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Despite all their strengths, the Ice Climbers have a few 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''. While they boast incredible damage output and KO potential, it becomes heavily diminished if the partner is KO'd, and the fact that the partner takes more damage and knockback further compounds this problem. When separated, the AI guides the partner back to the leader and deprioritizes most attempts to defend themselves from any threats. When the leader is grabbed by an opponent, the partner will be locked in a scared animation and usually can't attack until the leader has escaped or been thrown, which makes previously near-guaranteed grab escapes far less reliable. The partner also has their own hidden percentage that racks up separately of the leader's and can make it easy for an opponent to KO them first. Their main recovery methods, Belay and Squall Hammer, are also drastically weakened if the partner is KO'd during the stock, losing a great deal of distance to the point that Squall Hammer no longer provides any height and Belay becomes nearly useless. Because of these issues, 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. | Despite all their strengths, the Ice Climbers have a few 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''. While they boast incredible damage output and KO potential, it becomes heavily diminished if the partner is KO'd, and the fact that the partner takes more damage and knockback further compounds this problem. When separated, the AI guides the partner back to the leader and deprioritizes most attempts to defend themselves from any threats. When the leader is grabbed by an opponent, the partner will be locked in a scared animation and usually can't attack until the leader has escaped or been thrown, which makes previously near-guaranteed grab escapes far less reliable. The partner also has their own hidden percentage that racks up separately of the leader's and can make it easy for an opponent to KO them first. Their main recovery methods, Belay and Squall Hammer, are also drastically weakened if the partner is KO'd during the stock, losing a great deal of distance to the point that Squall Hammer no longer provides any height and Belay becomes nearly useless. Because of these issues, 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. | ||
Overall, the Ice Climbers' strengths outweigh their weaknesses, but they are still commonly seen as a shell of their former selves, | Overall, the Ice Climbers' strengths outweigh their weaknesses, but they are still commonly seen as a shell of their former selves, as their representation in competitive play fell dramatically due to the heavy nerfs given to them. Nonetheless, they are still a viable character and have seen some strong results in competitive play thanks to the efforts of {{Sm|Big D}}. | ||
==How to unlock== | ==How to unlock== |
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