Editing Ice Climbers (SSBU)

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|ssbgame2 = SSBB
|ssbgame2 = SSBB
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = C+
|ranking = 51
}}
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{{cquote|''Back in the battle after a ten-year absence! There are two of them, so does that make them twice as strong as other fighters?''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
The '''Ice Climbers''' ({{ja|アイスクライマー|Aisu Kuraimā}}, ''Ice Climber'') are playable characters 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 #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 portrayal from ''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 remain a viable character and have seen strong results thanks to the efforts of {{Sm|Big D}} and several players in Japan.


==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==
==Changes from ''[[Super Smash Bros. Brawl]]''==
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.
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 infinite [[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 noticably more startup and ending lag, and their infamous chain grabs were completely removed.
 
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.
 
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 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.
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 having 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 outprioritized, and its overall size is smaller, making it harder to connect against grounded opponents.


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.
On the buff side of things, 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 complimented 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.


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.
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. Despite this, {{Sm|Big D}} has achieved respectable tournament results so far using the Ice Climbers.


==Changes from ''[[Super Smash Bros. Brawl]]''==
===Aesthetics===
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''.
*{{change|The Ice Climbers gain additional detail due to the game's graphical improvements. The duo now wear coats with detailed furry lining, and their boots and hammers are covered in powdered snow. They have slightly smaller heads, and the proportions of their facial features and bodies have also been adjusted.}}
*{{change|The Ice Climbers have gained two additional [[Alternate costume (SSBU)#Ice Climbers|alternate costume]]s, increasing their total to eight.}}
*{{change|Both Ice Climbers always face the screen regardless which direction either of them turn, making both their animations mirrored. <!--Don't add that the Ice Climbers are the only characters with a mirrored animation who constantly held weapons, because one of the 2 unknown DLC fighters might also be a character who both has a mirrored animation and holds a weapon.--> }}
*{{change|Like other fighters, the Ice Climbers are more expressive than before, they now scowl when shielding and charging their down smash, and the partner climber will also panic when the leader is grabbed.}}
**{{change|In addition, the partner climber will have worried expression and wince periodically when the main climber gets frozen, dizzy, or get attacked.}}
*{{change|Either Ice Climber now hangs onto the ledge with one hand instead of two.}}
*{{change|Their [[Spotdodge]] animation has been altered, showing them resting their hammers on their shoulder while looking back.}}
*{{change|The Ice Climbers have a new [[idle pose]] of them turning to look behind themselves. It replaces the animation of them dropping their hammers then lifting them back up.}}
*{{change|The Ice Climbers only jump once when using up [[taunt]] as opposed to three times.}}
*{{change|Their [[victory theme]] has been shortened to only contain the second half.}}
*{{change|In the end of a solo match, only the leading Ice Climber will be shown inside the losing pane on the [[results screen]]. Both Ice Climbers are still shown if the match ends in a No Contest.}}
*{{change|The Ice Climbers' [[crowd]] cheer is now "I scream, you scream, Ice Climbers!"}}
*{{bugfix|Nana's crowd cheer is no longer the back sound of the menu if she is currently the leader.}}
*{{change|The Ice Climbers' voice clip numbers in [[Sound Test]] are now numbered individually (i.e. "Popo: Voice [number]"/"Nana: Voice [number]"), akin to {{SSBU|Rosalina & Luma}}, {{SSBU|Mii Fighter}}s and {{SSBU|Banjo & Kazooie}}, as well as summonable characters' voices in {{SSBU|Robin}}, {{SSBU|Shulk}} and {{SSBU|Joker}}'s sections.}}
*{{change|The sound effects of the partner are more quieter. This is best heard when they're either Star or Screen KO'd.}}


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.
===Attributes===
*{{buff|Like all characters, both of the Ice Climbers' [[jumpsquat]] animations now take three frames to complete (down from 4).}}
*{{buff|The partner climber is now generally faster than the leader. This helps them keep up if the two are separated.}}
*{{nerf|If either Ice Climber lands a hit, the other one now takes a small amount of hitlag, regardless of whether their attack connects or not.}}
**{{nerf|This makes desyncing slightly more difficult.}}
*{{nerf|The partner climber now takes 1.05x times the damage and knockback from attacks, making them slightly easier to separate and KO. This additional knockback also affects the leader if both climbers are hit with an attack which deals vertical knockback, significantly hindering the Climbers' vertical endurance when they are together.}}
*{{buff|The Ice Climbers walk faster (0.96 → 1.008 (leader), 1.1088 (partner)).}}
*{{buff|The Ice Climbers [[dash]] faster (1.388 → 1.53 (leader), 1.683 (partner)). Their initial dash is also faster (1.4 → 1.68).}}
*{{buff|The Ice Climbers' [[air speed]] is faster (0.7708 → 0.83 (leader), 0.8715 (partner)).}}
*{{change|The Ice Climbers' [[falling speed]] is faster (1.2 → 1.3).}}
*{{change|The Ice Climbers' [[gravity]] is slightly higher (0.077 → 0.082), although it is lower relative to the cast.}}
*{{buff|As with all returning veterans, the Ice Climbers have much higher [[traction]] (0.035 → 0.077) although it is still the second lowest in the game.}}
*{{buff|The partner climber has higher air acceleration (0.09 → 0.0945).}}
*{{nerf|The removal of [[chain grabbing]] hinders the Ice Climbers more than any other character, as it harshly reduces their damage racking and KO abilities and zero-to-death potential. They also greatly suffer from the ability to [[tech]] [[footstool]]s as it removes their guaranteed [[lock]] setups from grabs.}}
*{{nerf|The partner climber's [[AI]] is worse as they have more difficulty recovering and making it back to the leader which can lead to them [[self destruct]]ing.}}
*{{buff|The duration enemies are [[frozen]] from the Ice Climbers' ice attacks are much longer, allowing for easier unavoidable followups at high percentages. At very high percentages, it can even freeze them long enough to be unable to recover from near the ledge.}}
*{{buff|Ice Climbers arguably benefit the most from the reintroduction of [[wavedash]]ing because of their very low traction, significantly increasing their approach and mobility, as well as giving them more mixups with grabbing and attacking opponents.}}
*{{change|The partner climber's attacks now affect the duo's [[stale]]ness queue; in previous games, they would use the queue but could not alter it. This generally means that the duo's attacks will both stale and refresh twice as quickly.}}


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.
===Ground attacks===
*[[Neutral attack]]:
**{{buff|Neutral attack can now [[lock]] opponents due to its altered angle (60° → 361°/180°) and the partner's second hit deals more damage (2% → 2.6%).}}
**{{nerf|Neutral attack does less damage (3% → 2% (leader hit 1), 4% → 3.5% (leader hit 2), 2% → 1.5% (partner hit 1), 11% → 9.6% (total)).}}
**{{nerf|Second hit of neutral attack has more ending lag (frame 20 → 30) and both hits have a shorter duration (frames 4-7 (hit 1), 4-6 (hit 2) → 4-5 (both)).}}
*[[Forward tilt]]:
**{{nerf|The partner's forward tilt deals less damage (7% (non angled), 9% (angled) → 6.75%).}}
**{{nerf|Forward tilt has a shorter duration (frames 9-12 → 9-10).}}
*[[Up tilt]]:
**{{buff|The final hit of up tilt has a longer duration (frame 23 → 24-27) and has more combo potential due to the removal of [[hitstun canceling]]. The partner's final hit also deals more knockback (40 (base), 100 (scaling) → 38/118).}}
**{{nerf|Up tilt deals less damage (1% (loop hits) → 0.8% (leader loop hits), 0.6% (partner loop hits), 17% → 15.4% (total)), the loop hits have increased knockback (10 (base), 20 (scaling) → (65/60/20)/10) and the final hit has more startup lag (frame 23 → 24).}}
*[[Down tilt]]:
**{{change|The partner's down tilt now deals consistent damage (4%/5% → 4.5%) making it deal more damage at close range but makes it deal less damage at the tip of the hammer.}}
**{{nerf|Down tilt connects less reliably at higher percents when both climbers are present.}}
*[[Dash attack]]:
**{{buff|The partner's dash attack deals more damage (4% → 4.5%) and has increased knockback scaling (40 → 60). Dash attack also has a longer duration (frames 11-12 → 11-14).}}
**{{nerf|Dash attack causes less [[hitlag]] making it connect far less reliably at higher percents when both climbers are present.}}
*[[Forward smash]]:
**{{buff|Forward smash has less startup lag with a longer duration (frames 12-13 → 11-13). It also has less ending lag (frame 49 → 47) and has higher base knockback (30 → 50). The partner's forward smash also has higher knockback scaling (118 → 126).}}
**{{nerf|It has an altered animation where the Ice Climbers don't slam their hammers as far, hindering its range. It also no longer has a sweetspot which deals more damage (13% → 12% (leader), 10% → 9% (partner), 23% → 21% (both)).}}
*[[Up smash]]
**{{buff|Up smash has less startup lag (frame 13 → 12) and the partner's up smash has higher knockback scaling (113 → 126).}}
**{{nerf|The partner's up smash deals less damage (9% → 8.2%) and it has more ending lag (frame 48 → 50).}}
*[[Down smash]]:
**{{change|Down smash is now a sweep that hits one side. The partner will use the same attack facing the other way.}}
**{{buff|Down smash covers more horizontal ground when together and it deals more damage (12%/10% → 13% (leader), 9%/8% → 9.7% (partner)). It also has less ending lag (frame 44 → 41) and deals more knockback than the previous sweetspots (30 (base), 105 (leader scaling)/113 (partner scaling) → 45/(100/120)).}}
**{{nerf|Down smash only hits on one side when solo. It is also drastically harder to connect with both climbers and even if it does, its maximum damage output is much lower as it no longer has two hits (42% → 22.7% (both)).}}


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.
===Aerial attacks===
*{{buff|All aerials have less landing lag (15 frames → 7 (neutral/back), 20 → 10 (forward), 30 → 14 (up), 42 → 20 (down).}}
*{{nerf|The Ice Climbers can no longer use two back or up aerials in a short hop due to their faster falling speed as well as the latter having increased ending lag.}}
*[[Neutral aerial]]:
**{{buff|The partner's neutral aerial deals more damage (5% → 5.25%).}}
**{{nerf|Neutral aerial connects less reliably when both climbers are present especially at higher percents.}}
**{{nerf|The partner's neutral aerial also has less knockback scaling (128 → 120) hindering its KO potential despite its higher damage.}}
*[[Forward aerial]]:
**{{buff|The partner's sourspot forward aerial deals more damage (7% → 9%).}}
**{{buff|The partner's forward aerial has increased knockback scaling (100 → 114) improving its KO potential when both climbers are present.}}
**{{buff|The removal of [[meteor canceling]] improves the partner's sweetspot's reliability.}}
*[[Back aerial]]:
**{{nerf|Back aerial deals less damage (11% → 10% (leader), 8% → 7.5% (partner), 19% → 17.5% (both)) although its knockback scaling was compensated (107 (leader), 128 (partner) → 115/138) and connects less reliably when both climbers are present especially at higher percents.}}
*[[Up aerial]]:
**{{buff|The Ice Climbers have a new [[up aerial]]: an upwards hammer swing in a horizontal arc. Compared to the old up aerial, it provides much more horizontal range and hits in front of them, covering them more efficiently than before. It also has higher knockback scaling (120 (leader), 142 (partner) → 129/154.80003) improving its KO potential despite its lower damage.}}
**{{nerf|New up aerial deals less damage (10%/9% → 9% (leader), 7%/6% → 5.75% (partner)), has more startup lag, a shorter duration (frames 6-23 → 7-11) and more ending lag (frame 30 → 36) compared to the previous one. It also has less vertical range making it much harder to connect against grounded opponents.}}
*[[Down aerial]]:
**{{buff|The partner's down aerial deals more damage (5% → 6%). Down aerial also [[auto-cancel]]s earlier (frame 58 → 54).}}
**{{change|The Ice Climbers now bounce up before performing down aerial similar to {{SSBU|Sheik}}'s down aerial.}}
**{{nerf|Down aerial has more startup lag with a shorter duration (frames 9-51 → 12-51).}}


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''.
===Throws/other attacks===
*{{nerf|[[Grab]]s have more startup (frame 6 → 8 (standing), frame 8 → 10 (dash/pivot)) and ending lag (frame 30 → 40 (standing), frame 40 → 48 (dash), frame 40 → 41 (pivot)).}}
*{{nerf|The partner climber cannot act while the leader is held by an opponent's [[grab]] while on the ground, and enters a panicking animation instead (although this can be avoided with desyncs).}}
*{{nerf|The partner climber can no longer grab, and will taunt during the leader's throw while on the ground. This removes their [[chain grabs]] and [[lock]]s the Ice Climbers were infamous for in previous titles.}}
*{{buff|[[Up throw]] deals more damage (2% (hit), 4% (throw), 6% (total) → 3%/5%/8%) and the knockback scaling on the throw was not fully compensated (28 → 26).}}
*{{change|[[Down throw]] now has the leader grab the opponent with both hands, lift them up in the air, and slam them on the ground.}}
**{{buff|The changes to [[hitstun canceling]] improve down throw's combo potential beyond lower percents with a solo climber.}}
**{{nerf|The removal of chain grabbing hinders down throw's damage racking potential at lower percents even with a solo climber. Down throw also has increased knockback scaling (100 → 116) hindering its combo potential.}}
*{{buff|The leader's front and back [[floor attack]]s deals more damage (6% → 7%).}}
*{{nerf|The partner's floor attacks deals less damage (6% → 5.2% (front & back), 5% → 3.5% (trip)).}}
*{{change|Ledge attack is now a horizontal swing similar to their old over 100% ledge attack. It deals consistent damage compared to the previous two ledge attacks but the partner's ledge attack is now weaker (8% (hammer), 6% (body) → 8% (leader), 6% (partner).}}
**{{nerf|New ledge attack deals less damage compared to their old over 100% ledge attack (10% (hammer), 8% (body) → 8% (leader), 6% (body)) and the Ice climbers do not hunch over when performing it making them easier to hit.}}


{{SSB4 to SSBU changelist|char=Ice Climbers}}
===Special Moves===
*[[Ice Shot]]:
**{{buff|Ice Shot deals more damage (1%-3% → 2-2%-3.5%) and it has regained a hammer hitbox. It also has less ending lag (frame 60 → 56).}}
**{{buff|Ice Shot can function as a projectile blocker since the sliding ice pieces won't get destroyed by any projectiles, and will cancel them out no matter how powerful they are.}}
**{{change|Ice Shot makes a different sound effect.}}
**{{nerf|Ice Shot has more startup lag (frame 17 → 18).}}
**{{nerf|Reflected ice chunks can now damage the Ice Climbers.}}
*[[Squall Hammer]]:
**{{buff|Solo Squall Hammer now ends with a stronger hit that deals mild diagonal damage and knockback. The move also has less startup lag (frame 12 → 10).}}
**{{buff|[[Desynching|Desynced]] Squall Hammer can be used to trap opponents between both Ice Climbers.}}
**{{change|Squall Hammer now makes a twinkling sound effect when used.}}
**{{nerf|Squall Hammer grants much less vertical distance with mashing and it has more ending lag with both climbers (frame 70 → 78).}}
**{{nerf|Squall Hammer doesn't sweetspot the ledge anymore.}}
*[[Belay]]:
**{{buff|Belay covers slightly more distance with a solo climber and the solo climber has more control while using it.}}
**{{change|When both climbers are present, the solo climber covers more vertical distance but less horizontal.}}
**{{change|Belay now uses a unique sound effect rather than regular jump sound from ''Ice Climber''.}}
**{{nerf|The partner's hitbox on Belay can be out prioritized. If it is, then the leader will rise no higher than when the move is done solo.}}
**{{nerf|Belay has a smaller hitbox making it harder to land against grounded opponents.}}
*[[Blizzard]]:
**{{change|Both Ice Climbers aim Blizzard forward while on the ground, similarly to their aerial version in previous games. This increases its damage output when used on the ground, but means that Blizzard can no longer hit opponents behind them hindering its spacing potential.}}
**{{buff|Blizzard freezes opponents for a longer period of time.}}
**{{nerf|Blizzard deals less damage at close range (2% → 1.7%) and it has more ending lag (frame 80 → 85). It also no longer causes hitstun or freezes opponent when used at far range removing its ability to lock and hindering its spacing potential.}}
*[[Iceberg]]:
**{{buff|Iceberg now spins and features a teetering [[Polar Bear]] that launches opponents with greater knockback. During the move, a [[Condor]] will circle around the top of the screen, which the Ice Climbers can grab onto, and it will also deal damage to opponents that touch it.}}
**{{change|When paired, the Ice Climbers no longer make a "clapping" sound upon activating Iceberg.}}
**{{change|Iceberg lasts a shorter duration. This makes it less threatening to opponents, but also makes it less likely to lose the partner climber.}}
**{{buff|The iceberg can now be moved across the stage.}}
**{{nerf|Iceberg no longer freezes opponents.}}
**{{nerf|Iceberg no longer causes platforms to damage opponents.}}


==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.
The Ice Climbers have received a mix of buffs and nerfs via game updates.
 
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.
 
Overall, the Ice Climbers fare mildly better than they did at the launch of ''Ultimate''.


'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
{{UpdateList (SSBU)/1.2.0|char=Ice Climbers}}
*The Ice Climbers have been affected, although the changes are currently unknown.


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
{{UpdateList (SSBU)/2.0.0|char=Ice Climbers}}
*{{change|The partner Ice Climber's AI has been improved. The partner follows the leader better, but this makes some [[Desynching|desyncs]] more difficult to perform.}}
*{{buff|[[Belay]]'s edge grabbox is larger.}}


'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
{{UpdateList (SSBU)/3.0.0|char=Ice Climbers}}
*{{change|The partner Ice Climber's AI has been adjusted. They return to the leader when the leader grabs an opponent, and scenarios where desyncs would occur have changed.}}
*{{nerf|The last hit of the partner Ice Climber's up tilt has a higher hitlag multiplier. This makes it easier to SDI out of.}}
*{{buff|[[Iceberg]] has increased knockback when used via the [[Final Smash Meter]].}}


'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
{{UpdateList (SSBU)/3.1.0|char=Ice Climbers}}
*{{change|The Ice Climbers recover their double jump the same way as other characters.}}
*{{nerf|The partner Ice Climber no longer jumps upon pressing the jump button immediately after a grab. This makes some desyncs more difficult to perform.<ref>https://smashboards.com/threads/patch-3-1-0-discussion-thread.484425/#post-23359548</ref>}}
*{{bugfix|Fixed a glitch where the partner Ice Climber would receive more knockback than usual.}}


'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
{{UpdateList (SSBU)/4.0.0|char=Ice Climbers}}
*{{nerf|Removed the partner Ice Climber's ability to edge trump an opponent.}}


'''{{GameIcon|ssbu}} {{SSBU|5.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|5.0.0}}'''
{{UpdateList (SSBU)/5.0.0|char=Ice Climbers}}
*{{buff|Restored the partner Ice Climber's ability to edge trump an opponent.}}
 
'''{{GameIcon|ssbu}} 6.1.0'''
{{UpdateList (SSBU)/6.1.0|char=Ice Climbers}}
 
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
{{UpdateList (SSBU)/7.0.0|char=Ice Climbers}}
 
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
{{UpdateList (SSBU)/8.0.0|char=Ice Climbers}}
 
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
{{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]].''


Line 112: Line 194:
|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.
|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.
|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.
|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.
|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.
|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.
|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.
|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 what sets it apart from other down air stall-then-falls is that the startup doesn't possess a meteor hitbox.
|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 themself with their free hand.
|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.
|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 267:
|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 will hurt the Ice Climbers. The ice can freeze opponents at high percents.
|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.
|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. 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%.
|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
| ellag=4 | rellag=2-75
}}
====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
| ellag=4 | rellag=2-75
}}
===[[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]]===
*The Condor flies in with them hanging off its feet. They then jump off while [[wikipedia:High five|high fiving]] each other, and the Condor flies off.
*The Condor flies in with them hanging off its feet. They then jump off while [[wikipedia:High five|high fiving]] each other, and the Condor flies off.
<gallery>
IceClimbersOnScreenAppearanceSSBU.gif|Ice Climbers' on-screen appearance
</gallery>


===[[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 298:
===[[Idle pose]]s===
===[[Idle pose]]s===
*Both twirl their hammers.
*Both twirl their hammers.
*Popo looks backward curiously.
*Both look 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
|[[File:Ice Climbers Cheer English 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]]||[[File:Ice Climbers Cheer Spanish 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 324: Line 315:
</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
===Most historically significant players===
When the Ice Climbers first popped up in the E3 demo build, players were immediately excited, and as such they became one of the possibly most played characters in the build. However, there wasn't much of an opportunity for the masses to play them long enough to figure out what made this iteration of the Ice Climbers special. Players knew nerfs from the ''Brawl'' iteration were inevitable, and the changes to gameplay mechanics were drastically negative for them, since they have lost their notorious zero-to-death potential and have much less damage racking  potential with their chain grabs due to the removal of chain grabs after ''Brawl'', with Nana being unable to act if Popo grabs an opponent or gets hit, and their attacks connecting less reliably because of the changes to hitlag caused them to have almost nonexistent representation.  
<!--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 really made breakthroughs, with new tech and knowledge. Those few who have stuck with the character have found desync setups and high-damaging combos. The community is divided on the Ice Climbers' standing in the current metagame and the general perception of them is negative, as the character's complexity still sees them passed up in favor of easier characters, and are usually seen as a low tier character or among the worst in the game, which is also caused by their lack of representation. The new advanced techniques, however, have helped their mains with how little matchup 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|????|USA}} - Co-mains Ice Climbers with {{SSBU|Mewtwo}} and placed 1st at {{Trn|Midwest Arcadian}}. He is known for his contributions to Ice Climbers' [[metagame]].  
*{{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|Big D|Canada}} - 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}} with solo Ice Climbers.
*{{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}}.
*{{Sm|Kie|Japan}} - Co-mains Ice Climbers with {{SSBU|Peach}} and is considered the best Ice Climbers player in Japan and one of the best ones in the world. 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.
 
===Tier placement and history===
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.
 
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.
 
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.


{|class="wikitable" style="text-align:center"
{|class="wikitable sortable" style="text-align:center"
!Round!!Opponent!!Stage!!Music
!Round!!Opponent!!Stage!!Music
|-
|-
|1||{{CharHead|Link|SSBU|hsize=20px}} and {{CharHead|Zelda|SSBU|hsize=20px}}||[[Great Plateau Tower]]||''{{SSBUMusicLink|The Legend of Zelda|Main Theme - The Legend of Zelda: Breath of the Wild}}''
|1||{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px}} and {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px}}||[[Great Plateau Tower]]||''{{SSBUMusicLink|The Legend of Zelda|Main Theme - The Legend of Zelda: Breath of the Wild}}''
|-
|-
|2||{{CharHead|Ryu|SSBU|hsize=20px}} and {{CharHead|Ken|SSBU|hsize=20px}}||[[Suzaku Castle]]||''{{SSBUMusicLink|Street Fighter|Ryu Stage}}''
|2||{{SSBU|Ryu}} {{Head|Ryu|g=SSBU|s=20px}} and {{SSBU|Ken}} {{Head|Ken|g=SSBU|s=20px}}||[[Suzaku Castle]]||''{{SSBUMusicLink|Street Fighter|Ryu Stage}}''
|-
|-
|3||{{CharHead|Villager|SSBU|hsize=20px}} and {{CharHead|Isabelle|SSBU|hsize=20px}}||[[Smashville]]||''{{SSBUMusicLink|Animal Crossing|Title Theme - Animal Crossing: Wild World (Brawl)}}''
|3||{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px}} and {{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px}}||[[Smashville]]||''{{SSBUMusicLink|Animal Crossing|Title Theme - Animal Crossing: Wild World (Brawl)}}''
|-
|-
|4||{{CharHead|Donkey Kong|SSBU|hsize=20px}} and {{CharHead|Diddy Kong|SSBU|hsize=20px}}||[[Jungle Japes]]||''{{SSBUMusicLink|Donkey Kong|Jungle Level (Melee)}}''
|4||{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px}} and {{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px}}||[[Jungle Japes]]||''{{SSBUMusicLink|Donkey Kong|Jungle Level (Melee)}}''
|-
|-
|5||{{CharHead|Palutena|SSBU|hsize=20px}} and {{CharHead|Pit|SSBU|hsize=20px}}||[[Palutena's Temple]]||''{{SSBUMusicLink|Kid Icarus|Title Theme - Kid Icarus}}''
|5||{{SSBU|Palutena}} {{Head|Palutena|g=SSBU|s=20px}} and {{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px}}||[[Palutena's Temple]]||''{{SSBUMusicLink|Kid Icarus|Title Theme - Kid Icarus}}''
|-
|-
|6||{{CharHead|Mario|SSBU|hsize=20px}} and {{CharHead|Peach|SSBU|hsize=20px}}||[[Princess Peach's Castle]]||''{{SSBUMusicLink|Super Mario Bros.|Main Theme - New Super Mario Bros.}}''
|6||{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px}} and {{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px}}||[[Princess Peach's Castle]]||''{{SSBUMusicLink|Super Mario Bros.|Main Theme - New Super Mario Bros.}}''
|-
|-
|colspan="4"|[[Bonus Stage]]
|colspan="4"|[[Bonus Stage]]
Line 372: Line 355:
==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 do not appear in 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}}


===Fighter Battle===
===Fighter Battle===
{|class="wikitable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
|-
!style="width:5%;"|No.
! style="width:5%;"|No.
!style="width:5%;"|Image
! style="width:5%;"|Image
!Name
! Name
!Type
! Type
!Power
! Power
!Stage
! Stage
!Music
! Music
|-
|-
|15
| 15
|[[File:Ice Climbers SSBU.png|center|64x64px]]
| [[File:Ice Climbers SSBU.png|center|108x108px]]
|Ice Climbers
| {{SSBU|Ice Climbers}}
|{{SpiritType|Grab}} <center>{{color|#17ba17|Grab}}</center>
| {{color|#17ba17|Grab}}
|7,500
| 7,500
|[[Summit]] ([[Ω form]])
| [[Summit]] ([[Ω form]])
|''{{SSBUMusicLink|Ice Climber|Ice Climber (Brawl)}}''
| ''{{SSBUMusicLink|Ice Climber|Ice Climber (Brawl)}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]==
==[[Spirit]]s==
Ice Climbers' fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Ice Climbers. 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>
<gallery>
<gallery>
SSBU spirit Ice Climbers.png|606. '''''Ice Climbers'''''
SSBU Spirits Ice Climbers.png|606. '''''Ice Climbers'''''
</gallery>
</gallery>
</center>
</center>


==In Spirit Battles==
==In Spirit battles==
''Conditions in italic aren't listed on the Spirit Battle preview screen.''
===As the main opponents===
===As the main opponents===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
|-
! style="width:5%;"|No.
! style="width:5%;"|No.
Line 426: Line 408:
! Conditions
! Conditions
! Music
! Music
! Character
|-
|-
|114
|114
|{{SpiritTableName|Freezie|link=y|size=64}}
|[[File:Freezie spirit.png|center|64x64px]]
|''Mario Bros.'' Series
|{{anchor|Freezie}}[[Freezie]]
|''Mario Bros. series''
|•{{SSBU|Ice Climbers}} {{Head|Ice Climbers|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Ice Climbers}} {{Head|Ice Climbers|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|1,600
|1,600
|[[Mario Bros.]] ([[Battlefield form]])
|[[Mario Bros.]] ([[Battlefield form]])
|•Item: [[Freezie]]
|•Item: Freezie
|•The enemy starts the battle with a Freezie
|•The enemy starts the battle with a Freezie
|{{SSBUMusicLink|Super Mario Bros.|Mario Bros.}}
|{{SSBUMusicLink|Super Mario Bros.|Mario Bros.}}
|
|-
|-
|373
|373
|{{SpiritTableName|Mr. Frosty|size=64}}
|[[File:Mr Frosty Spirit.png|center|64x64px]]
|''Kirby'' Series
|{{anchor|Mr. Frosty}}Mr. Frosty
|•{{SSBU|Ice Climbers}} {{Head|Ice Climbers|g=SSBU|s=20px|cl=Indigo}} (80 HP)
|''Kirby series''
|{{SpiritType|Shield}}
|•{{SSBU|Ice Climbers}} {{Head|Ice Climbers|g=SSBU|s=20px|cl=Indigo}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|2,200
|2,200
|{{SSB|Dream Land}} ([[Battlefield form]])
|{{SSB|Dream Land}}
|•Hazard: Ice Floor
|•Hazard: Ice Floor
|•The floor is frozen<br>•The enemy's ice and water attacks have increased power<br>•[[Stamina battle]]
|•The floor is frozen<br>•The enemy's ice and water attacks have increased power<br>•[[Stamina battle]]
|{{SSBUMusicLink|Kirby|Ice Cream Island}}
|{{SSBUMusicLink|Kirby|Ice Cream Island}}
|
|-
|-
|457
|457
|{{SpiritTableName|Lapras|link=y|size=64}}
|[[File:Lapras.png|center|64x64px]]
|''Pokémon'' Series
|{{anchor|Lapras}}[[Lapras]]
|''Pokémon series''
|•{{SSBU|Ice Climbers}} {{Head|Ice Climbers|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Ice Climbers}} {{Head|Ice Climbers|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,800
|3,800
|[[Wuhu Island]] (Rocks at sea)
|[[Wuhu Island]] (Rocks at sea)
Line 462: Line 444:
|•You can't swim
|•You can't swim
|{{SSBUMusicLink|Pokémon|Pokémon Red / Pokémon Blue Medley}}
|{{SSBUMusicLink|Pokémon|Pokémon Red / Pokémon Blue Medley}}
|
|-
|-
|531
|531
|{{SpiritTableName|Kyurem|link=y|size=64}}
|[[File:Kyurem.png|center|64x64px]]
|''Pokémon'' Series
|{{anchor|Kyurem}}[[Kyurem]]
|''Pokémon series''
|•{{SSBU|Ice Climbers}} {{Head|Ice Climbers|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Ice Climbers}} {{Head|Ice Climbers|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|4,700
|4,700
|[[Summit]] ([[Battlefield form]])
|[[Summit]] ([[Battlefield form]])
|•Hazard: Ice Floor
|•Hazard: Ice Floor
|•The floor is frozen<br>•Timed battle (1:30)<br>•The enemy favors special moves
|•The floor is frozen<br>•Timed battle<br>•The enemy favors special moves
|{{SSBUMusicLink|Pokémon|Battle! (Reshiram / Zekrom)}}
|{{SSBUMusicLink|Pokémon|Battle! (Reshiram/Zekrom)}}
|
|-
|-
|860
|860
|{{SpiritTableName|Cyrus & Reese|size=64}}
|[[File:Reese & Cyrus Spirit.png|center|64x64px]]
|''Animal Crossing'' Series
|Cyrus & Reese
|''Animal Crossing series''
|•{{SSBU|Ice Climbers}} {{Head|Ice Climbers|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Ice Climbers}} {{Head|Ice Climbers|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|9,400
|9,400
|[[Smashville]]
|[[Smashville]]
Line 486: Line 468:
|•Gravity is reduced<br>•Certain items will appear in large numbers after a little while
|•Gravity is reduced<br>•Certain items will appear in large numbers after a little while
|{{SSBUMusicLink|Animal Crossing|2:00 a.m. - Animal Crossing: Wild World}}
|{{SSBUMusicLink|Animal Crossing|2:00 a.m. - Animal Crossing: Wild World}}
|Reese (Nana), Cyrus (Popo)
|-
|-
|878
|878
|{{SpiritTableName|Ice Man|size=64}}
|{{anchor|Ice Man}}[[File:Ice Man Spirit.png|center|64x64px]]
|''Mega Man'' Series
|Ice Man
|•{{SSBU|Ice Climbers}} {{Head|Ice Climbers|g=SSBU|s=20px|cl=White}} (140 HP)
|''Mega Man series''
|{{SpiritType|Shield}}
|•{{SSBU|Ice Climbers}} {{Head|Ice Climbers|g=SSBU|s=20px|cl=White}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|4,600
|4,600
|[[Summit]] ([[Battlefield form]])
|[[Summit]] ([[Battlefield form]])
|•Hazard: Ice Floor
|•Hazard: Ice Floor
|•The floor is frozen<br>•The enemy's ice and water attacks have increased power<br>•The enemy has super armor and is hard to launch or make flinch<br>•''[[Stamina battle]]''
|•The floor is frozen<br>•The enemy's ice and water attacks have increased power<br>•The enemy has super armor and is hard to launch or make flinch
|{{SSBUMusicLink|Mega Man|Ice Man Stage}}
|{{SSBUMusicLink|Mega Man|Ice Man Stage}}
|
|-
|-
|1,099
|1,099
|{{SpiritTableName|Duon|link=y|size=64}}
|[[File:Duon spirit.png|center|64x64px]]
|''Super Smash Bros.'' Series
|{{anchor|Duon}}[[Duon]]
|•Giant {{SSBU|Ice Climbers}} {{Head|Ice Climbers|g=SSBU|s=20px|cl=Red}} (150 HP)
|''Super Smash Bros. series''
|{{SpiritType|Attack}}
|•Giant {{SSBU|Ice Climbers}} {{Head|Ice Climbers|g=SSBU|s=20px|cl=Red}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|4,100
|4,100
|[[Halberd]] (Ship deck)
|[[Halberd]] (Ship deck)
Line 510: Line 492:
|•[[Stamina battle]]<br>•The enemy's shooting items have increased power<br>•The enemy is giant
|•[[Stamina battle]]<br>•The enemy's shooting items have increased power<br>•The enemy is giant
|{{SSBUMusicLink|Super Smash Bros.|Boss Battle Song 1}}
|{{SSBUMusicLink|Super Smash Bros.|Boss Battle Song 1}}
|Duon's gun side (Nana) and sword side (Popo)
|-
|-
|1,137
|1,137
|{{SpiritTableName|Olaf|size=64}}
|{{anchor|Olaf}}[[File:Olaf.png|center|64x64px]]
|''Advance Wars'' Series
|Olaf
|''Advance Wars series''
|•{{SSBU|Ice Climbers}} {{Head|Ice Climbers|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Ice Climbers}} {{Head|Ice Climbers|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|2,200
|2,200
|[[Summit]] ([[Battlefield form]])
|[[Summit]] ([[Battlefield form]])
|•Move Speed ↓<br>•Hazard: Ice Floor
|•Move Speed ↓<br>•Hazard: Ice Floor
|•The floor is frozen<br>•You have reduced move speed after a little while<br>•The enemy starts the battle with a [[Steel Diver]]
|•The floor is frozen<br>•You have reduced move speed after a little while<br>•The enemy starts the battle with a [[Steel Diver]]
|{{SSBUMusicLink|Other|Filled with Hope}}
|{{SSBUMusicLink|Nintendo|Filled with Hope}}
|
|-
|-
|1,308
|1,308
|{{SpiritTableName|Caroline & Justine|size=64}}
|[[File:P5 Caroline and Justine.png|center|64x64px]]
|''Persona'' Series
|Caroline & Justine
|''Persona series''
|•{{SSBU|Ice Climbers}} {{Head|Ice Climbers|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Ice Climbers}} {{Head|Ice Climbers|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|9,700
|9,700
|[[Kalos Pokémon League]] (hazards off)
|[[Kalos Pokémon League]]
|•Sudden Damage
|•Sudden Damage
|•You take serious damage after a little while<br>•Timed battle (1:00)
|•You take serious damage after a little while<br>•Timed battle
|{{SSBUMusicLink|Persona|Aria of the Soul}}
|{{SSBUMusicLink|Persona|Aria of the Soul}}
|
|}
|}


===As minions===
===As minions===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 557: Line 539:
|-
|-
|607
|607
|{{SpiritTableName|Condor|link=y|size=64}}
|[[File:Condor Spirit.png|center|64x64px]]
|''Ice Climber'' Series
|{{anchor|Condor}}[[Condor]]
|•{{SSBU|Ridley}} {{Head|Ridley|g=SSBU|s=20px|cl=Red}} (80 HP)<br>•{{SSBU|Ice Climbers}} {{Head|Ice Climbers|g=SSBU|s=20px|cl=Blue}} (80 HP)
|''Ice Climber series''
|{{SpiritType|Neutral}}
|•{{SSBU|Ridley}} {{Head|Ridley|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Ice Climbers}} {{Head|Ice Climbers|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|4,500
|4,500
|[[Summit]] ([[Battlefield form]])
|[[Summit]] ([[Battlefield form]])
|•Hazard: Ice Floor
|•Hazard: Ice Floor
|•Defeat the main fighter to win<br>•The floor is frozen<br>•Timed [[stamina battle]] (1:00)
|•Defeat the main fighter to win<br>•The floor is frozen<br>•Timed [[Stamina battle]]
|{{SSBUMusicLink|Ice Climber|Ice Climber (Brawl)}}
|{{SSBUMusicLink|Ice Climber|Ice Climber (Brawl)}}
|Ice Climbers
|Ice Climbers
Line 570: Line 553:


==[[Alternate costume (SSBU)#Ice Climbers|Alternate costumes]]==
==[[Alternate costume (SSBU)#Ice Climbers|Alternate costumes]]==
Their 5th, 6th, 7th, and 8th costumes swap Popo and Nana, making Nana controllable. The stock icons and character select portraits change to reflect this. Popo and Nana act separately in terms of their costume's color.
Nana becomes the leading, player-controlled character when using the 5th, 6th, 7th, and 8th costumes shown below. The stock icons and character select portraits change to reflect this. Popo and Nana act separately in terms of their costume's color.
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
Line 589: Line 572:
Ice Climbers amiibo.png|Ice Climbers' [[amiibo]].
Ice Climbers amiibo.png|Ice Climbers' [[amiibo]].
SSBU Ice Climbers Number.png|Ice Climbers' fighter card.
SSBU Ice Climbers Number.png|Ice Climbers' fighter card.
Ice_Climbers_unlock_notice_SSBU.jpg|Ice Climbers' unlock notice.
SSBUWebsiteIceClimbers1.jpg|Ice Climbers on [[Magicant]].
SSBUWebsiteIceClimbers1.jpg|Ice Climbers on [[Magicant]].
SSBUWebsiteIceClimbers2.jpg|Attacking a {{b|Metroid|creature}} with [[Blizzard]] on {{SSBU|Final Destination}}.
SSBUWebsiteIceClimbers2.jpg|Attacking a {{b|Metroid|creature}} with [[Blizzard]] on {{SSBU|Final Destination}}.
Line 600: Line 582:
</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, {{SSBU|R.O.B.}}, and {{SSBU|Cloud}} 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.
*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 (Nana by default) 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.
*In the Ice Climbers' reverse knockback hitstun animation, there's a small oversight in which both Ice Climbers freeze for a brief moment before going into their tumbling animation. This is due to the animation having additional frames past the final point of the animation.
**The animation itself mimics how hitstun animations worked from ''Smash 64'' to ''Brawl''.
**The animations themselves mimic how knockback 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.
*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.
*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.
**Additionally, zooming in on Popo's face reveals a gap between his hair and furry lining.
**Additionally, zooming in on Popo's face reveals a gap between his hair and fur trim.
**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 other Ice Climber does not appear whenever the Ice Climbers respawn.
*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.
*The Ice Climbers are one of only three fighters whose Classic Mode route comprises of duos for playable opponents, along with the boss.
*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.
**The other two characters who share this attribute with the Ice Climbers are {{SSBU|Banjo & Kazooie}} and {{SSBU|Meta Knight}} (who have the same boss as the former), despite both {{SSBU|Chrom}} and {{SSBU|Robin}} (who are both ''Fire Emblem'' characters) having duos in every round but one, much less the fact that Crazy Hand only appears alongside Master Hand at higher difficulties for Robin, while both bosses are a guaranteed tag team for Chrom (much like all three fighters who have duos for playable opponents in all six rounds before both the Bonus Game and Final Round with both hands).
**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.
*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.
*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.
*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}}, and the {{SSBU|Mii Fighter}}s.
*In their battle portrait, the accompanying Ice Climber will be slightly lower than in their full artwork, which was done to make them easier to see.
*The Ice Climbers and {{SSBU|Lucas}} are the only playable characters which 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.
**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 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.
*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 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]]''.
*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 are the only characters who wield weapons at all times to be affected by [[stance mirroring]].
*The Ice Climbers seen in {{SSBU|Sora}}'s reveal trailer after everyone has been turned back into trophies are actually two Popos.
*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}}.
*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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