |||
==References== | ==References== |