Ice Climbers (SSBB): Difference between revisions

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(Updating the intro, attributes and changes from Melee to Brawl sections.)
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The Ice Climbers are a pair of [[weight|lightweights]] (tied with {{SSBB|Toon Link}} for the 10th-lightest) with attributes that drastically deviate themselves from other characters of their weight class. The duo are characterized with high KO potential, outstanding damage output, good range, and quick frame-data, yet are burdened with relatively slow mobility; together, the duo have below-average [[dash]]ing speeds, the 4th slowest [[air speed]]s, and are tied for the 5th slowest [[falling speed]]s. However, their [[walk]]ing speeds are average, their [[jump]]ing height and [[air acceleration]] are both above-average. These stats hinder their ability to approach, especially in the air. However, with their devastating grab game, the Ice Climbers themselves are formidable to approach.
The Ice Climbers are a pair of [[weight|lightweights]] (tied with {{SSBB|Toon Link}} for the 10th-lightest) with attributes that drastically deviate themselves from other characters of their weight class. The duo are characterized with high KO potential, outstanding damage output, good range, and quick frame-data, yet are burdened with relatively slow mobility; together, the duo have below-average [[dash]]ing speeds, the 4th slowest [[air speed]]s, and are tied for the 5th slowest [[falling speed]]s. However, their [[walk]]ing speeds are average, their [[jump]]ing height and [[air acceleration]] are both above-average. These stats hinder their ability to approach, especially in the air. However, with their devastating grab game, the Ice Climbers themselves are formidable to approach.


Unique to a majority of the roster, the ice Climbers are the archetypical tag-team fighters in ''Brawl''. Together, however, each Ice 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) performs with a seven-frame delay. As such, the player is essentially controlling a pair of characters at the same time with slight tweaks; the follower inflicts less damage and/or knockback and has less KO potential, but only the follower can [[meteor smash]] with their [[forward aerial]]. The Ice Climbers are able to grab a pair of different [[item]]s and are even able to grab a pair of separate opponents. In addition, their unique property also makes them much harder to grab and throw effectively (when a single Ice Climber gets grabbed, the other climber can simply [[counterattack]], making them immune to chain grabs and, to a lesser extent, combos). Conversely, this allows them to have a superior grab game fudamentally unique to them. However, they can easily be separated by powerful attacks. In this scenario, it is advisable to stick to and protect the partner, even if it lures the leader in additional danger. Should the CPU-controlled Ice Climber get KO'd during the stock, the remaining Ice Climber will have drastically reduced damage output, KO ability, and recovery, with [[Belay]] becoming practically useless and [[Squall Hammer]] losing a good deal of distance (whereas with both Climbers, both are excellent recovering moves). While Belay is a safe and long-ranged [[tether recovery]], it often costs the partner if Belay is non-tethered.
Unique to a majority of the roster, the Ice Climbers are the archetypical tag-team fighters in ''Brawl''. Together, however, each Ice 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) performs with a seven-frame delay. As such, the player is essentially controlling a pair of characters at the same time with slight tweaks; the follower inflicts less damage and/or knockback and has less KO potential, but only the follower can [[meteor smash]] with their [[forward aerial]]. The Ice Climbers are able to grab a pair of different [[item]]s and are even able to grab a pair of separate opponents. In addition, their unique property also makes them much harder to grab and throw effectively (when a single Ice Climber gets grabbed, the other climber can simply [[counterattack]], making them immune to chain grabs and, to a lesser extent, combos). Conversely, this allows them to have a superior grab game fudamentally unique to them. However, they can easily be separated by powerful attacks. In this scenario, it is advisable to stick to and protect the partner, even if it lures the leader in additional danger. Should the CPU-controlled Ice Climber get KO'd during the stock, the remaining Ice Climber will have drastically reduced damage output, KO ability, and recovery, with [[Belay]] becoming practically useless and [[Squall Hammer]] losing a good deal of distance (whereas with both Climbers, both are excellent recovering moves). While Belay is a safe and long-ranged [[tether recovery]], it often costs the partner if Belay is non-tethered.


As a dymanic duo, the Ice Climbers are capable of inflicting exceptional damage output on their opponents in seconds. In addition, the duo boast excellent KO ability, although their smash attacks are more suitable for racking up damage than KOing, and most of their moveset are burdened with low base knockback. The duo are also gifted with a flexible [[special move]]set. The duo's [[neutral special move]], [[Ice Shot]], is an icy projectile fired by each Ice Climber which slides along the ground, making it impossible to avoid by crouching/crawling. Unlike most projectiles, the ice acts more like a container or soccer ball in that the incoming projectile is completely stop, allowing the Ice Climbers to counter most projectile-spam playstyles more easily. At extremely high percents, it can also freeze opponents, allowing use of setups or reads. The ice's decent amount of hitstun also make it useful for edgeguarding. [[Blizzard]], their [[down special]], can freeze opponents and even cover both sides if the partner is present, or alternatively can be made to cover a single side if performed while jumping with the partner, giving the attack more power. [[Squall Hammer]] is a decent [[approach]]ing tool with good damage and mobility, spinning the Ice Climbers around each other with their hammers outstretched, allowing them to easily circumvent their poor mobility. The final hit deals moderate knockback, allowing it to KO at high precents. Belay, their [[up special]], is a powerful KO move should the following climber connect with the opponent, but it is overall risky for usage because it separates the Ice Climbers and sends them into [[helpless]]ness.  
As a dymanic duo, the Ice Climbers are capable of inflicting exceptional damage output on their opponents in seconds. In addition, the duo boast excellent KO ability, although their smash attacks are more suitable for racking up damage than KOing, and most of their moveset are burdened with low base knockback. The duo are also gifted with a flexible [[special move]]set. The duo's [[neutral special move]], [[Ice Shot]], is an icy projectile fired by each Ice Climber which slides along the ground, making it impossible to avoid by crouching/crawling. Unlike most projectiles, the ice acts more like a container or soccer ball in that the incoming projectile is completely stop, allowing the Ice Climbers to counter most projectile-spam playstyles more easily. At extremely high percents, it can also freeze opponents, allowing use of setups or reads. The ice's decent amount of hitstun also make it useful for edgeguarding. [[Blizzard]], their [[down special]], can freeze opponents and even cover both sides if the partner is present, or alternatively can be made to cover a single side if performed while jumping with the partner, giving the attack more power. [[Squall Hammer]] is a decent [[approach]]ing tool with good damage and mobility, spinning the Ice Climbers around each other with their hammers outstretched, allowing them to easily circumvent their poor mobility. The final hit deals moderate knockback, allowing it to KO at high precents. Belay, their [[up special]], is a powerful KO move should the following climber connect with the opponent, but it is overall risky for usage because it separates the Ice Climbers and sends them into [[helpless]]ness.  
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