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|rankingPAL = 8
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The '''Ice Climbers''' ({{ja|アイスクライマー|Aisu Kuraimā}}, ''Ice Climber'') are playable characters in ''[[Super Smash Bros. Melee]]''. The duo were officially announced at [[E3]] 2001. The Ice Climbers are voiced by {{s|wikipedia|Sanae Kobayashi}} for ''Melee''.
The '''Ice Climbers''' ({{ja|アイスクライマー|Aisu Kuraimā}}, ''Ice Climber'') are playable characters in ''[[Super Smash Bros. Melee]]''. Previously never officially voice-acted in any official capacity prior to ''Melee'', they are both voiced by [https://en.wikipedia.org/wiki/Sanae_Kobayashi Sanae Kobayashi] in the game, who would go on to voice them in subsequent ''Smash Bros.'' installments.


The Ice Climbers rank 8th on the [[tier list]] (at the top of the B+ tier). Among the Ice Climbers' strengths are their devastating grab game. When both Popo and Nana are alive, the Ice Climbers can land a zero-to-death on any character in the game off of a grab through [[wobbling]], and can perform hand-offs in settings where wobbling is banned to achieve nearly as punishing results. The Ice Climbers are immune to chain grabs and some other combo setups, as if one Ice Climber gets grabbed, the partner can simply [[counterattack]] and allow them to escape. The Ice Climbers have access to quick and powerful smash attacks, [[disjointed hitbox]]es courtesy of their hammers, and one of the longest [[wavedash]]es in the game, supplementing their offensive capabilities. The duo also can perform various techniques through [[chain grab]]bing and [[desyncing]], the latter of which allows the player to control both Ice Climbers at different times; when combined with [[Blizzard]], this makes the Ice Climbers especially difficult to break through defensively. Their unique attributes and threat of an instant KO off of a grab forces other characters to adopt unique and often frustrating playstyles against the Ice Climbers.
They rank 8th on the tier list (in the B+ tier). Among the Ice Climbers' strengths are their devastating grab game. When both Popo and Nana are alive, the Ice Climbers can land a zero-to-death on any character in the game off of a grab through [[wobbling]], and can perform hand-offs in settings where wobbling is banned to achieve nearly as punishing results. They are immune to chain grabs and some other combo setups, as if one Climber gets grabbed, the partner can hit them out of the grab at any time. The Ice Climbers have access to fast and powerful smash attacks, great disjoint on their hammer moves, such as up aerial and back aerial, and one of the longest [[wavedash]]es in the game, aiding their offensive capabilities. They also can perform various techniques through [[desyncing]], which allows the player to control both Climbers at different times; when combined with their [[Blizzard]] projectile, this makes the Ice Climbers especially difficult to break through defensively. Their unique attributes and threat of an instant KO off of a grab forces other characters to adopt unique and often frustrating playstyles against the Ice Climbers.


However, the Ice Climbers are crippled by the difficulty of maintaining the duo together during the stock. The Ice Climbers can easily be separated when hit by most attacks with high power, which gives the opponent an opportunity to freely KO the CPU-controlled Ice Climber, leaving the player with just a single Ice Climber until after losing a stock. A single Ice Climber, known as "[[Sopo]]", loses access to its punishes from grabs and has one of the lowest damage outputs and worst recoveries in ''Melee''. The Ice Climbers also are hindered by their low [[traction]], which causes them to slide farther across the stage when hit in shield, limiting their ability to land [[shield grab]]s and punishes [[out of shield]]. Despite their threat of a zero-to-death, the Ice Climbers tend to lose against most other top-tiers, as opponents can KO the following climber to make wobbling impossible to initiate. This includes an especially poor matchup against {{SSBM|Peach}}, as her [[float cancel]]ing techniques allows her to attack the Ice Climbers from the air without high risk of punishment. Additionally, the Ice Climbers' low [[gravity]] and slow [[air speed]] makes them vulnerable to aerial stalling and evasive tactics, such as by the aforementioned Peach or {{SSBM|Jigglypuff}}. Regardless, the Ice Climbers have strong matchups against the majority of the cast, and can hold their own against most high and top-tiers.
However, the Ice Climbers are crippled by the difficulty of keeping both Climbers together at the same time. The Ice Climbers can easily be separated when hit by most attacks, which gives the opponent an opportunity to freely KO the CPU-controlled Climber, leaving the player with just one Ice Climber until they lose a stock. A single Ice Climber, known as "[[Sopo]]", loses access to its grab punishes and has one of the lowest damage outputs and worst recoveries in ''Melee''. The Ice Climbers also are hindered by their low [[traction]], which causes them to slide farther across the stage when hit in shield, limiting their ability to land shieldgrabs and other punishes. Despite their threat of a zero-death, the Ice Climbers tend to lose against most other top tiers, as opponents can KO the partner climber to make wobbling difficult. This includes an especially poor matchup against {{SSBM|Peach}}, as her float canceling techniques allows her to attack the Ice Climbers from the air without much fear of getting punished. Additionally, the Ice Climbers' low gravity and air speed makes them vulnerable to air stalling and evasion tactics, such as by the aforementioned Peach or {{SSBM|Jigglypuff}}. Regardless, the Ice Climbers have strong matchups against the majority of the cast, and can hold their own against most high and top-tiers.


==Attributes==
==Attributes==
The Ice Climbers have arguably the most unorthodox playstyle in all of ''Melee''. In turn, the player has the complexity of controlling a pair of characters at once, and their fighting potential becomes drastically worse should Nana (or Popo depending on the chosen alternate costume) be KO'd. Outside of this, their unique physics make them difficult for usage: while their [[dash]]ing speed is average, the duo boast an above-average [[jump]]ing height, alongside slow [[air speed|air]] and [[falling speed]]s (the former being the second-lowest after {{SSBM|Luigi}}), and their [[traction]] is also among the lowest in the game.
The Ice Climbers have arguably the most unusual fighting style in all of ''Melee''; the player is tasked with controlling two characters at once, and their fighting potential becomes considerably worse should Nana (or Popo depending on which costume is selected) be KOed. Outside of this, their unique physics make them difficult to use; they boast an above average jumping height alongside low air and falling speed, and their traction is also among the lowest in the game.


As a result of this quirk, the Ice Climbers have among the most powerful ground-based approaches in the game. Disjointed hitboxes, a variety of versatile tilts and smash attacks, and one of the longest and floatiest [[wavedash]]es offer the Ice Climbers a wide variety of options on the ground. In addition, the Ice Climbers also benefit from great KO potential and exceptional damage output despite their relatively small size. Their most powerful tool on the ground is their [[grab]] game: despite lacking an impressive grabbing range, their throws deal low knockback, giving them significant chain throwing potential. In addition, the latter is also one of the Ice Climbers' greatest strengths: the duo benefit from incredible [[chain grab]]bing ability. The duo can also perform a crucial infinite technique, [[wobbling]], out of a grab, which is the most powerful single technique in the game if players can master it. In addition, the presence of Nana allows players to significantly rack up damage on opponents when they grab them. The presence of Nana also makes grabs and chain throws against Popo difficult to utilize, as she can potentially [[counterattack]] opponents during their grab to break it.
As a result of this quirk, the Ice Climbers have among the most powerful ground-based approaches in the game. Disjointed hitboxes, a variety of useful tilts and smashes, and a long, floaty wavedash give the Ice Climbers a wide variety of options on the ground. Their most powerful tool on the ground is their [[grab]]; despite having below-average grab range, they boast low knockback throws, giving them significant chain throwing potential. They can also perform the [[Wobbling]] infinite out of a grab, which is the most powerful single technique in the game if players can master it. In addition, the presence of Nana allows players to significantly rack up damage on opponents when they grab them. The presence of Nana also makes grabs and chain throws against Popo difficult to utilize, as she can potentially attack opponents during their grab to break it. Furthermore, the Ice Climbers have among the best projectiles in the game, [[Ice Shot]]; it is a ground-based projectile that limits the opponent's approach options, and falls off edges very quickly, allowing it to cover various low recovery options. While short-ranged, [[Blizzard]] can also have approaching applications, as Popo and Nana face the same direction when the attack is used during a short-hop; it can also be used as a reliable tool to rack up damage off a grab if Nana uses it while Popo pummels. The Ice Climbers also have the ability to perform the [[Freeze glitch]], which prevents their opponent from moving in any capacity when performed. Due to its [[broken|game-breaking]] potential, the tactic is banned in tournaments.


Furthermore, the Ice Climbers have among the best projectiles in the game: [[Ice Shot]]; it is a ground-based projectile that limits the opponent's approach options, and falls off edges immediately, allowing it to cover various low recovering options. While short-ranged, [[Blizzard]] can also have approaching applications, as Popo and Nana face the same direction when the attack is performed during a short-hop; it can also be useful as a reliable tool to rack up damage off a grab if Nana performs it while Popo pummels. The Ice Climbers also have the ability to perform the [[freeze glitch]], which completely halts the opponent's mobility in all capacities when performed. Due to its [[broken|game-breaking]] potential, this particular tactic is banned in tournaments.
The Ice Climbers' [[desynch]]ing techniques also have powerful ground-based applications. Since it essentially allows the control of both Climbers to some degree, experienced players can force Nana to perform certain tasks while Popo is occupied. This includes grabbing opponents immediately after Popo has thrown them (known as a hand-off) and attacking them while Popo keeps them locked in place, among other powerful benefits. Desynching, however, requires significant practice to use consistently, making the Ice Climbers one of the most technically demanding characters in the game.


The Ice Climbers' [[desynch]]ing techniques also have powerful ground-based applications. Since it essentially allows the control of both Climbers to some degree, experienced players can force Nana to perform certain tasks while Popo is occupied. This includes grabbing opponents immediately after Popo has thrown them (known as a hand-off) and attacking them while Popo keeps them locked in place, among other powerful benefits. Desynching, however, requires significant practice for consistent usage, making the Ice Climbers one of the most technically demanding characters in the game.
Despite a powerful ground-based approach, they have a difficult aerial approach. A high jumping height, low falling speed, slow, laggy aerials, and the second lowest air speed in the game (behind only {{SSBM|Luigi}}) give the Ice Climbers a poor [[SHFFL]]. Their low aerial and falling speeds also make pursuing airborne enemies extremely difficult. Some of the Ice Climbers' aerials have powerful applications; their down aerial keeps the enemy mostly in place due to its set knockback, allowing Popo to regrab if Nana uses it after a throw, and their neutral and back aerials are good spacing tools, with the latter having reliable KOing ability under 150%. However, due to their poor air speed and falling speed, and only one situational meteor (their forward aerial), their air game does not complement their powerful ground game overall. These various traits also give the Ice Climbers a below-average edgeguarding game, and they lack an extremely effective off-stage option. In addition, the Ice Climbers have the second worst traction in the game; similar to Luigi, this makes them highly reliant on wavedashing to approach, and technical errors, such as mistimed [[air dodge]]s, can set them up for significant punishment. Owing to their slightly below-average weight and low falling speed, the Ice Climbers are also highly vulnerable to being KOed from the upper blast line.


Despite a powerful ground-based approach, approaching in the air with the Ice Climbers is complicated. A high jumping height, low falling speed, slow, laggy aerials, and the second-slowest air speed in the game (surpassed by only {{SSBM|Luigi}}) give the Ice Climbers a poor [[SHFFL]]. Their slow aerial and falling speeds also make pursuing airborne opponents extremely difficult. Some of the Ice Climbers' aerials have powerful applications; their [[down aerial]] retains the opponent mostly in place due to its set knockback and allows the Ice Climbers to escape [[juggling]] due to its rather quick descent, as well as the former allowing Popo to regrab if Nana performs it after a throw, their [[neutral aerial|neutral]] and [[back aerial]]s are good spacing tools, with the latter being the 5th strongest back aerial in the game, KOing under 105% at the ledge, and their [[forward aerial]] is a powerful [[meteor smash]] (when sweetspotted) with large range, making it an intimidating edgeguarding tool. However, due to their poor air speed and slow falling speed, and only one situational meteor smash (their forward aerial), their aerial game does not complement their powerful grounded game overall. These various traits also give the Ice Climbers a sub-par edgeguarding game, and the duo lack an extremely effective offstage option. In addition, despite their formidable grounded approach, the Ice Climbers have the second-lowest traction in the game and only average dashing speed; similar to Luigi, this makes them widely reliant on wavedashing to approach, and technical errors, such as mistimed [[air dodge]]s, can set them up for significant punishment. Owing to their slightly below-average [[weight]] and low falling speed, the Ice Climbers are also quite vulnerable to being KO'd early from the upper blast line.
Players who use the Ice Climbers must also know how to prevent themselves from losing Nana, as when she is KOed, Popo cannot fight nearly as effectively. As the Ice Climbers' attacks were designed to be two-in-one, Popo's attacks alone lack damage racking ability, making it much harder to accumulate percentage on the opponent despite the power of his smash attacks. Popo also cannot perform nearly as many chaingrabs without Nana, and cannot Wobble by himself, greatly reducing the threatening nature of their usual grabs. In return, Popo is left vulnerable to chaingrabs and throw setups himself due to his low air speed and falling speed, and is limited in his recovery options; he is forced to recover with [[Squall Hammer]], which travels only horizontally. Unfortunately, most high-tiered characters have attacks, such as Fox's [[shine]] and Peach's forward aerial, that can easily separate Popo from Nana. Their recovery, while long, is prone to endangering Nana, as she can either miss the ledge entirely or be left vulnerable against edgeguarders. All of these flaws require Ice Climbers players to be situationally aware and abuse their powerful ground and grab games to prevent their Climbers from being separated and KOed.
 
Ice Climber players must also learn how to prevent themselves from losing Nana, as when she is KO'd, Popo cannot fight nearly as effectively by himself. As the Ice Climbers' attacks were designed to be two-in-one, Popo's attacks alone lack damage-racking ability and have drastically halved KO potential, making it much harder to accumulate percentage on the opponent or secure stocks effectively despite the power of his smash attacks. Popo also cannot perform nearly as many chaingrabs without Nana, and cannot Wobble by himself, greatly reducing the traditional threatening nature of their grab game. In return, Popo is left vulnerable to chain grabs and setups from throws himself due to his sluggish air speed and slow falling speed, and is limited in his [[recovery]]: he is forced to recover with [[Squall Hammer]], which travels only horizontally, or a directional air dodge, which immediately sends him into [[helpless]]ness after usage. Unfortunately, most high-tiered characters have attacks, such as Fox's [[shine]] and Peach's forward aerial, that can easily separate Popo from Nana. Their recovery, while long-distanced, is prone to endangering or costing Nana, as she can either outright miss the ledge since both Ice Climbers cannot grab a ledge simultaneously (causing Popo to unintentionally [[edgehogging|edgehog]] Nana) or be left vulnerable against edgeguarders. All of these flaws require Ice Climbers players to be situationally aware and abuse their powerful ground and grab games to prevent their Climbers from being separated and KO'd.
 
Overall, the Ice Climbers are tag-team characters unique to the rest of the roster in ''Melee''. The inherent complexity and mechanics of controlling a pair of characters at once result in the Ice Climbers possessing a high learning curve due to requiring the safety and proper utilization of not a single, but a pair of characters at the same time. Although the Ice Climbers are technically demanding and require astute micromanaging, their unique tag-team mechanics grant them access to exclusive techniques that only very few characters can outmacth, such as desynching and wobbling, to make them formidable characters when mastered.


==Version history==
==Version history==
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|game=SSBM
|game=SSBM
|neutralcount=2
|neutralcount=2
|neutralname=Pound ({{ja|ポンド|Pondo}}) / Upswing ({{ja|アップスイング|Appusuingu}})
|neutralname=Pound ({{ja|たたきおろし|Tataki Oroshi}}, ''Thrash Dropping'')<br>Upswing ({{ja|たたきあげ|Tataki Age}}, ''Thrashing Lift'')
|neutral1dmg=1-2%
|neutral1dmg=1-2%
|neutral2dmg=3-4%
|neutral2dmg=3-4%
|neutraldesc=A horizontal swipe followed by an upward swing.
|neutraldesc=A horizontal swipe followed by an upward swing.
|ftiltname=Hammer Swing ({{ja|ハンマースイング|Hanmā Suingu}})
|ftiltname=Hammer Swing ({{ja|真横たたき|Mayoko Tataki}}, ''Right-Beside Swing'')
|ftiltdmg=7-8%
|ftiltdmg=7-8%
|ftiltdesc=Does a side swing with their hammers with long reach. Can [[wobble]]. Can be angled up or down, but deals the same damage regardless.
|ftiltdesc=Does a side swing with their hammers with long reach. Can [[wobble]]. Can be angled up or down, but deals the same damage regardless.
|utiltname=Hammer Spin ({{ja|くるくるハンマー|Kurukuru Hanmā}}, ''Spinning Hammer'')
|utiltname=Hammer Spin ({{ja|くるくるハンマー|Kurukuru Hanmā}}, ''Round-and-Round Hammer'')
|utiltdmg=0-1% (hits 1-6), 6-7% (hit 7)
|utiltdmg=0-1% (hits 1-6), 6-7% (hit 7)
|utiltdesc=Twirl their hammers above themselves, being short-ranged, but highly damaging. Can deal up to 21% damage if both Ice Climbers connect all hits and if the move is used fresh. Can [[wobble]] in conjunction with back air.
|utiltdesc=Twirl their hammers above themselves, being short-ranged, but highly damaging. Can deal up to 21% damage if both Ice Climbers connect all hits and if the move is used fresh. Can [[wobble]] in conjunction with back air.
|dtiltname=Shin Attack ({{ja|スネたたき|Sune Tataki}})
|dtiltname=Shin Attack ({{ja|スネたたき|Sune Tataki}}, ''Shin Thrash'')
|dtiltdmg=4-5%
|dtiltdmg=4-5%
|dtiltdesc=Swings their hammer low across the ground. One of the Ice Climbers' less damaging moves even with both their damages combined. Can [[wobble]].
|dtiltdesc=Swings their hammer low across the ground. One of the Ice Climbers' less damaging moves even with both their damages combined. Can [[wobble]].
|dashname=Scoop ({{ja|スクープ|Sukūpu}})
|dashname=Scoop ({{ja|すくいあげ|Sukui Age}}, ''Scooping Lift'')
|dashdmg=8-9%
|dashdmg=8-9%
|dashdesc=Sweeps upwards with their hammers while coming to a stop. Has some ending lag, but both Ice Climbers' hits add up to an impressive damage output for a dash attack.
|dashdesc=Sweeps upwards with their hammers while coming to a stop. Has some ending lag, but both Ice Climbers' hits add up to an impressive damage output for a dash attack.
|fsmashname=Ice Hammer ({{ja|アイスハンマー|Aisu Hanmā}})
|fsmashname=Ice Hammer ({{ja|クイ打ち|Kui Uchi}}, ''Stake Strike'')
|fsmashdmg={{ChargedSmashDmgSSBM|12}}-{{ChargedSmashDmgSSBM|14}} (head), {{ChargedSmashDmgSSBM|9}}-{{ChargedSmashDmgSSBM|10}} (handle)
|fsmashdmg={{ChargedSmashDmgSSBM|12}}-{{ChargedSmashDmgSSBM|14}} (head), {{ChargedSmashDmgSSBM|9}}-{{ChargedSmashDmgSSBM|10}} (handle)
|fsmashdesc=Lifts their hammers over their heads, then smash them straight down. Great damage and knockback if both Ice Climbers' connect. Can [[wobble]] if staled.
|fsmashdesc=Lifts their hammers over their heads, then smash them straight down. Great damage and knockback if both Ice Climbers' connect. Can [[wobble]] if staled.
|usmashname=Icicle Crasher ({{ja|つらら割り|Tsurara Wari}})
|usmashname=Icicle Crasher ({{ja|つらら割り|Tsurara Wari}}, ''Icicle Splitter'')
|usmashdmg={{ChargedSmashDmgSSBM|10}}-{{ChargedSmashDmgSSBM|11}}
|usmashdmg={{ChargedSmashDmgSSBM|10}}-{{ChargedSmashDmgSSBM|11}}
|usmashdesc=Swings their hammers in an arc over their heads. Excellent for getting KOs at higher percentages.
|usmashdesc=Swings their hammers in an arc over their heads. Excellent for getting KOs at higher percentages.
|dsmashname=Hammer Sweep ({{ja|足もと打ち|Ashimoto Uchi}}, ''Leg Strike'')
|dsmashname=Hammer Sweep ({{ja|回転たたき|Kaiten Tataki}}, ''Rotating Thrash'')
|dsmashdmg={{ChargedSmashDmgSSBM|11}}-{{ChargedSmashDmgSSBM|12}}
|dsmashdmg={{ChargedSmashDmgSSBM|11}}-{{ChargedSmashDmgSSBM|12}}
|dsmashdesc=Spins around and sweeps the ground with their hammers. Fast, but somewhat short ranged, good for tight [[spacing]]. Good horizontal knockback. Can [[wobble]] if staled.
|dsmashdesc=Spins around and sweeps the ground with their hammers. Fast, but somewhat short ranged, good for tight [[spacing]]. Good horizontal knockback. Can [[wobble]] if staled.
|nairname=Icy Whirlwind ({{ja|氷の旋風|Kōri no Senpū}})
|nairname=Icy Whirlwind ({{ja|クライマーターン|Kuraimā Tān}}, ''Climber Turn'')
|nairdmg=7-8%
|nairdmg=7-8%
|nairdesc=Twirls around in the air, hammers extended. Short ranged, but good for aerial spacing and following up with another neutral aerial if predicted right. Can [[wobble]] in conjunction with back air..
|nairdesc=Twirls around in the air, hammers extended. Short ranged, but good for aerial spacing and following up with another neutral aerial if predicted right. Can [[wobble]] in conjunction with back air..
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|fairdmg=9-11% (leader), 8-10% (partner)
|fairdmg=9-11% (leader), 8-10% (partner)
|fairdesc=Hold their hammers up, then bring them down in a similar fashion to their forward smash. Can [[meteor smash]] if [[sweetspot]]ted, which is located at the handle of their hammers.
|fairdesc=Hold their hammers up, then bring them down in a similar fashion to their forward smash. Can [[meteor smash]] if [[sweetspot]]ted, which is located at the handle of their hammers.
|bairname=Reverse Swing ({{ja|リバーススイング|Ribāsu Suingu}})
|bairname=Reverse Swing ({{ja|ふりむきたたき|Furimuki Tataki}}, ''Turn-Around Thrash'')
|bairdmg=11-12% (head), 10-11% (handle)
|bairdmg=11-12% (head), 10-11% (handle)
|bairdesc=Turn around and does a backswing with their hammers. Can [[wobble]]. Fifth most powerful back aerial in ''Melee''.
|bairdesc=Turn around and does a backswing with their hammers. Can [[wobble]]. Fifth most powerful back aerial in ''Melee''.
|uairname=Hammer Reach ({{ja|ハンマーリーチ|Hanmā Rīchi}})
|uairname=Hammer Reach ({{ja|上突きもどき|Ue Tsuki Modoki}}, ''Pseudo-Up Stab'')
|uairdmg=8-9% (clean), 7% (late)
|uairdmg=8-9% (clean), 7% (late)
|uairdesc=Thrust their hammers above themselves just like their up tilt, but with only one hitbox per Ice Climber.
|uairdesc=Thrust their hammers above themselves just like their up tilt, but with only one hitbox per Ice Climber.
|dairname=Hammer Ride ({{ja|ハンマーライド|Hanmā Raido}})
|dairname=Hammer Ride ({{ja|下突きもどき|Shita Tsuki Modoki}}, ''Pseudo-Down Stab'')
|dairdmg=8-9%
|dairdmg=8-9%
|dairdesc=Hold their hammers below themselves and fall downwards. Has long duration and some landing lag (though [[L-cancelling]] helps). This attack has extremely low [[set knockback]], and therefore cannot KO grounded opponents at any percentage. It can help prevent air [[juggling]] a bit due to the slightly increased falling speed.
|dairdesc=Hold their hammers below themselves and fall downwards. Has long duration and some landing lag (though [[L-cancelling]] helps). This attack has extremely low [[set knockback]], and therefore cannot KO grounded opponents at any percentage. It can help prevent air [[juggling]] a bit due to the slightly increased falling speed.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Grabs the opponent. While the lead Ice Climber is holding the opponent, the partner can attack the grabbed opponent, but will take less damage from their attacks (attacks deal half the damage they usually do).
|grabdesc=Grabs the opponent. While the lead Ice Climber is holding the opponent, the partner can attack the grabbed opponent, but will take less damage from their attacks (attacks deal half the damage they usually do).
|pummelname=Cold Headbutt ({{ja|冷たい頭突き|Tsumetai Zudzuki}})
|pummelname=Cold Headbutt ({{ja|つかみずつき|Tsukami Zutsuki}}, ''Grab Headbutt'')
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=The lead climber headbutts the opponent, whereas the player has some control over the partner while pummeling. The damage adds up quickly due to [[desynching]].
|pummeldesc=The lead climber headbutts the opponent, whereas the player has some control over the partner while pummeling. The damage adds up quickly due to [[desynching]].
|fthrowname=Hockey Slapshot ({{ja|ホッケーのスラップショット|Hokkē no Surappushotto}})
|fthrowname=Hockey Slapshot ({{ja|ホッケーショット|Hokkē Shotto}}, ''Hockey Shot'')
|fthrowdmg=6% (hit 1), 5% (throw)
|fthrowdmg=6% (hit 1), 5% (throw)
|fthrowdesc=Hits opponent forward with their hammer.
|fthrowdesc=Hits opponent forward with their hammer.
|bthrowname=Snow Mt. Throw ({{ja|雪山投擲|Yukiyama Tōteki}})
|bthrowname=Snow Mt. Throw ({{ja|雪山投げ|Yukiyama Nage}}, ''Snow Mountain Throw'')
|bthrowdmg=8% (collateral), 7% (throw)
|bthrowdmg=8% (collateral), 7% (throw)
|bthrowdesc=Takes opponent and flings them behind with one hand.
|bthrowdesc=Takes opponent and flings them behind with one hand.
|uthrowname=Icicle Toss ({{ja|つらら投げ|Tsurara Nage}})
|uthrowname=Icicle Toss ({{ja|つかみつらら割り|Tsukami Tsurara Wari}}, ''Grab Icicle Splitter'')
|uthrowdmg=6% (hit 1), 5% (throw)
|uthrowdmg=6% (hit 1), 5% (throw)
|uthrowdesc=Throw opponent upwards, then hits them with their hammer. Powerful, though it's power costs them combo follow ups, for a throw. One of the strongest throws in the game.
|uthrowdesc=Throw opponent upwards, then hits them with their hammer. Powerful, though it's power costs them combo follow ups, for a throw. One of the strongest throws in the game.
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|djump = 32.5
|djump = 32.5
|rdjump = 5
|rdjump = 5
|ellag = 4
|rellag = 2-23
}}
}}


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===[[Crowd cheer]]===
===[[Crowd cheer]]===
{{Crowd
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|char=Ice Climbers
|-
|game=Melee
!{{{name|}}}
|desc-us=Ice-Climber! Ice-Climber!
!Cheer (International)
|desc-jp=Ice-Climber!
!Cheer (Japanese)
|pitch-us=Group chant
|-
|pitch-jp=Group chant}}
! scope="row"|Cheer
|[[File:Ice Climbers Cheer International SSBM.ogg|center]]||[[File:Ice Climbers Cheer Japanese SSBM.ogg|center]]
|-
! scope="row"|Description
|Ice - Climber! Ice - Climber! || Ice Climb - er!
|}


===[[Victory pose]]s===
===[[Victory pose]]s===
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*{{Sm|ARMY|USA}} - During his prime, considered one of the three best Ice Climbers players in the world, ranking 20th on the [[MPGR 2018]]. Placed 4th at {{Trn|DreamHack Anaheim 2020}} and 7th at {{Trn|Mainstage}} and {{Trn|GENESIS 7}}. Has beaten {{Sm|Mang0}}, {{Sm|Plup}}, and {{Sm|n0ne}}.
*{{Sm|ARMY|USA}} - During his prime, considered one of the three best Ice Climbers players in the world, ranking 20th on the [[MPGR 2018]]. Placed 4th at {{Trn|DreamHack Anaheim 2020}} and 7th at {{Trn|Mainstage}} and {{Trn|GENESIS 7}}. Has beaten {{Sm|Mang0}}, {{Sm|Plup}}, and {{Sm|n0ne}}.
*{{Sm|Bananas|USA}} - During his prime, considered one of the three best Ice Climbers players in the world, ranking 19th on the [[MPGR 2018]]. Placed 5th at {{Trn|The Big House 8}}, {{Trn|Smash 'N' Splash 5}}, and {{Trn|GENESIS 6}} with wins over {{Sm|Plup}}, {{Sm|Mang0}} and {{Sm|Mew2King}}.
*{{Sm|Bananas|USA}} - During his prime, considered one of the three best Ice Climbers players in the world, ranking 19th on the [[MPGR 2018]]. Placed 5th at {{Trn|The Big House 8}}, {{Trn|Smash 'N' Splash 5}}, and {{Trn|GENESIS 6}} with wins over {{Sm|Plup}}, {{Sm|Mang0}} and {{Sm|Mew2King}}.
*{{Sm|ChuDat|USA}} - Widely regarded as the greatest Ice Cimbers player of all time due to his innovation of the character and extensive longevity, playing at a top level from the early days of ''Melee'' all the way up to the large scale [[wobbling]] ban in 2019 (being ranked 2nd worldwide on the 2006 [[Smash Panel Power Rankings]]). He is the only Ice Climbers player to ever win a major, through his 1st place at {{Trn|Pound 2}}. He is also the only Ice Climbers player to ever take a game off {{Sm|Armada}}.
*{{Sm|ChuDat|USA}} - Widely regarded as the greatest Ice Cimbers player of all time due to his innovation of the character and extensive longevity, playing at a top level from the early days of ''Melee'' all the way up to the large-scale [[wobbling]] ban in 2019 (being ranked 2nd worldwide on the 2006 [[Smash Panel Power Rankings]]). He is the only Ice Climbers player to ever win a major, through his 1st place at {{Trn|Pound 2}}. He is also the only Ice Climbers player to ever take a game off {{Sm|Armada}}.
*{{Sm|dizzkidboogie|USA}} - Formerly ranked 27th on the SSBMRank in [[SSBMRank 2016|2016]] and [[SSBMRank 2017|2017]]. Has wins over players such as {{Sm|Mew2King}}, {{Sm|Wizzrobe}}, and {{Sm|SFAT}}.
*{{Sm|dizzkidboogie|USA}} - Formerly ranked 27th on the SSBMRank in [[SSBMRank 2016|2016]] and [[SSBMRank 2017|2017]]. Has wins over players such as {{Sm|Mew2King}}, {{Sm|Wizzrobe}}, and {{Sm|SFAT}}.
*{{Sm|Fly Amanita|USA}} - One of the best Ice Climbers players in the world before retiring, known for his strong [[Sopo]] play and his limited usage of wobbling in tournaments. Placed 7th at {{Trn|EVO 2014}} and 2nd at {{Trn|Press Start}}.
*{{Sm|Fly Amanita|USA}} - One of the best Ice Climbers players in the world before retiring, known for his strong [[Sopo]] play and his limited usage of wobbling in tournaments. Placed 7th at {{Trn|EVO 2014}} and 2nd at {{Trn|Press Start}}.
*{{Sm|Nintendude|USA}} - While active, was known as one of the best Ice Climbers players, ranking as high as 17th on the [[SSBMRank 2016]]. Has beaten {{Sm|Mew2King}}, {{Sm|Westballz}}, and {{Sm|Shroomed}}.
*{{Sm|Nintendude|USA}} - While active, was known as one of the best Ice Climbers players, ranking as high as 17th on the [[SSBMRank 2016]]. Has beaten {{Sm|Mew2King}}, {{Sm|Westballz}}, and {{Sm|Shroomed}}.
*{{Sm|SluG|USA}} - Considered the best Ice Climbers main since the widespread wobbling ban in 2019. Known for defeating multiple top ten players throughout 2022, including {{Sm|Zain}} and {{Sm|Mang0}}, and for his 4th place finish at the {{Trn|Ludwig Smash Invitational}}. His 9th place ranking on the [[SSBMRank 2022]] was the highest global ranking for an Ice Climbers player since Wobbles in 2013, and the highest for a non-wobbling Ice Climbers main since 2011.
*{{Sm|SluG|USA}} - Considered the best Ice Climbers main since the widespread wobbling ban in 2019. Known for defeating multiple top ten players throughout 2022, including {{Sm|Zain}} and {{Sm|Mang0}}, and for his 4th place finish at the {{Trn|Ludwig Smash Invitational}}. His 9th place ranking on the [[SSBMRank 2022]] was the highest global ranking for an Ice Climbers player since Wobbles in 2013, and the highest for a non-wobbling Ice Climbers main since 2011.
*{{Sm|Wobbles|USA}} - Once known as the best solo Ice Climbers main and helped to popularize the term "wobbling". His 2nd place finish at {{Trn|EVO 2013}} (defeating {{Sm|Mang0}}, {{Sm|PPMD}}, and {{Sm|Hungrybox}}) is considered the Ice Climbers' best tournament performance of all time. In addition, his 8th place on the [[SSBMRank 2013]] is the highest ranking for an Ice Climbers player since the start of global rankings in 2013.
*{{Sm|Wobbles|USA}} - Once known as the best solo Ice Climbers main, and helped to popularize the term "wobbling". His 2nd place finish at {{Trn|EVO 2013}} (defeating {{Sm|Mang0}}, {{Sm|PPMD}}, and {{Sm|Hungrybox}}) is considered the Ice Climbers' best tournament performance of all time. In addition, his 8th place on the [[SSBMRank 2013]] is the highest ranking for an Ice Climbers player since the start of global rankings in 2013.


===Tier placement and history===
===Tier placement and history===
The Ice Climbers were once a middle to low-middle tiered character, as in the beginning of ''Melee'', professionals did not discover their powerful grounded presence and threatening [[wobbling]] techniques, as their flaws, such as their poor aerial approach and difficulty in maintaining both climbers, were highlighted more often. With the discovery of the Ice Climbers' [[desynching]] combos and wobbling, more players advocated for their potential, showcased in {{Sm|ChuDat}}, {{Sm|Wobbles}} and {{Sm|Fly Amanita}}’s discoveries. {{Sm|Wobbles}}'s second place finish at [[EVO 2013]] with the Ice Climbers did not change their tier position but finally pushed them into the S tier, where they are at last recognized as a viable character for tournaments alongside the top tiered characters. With the release of the twelfth tier list, they moved up one spot, above {{SSBM|Captain Falcon}}, for the first time. In the thirteenth tier list, the Ice Climbers are ranked 8th, however this placement was determined with the assumption that wobbling is not banned; their viability without wobbling allowed is yet to be assessed. Also, the major advancements for other characters like {{SSBM|Marth}} and {{SSBM|Jigglypuff}} have indirectly worsened the potency of the Ice Climbers due to the increasing gap in potential, especially after the ban on wobbling.
The Ice Climbers were once a middle to low-middle tiered character, as in the beginning of ''Melee'', professionals did not discover their powerful grounded presence and threatening [[wobbling]] techniques, as their flaws, such as their poor aerial approach and difficulty in maintaining both climbers, were highlighted more often. With the discovery of the Ice Climbers' [[desynching]] combos and wobbling, more players advocated for their potential, showcased in {{Sm|ChuDat}}, {{Sm|Wobbles}} and {{Sm|Fly Amanita}}’s discoveries, leading the Ice Climbers to rank either 7th and 8th on every tier list after the seventh. Since the advent of letter tiers, they have also ranked at the top of the B tier aside from the eleventh tier list, where they were ranked in the S-tier due to {{Sm|Wobbles}}'s second place finish at [[EVO 2013]] with the Ice Climbers, with the S-tier meaning to recognize characters who are generally considered viable in competitive play.  
 
Major events began banning wobbling in 2019, and by the post-[[Slippi]] era, the tech was banned at almost all events. The Ice Climbers were ranked 8th on the thirteenth tier list during this time; however, this placement was determined with the assumption that wobbling was not banned, and players were initially unsure where the Ice Climbers would fall in the future tier lists, especially with major advancements for other characters like {{SSBM|Marth}} and {{SSBM|Jigglypuff}} indirectly worsening the potency of the Ice Climbers due to the increasing gap in potential. On the other hand, Ice Climbers players switched to handoff combos, which, while less deadly than wobbling, remained an incredibly strong technique, and several new Ice Climbers players eventually rose in the new metagame, most notably {{Sm|MOF}}, {{Sm|Nicki}}, and {{Sm|SluG}}. As such, most players agree that the Ice Climbers remain viable even in spite of the wobbling ban.


===Wobbling Controversy===
===Wobbling Controversy===
{{main|Wobbling}}
{{main|Wobbling}}
Wobbling is an advanced technique exclusive to Ice Climbers in ''Melee'' where desyncing the pair, grabbing an opponent, then slightly tilting the control stick forward or down and mashing the attack button at exactly 200 bpm will create an infinite combo that the opponent cannot escape from. This is possible due to the opponent being alternately pummeled and hit with a tilt attack to reset the escape mashing. Techniques with similar effects exist in future installments, but they have different activation prerequisites and are harder to execute. The name was coined by {{Sm|Ken}} after seeing fellow smasher {{Sm|Wobbles}} place 9th in [[NCT2]] after discovering the technique from Japanese tutorial videos online and using it extensively in the tournament. "Wobbler" is a slang term used to refer to an Ice Climbers player who relies heavily on landing a grab to wobble their opponent.<ref>{{cite web|url=https://twitter.com/NintendudeSSB/status/1318601754662100993|title=Nintendude's "wobbler" tweet}}</ref>
Wobbling is an advanced technique exclusive to Ice Climbers in ''Melee'' where desyncing the pair, grabbing an opponent, then slightly tilting the control stick forward or down and mashing the attack button at exactly 200 BPM will create an infinite combo that the opponent cannot escape from. This is possible due to the opponent being alternately pummeled and hit with a tilt attack to reset the escape mashing. Techniques with similar effects exist in future installments, but they have different activation prerequisites and are harder to execute. The name was coined by {{Sm|Ken}} after seeing fellow smasher {{Sm|Wobbles}} place 9th in [[NCT2]] after discovering the technique from Japanese tutorial videos online and using it extensively in the tournament. "Wobbler" is a slang term used to refer to an Ice Climbers player who relies heavily on landing a grab to wobble their opponent.<ref>{{cite web|url=https://twitter.com/NintendudeSSB/status/1318601754662100993|title=Nintendude's "wobbler" tweet}}</ref>


The technique has been controversial since its inception due to its relative ease of use and low risk, high reward nature that would bring whole games to a halt and upset competitors and spectators alike. However, the early ''Melee'' communities were more scattered, with every tournament having their own stance on wobbling; some tournaments allowed the technique, while others banned it. Following {{Trn|EVO 2013}} (where wobbling was legal), and competitive ''Melee''{{'}}s ensuing resurgance in mainstream popularity, tournament rulesets generally became more unified, and as a result, wobbling was legal at nearly all tournaments from 2013 to the beginning of 2019. {{Sm|Juggleguy}} was well-known as a fierce opposer of legalizing wobbling, and he banned it at his events in [[Michigan]], including [[The Big House]]. He eventually decided to allow wobbling at his events, arguing that Michigan smashers needed practice fighting against the technique should they choose to compete in other regions.<ref>{{cite web|url=https://www.reddit.com/r/smashbros/comments/35ubx5/juggleguy_unbans_wobbling/|title=Juggleguy unbans wobbling}}</ref>
The technique has been controversial since its inception due to its relative ease of use and low risk, high reward nature that would bring whole games to a halt and upset competitors and spectators alike. However, the early ''Melee'' communities were more scattered, with every tournament having their own stance on wobbling; some tournaments allowed the technique, while others banned it. Following {{Trn|EVO 2013}} (where wobbling was legal), and competitive ''Melee''{{'}}s ensuing resurgence in popularity, tournament rulesets generally became more unified, and as a result, wobbling was legal at nearly all tournaments from 2013 to the beginning of 2019. {{Sm|Juggleguy}} was well-known as a fierce opposer of legalizing wobbling, and he banned it at his events in [[Michigan]], including {{trn|The Big House|series}}. He eventually decided to allow wobbling at his events, arguing that Michigan smashers needed practice fighting against the technique should they choose to compete in other regions.<ref>{{cite web|url=https://www.reddit.com/r/smashbros/comments/35ubx5/juggleguy_unbans_wobbling/|title=Juggleguy unbans wobbling}}</ref>


In 2018, around the time of the release of ''[[Super Smash Bros. Ultimate]]'', the discussion regarding wobbling started to grow again, and more and more ''Melee'' community members began to support a wobbling ban, beginning to outnumber those that opposed a ban for the first time. The "[[Platinum Age]]" saw an increasing amount of top-level Ice Climbers mains using wobbling to make deep bracket runs at major tournaments, including {{Sm|ChuDat}}, {{Sm|Nintendude}}, {{Sm|dizzkidboogie}}, {{Sm|InfiniteNumbers}}, {{Sm|Bananas}}, and {{Sm|ARMY}}, upsetting many players on their way. As wobbling's presence in ''Melee'' grew, many players were concerned about the long-term health of the game, arguing that the unpopularity of wobbling would both discourage players from competing and turn away spectators at major tournaments; top players were known to often grow extremely frustrated when fighting the Ice Climbers.<ref>{{cite web|url=https://www.youtube.com/watch?v=GpKUSHZBREM|title=Top 10 Salty Ice Climber Moments in Smash}}</ref><ref>{{cite web|url=https://www.youtube.com/watch?v=GJU-f2R3N5s|title=dizzkidboogie (ICs) vs. ALG.EMG | n0ne (Falcon) | SSBM LT12 | DPG}}</ref><ref>{{cite web|url=https://twitter.com/n0ned/status/810682962584813568|title=n0ne's tweet after his set vs. dizzkidboogie}}</ref> Many top players, including {{Sm|Axe}} and {{Sm|n0ne}}, openly supported a wobbling ban.<ref>{{cite web|url=https://www.reddit.com/r/smashbros/comments/aogqif/axe_wobbling_needs_to_be_banned_ive_said_this_for/|title=reddit post on Axe's tweet supporting a wobbling ban}}</ref><ref>{{cite web|url=https://www.reddit.com/r/SSBM/comments/amh57j/nones_opinion_on_ice_climbers_wobbling_and_i_agree/|title=reddit post on n0ne's tweet supporting a wobbling ban}}</ref>
In 2018, around the time of the release of ''[[Super Smash Bros. Ultimate]]'', the discussion regarding wobbling started to grow again, and more and more ''Melee'' community members began to support a wobbling ban, beginning to outnumber those who opposed a ban for the first time. The "[[Platinum Age]]" saw an increasing amount of top-level Ice Climbers mains using wobbling to make deep bracket runs at major tournaments, including {{Sm|ChuDat}}, {{Sm|Nintendude}}, {{Sm|dizzkidboogie}}, {{Sm|InfiniteNumbers}}, {{Sm|Bananas}}, and {{Sm|ARMY}}, upsetting many players on their way. As wobbling's presence in ''Melee'' grew, many players were concerned about the long-term health of the game, arguing that the unpopularity of wobbling would both discourage players from competing and turn away spectators at major tournaments; top players were known to often grow extremely frustrated when fighting the Ice Climbers.<ref>{{cite web|url=https://www.youtube.com/watch?v=GpKUSHZBREM|title=Top 10 Salty Ice Climber Moments in Smash}}</ref><ref>{{cite web|url=https://www.youtube.com/watch?v=GJU-f2R3N5s|title=dizzkidboogie (ICs) vs. ALG.EMG | n0ne (Falcon) | SSBM LT12 | DPG}}</ref><ref>{{cite web|url=https://twitter.com/n0ned/status/810682962584813568|title=n0ne's tweet after his set vs. dizzkidboogie}}</ref> Many top players, including {{Sm|Axe}} and {{Sm|n0ne}}, openly supported a wobbling ban.<ref>{{cite web|url=https://www.reddit.com/r/smashbros/comments/aogqif/axe_wobbling_needs_to_be_banned_ive_said_this_for/|title=reddit post on Axe's tweet supporting a wobbling ban}}</ref><ref>{{cite web|url=https://www.reddit.com/r/SSBM/comments/amh57j/nones_opinion_on_ice_climbers_wobbling_and_i_agree/|title=reddit post on n0ne's tweet supporting a wobbling ban}}</ref>


In early 2019, the pro-ban movement gradually began to take off as local and regional tournament scenes began banning wobbling at their events. On February 8th, 2019, the Tennessee Smash Community made a reddit post announcing that wobbling would be banned at tournaments in several Tennessee cities. The official ruleset limited the Ice Climbers, upon grabbing the opponent, to eight separate attacks before regrabbing; violating these rules would result in a warning, game loss, or set loss at the tournament organizer's discretion.<ref>{{cite web|url=https://www.reddit.com/r/smashbros/comments/aohjcq/tennessee_wobbling_ban_official_post/|title=Tennessee Wobbling Ban: Official Post}}</ref><ref>{{cite web|url=https://www.reddit.com/r/SSBM/comments/anz3xs/wobbling_has_been_banned_in_tennessee_we_hope/|title=Wobbling has been banned in Tennessee. We hope many more will follow suit}}</ref><ref>{{cite web|url=https://tempostorm.com/articles/wobbling-issue-recap|title=The Wobbling Issue: A Recap}}</ref> As news of the ban spread around the ''Melee'' community, other regions began announcing their own bans of various degrees, including Georgia,<ref>{{cite web|url=https://www.reddit.com/r/SSBM/comments/dow3qt/georgia_bans_wobbling/|title=Georgia Bans Wobbling}}</ref> [[Maryland/Virginia]],<ref>{{cite web|url=https://www.reddit.com/r/SSBM/comments/aug2fu/mdva_votes_on_wobbling_ban_implementation/|title=MD/VA Votes on Wobbling Ban Implementation}}</ref> Mississippi,<ref>{{cite web|url=https://www.reddit.com/r/SSBM/comments/av7r8m/mississippi_partially_bans_wobbling/|title=Mississippi partially bans wobbling}}</ref> Chicago,<ref>{{cite web|url=https://www.reddit.com/r/SSBM/comments/cyxike/chicago_has_banned_wobbling_explanation_in/|title=Chicago has banned wobbling (Explanation in comments)}}</ref> and the United Kingdom.<ref>{{cite web|url=https://www.reddit.com/r/SSBM/comments/fej41p/wobbling_has_been_banned_in_the_united_kingdom/|title=Wobbling has been banned in the United Kingdom}}</ref><ref>{{cite web|url=https://www.reddit.com/r/SSBM/comments/aq38wo/usa_wobble_map/|title=USA Wobble Map}}</ref>
In early 2019, the pro-ban movement gradually began to take off as local and regional tournament scenes began banning wobbling at their events. On February 8th, 2019, the Tennessee Smash Community made a reddit post announcing that wobbling would be banned at tournaments in several Tennessee cities. The official ruleset limited the Ice Climbers, upon grabbing the opponent, to eight separate attacks before regrabbing; violating these rules would result in a warning, game loss, or set loss at the tournament organizer's discretion.<ref>{{cite web|url=https://www.reddit.com/r/smashbros/comments/aohjcq/tennessee_wobbling_ban_official_post/|title=Tennessee Wobbling Ban: Official Post}}</ref><ref>{{cite web|url=https://www.reddit.com/r/SSBM/comments/anz3xs/wobbling_has_been_banned_in_tennessee_we_hope/|title=Wobbling has been banned in Tennessee. We hope many more will follow suit}}</ref><ref>{{cite web|url=https://tempostorm.com/articles/wobbling-issue-recap|title=The Wobbling Issue: A Recap}}</ref> As news of the ban spread around the ''Melee'' community, other regions began announcing their own bans of various degrees, including Georgia,<ref>{{cite web|url=https://www.reddit.com/r/SSBM/comments/dow3qt/georgia_bans_wobbling/|title=Georgia Bans Wobbling}}</ref> [[Maryland/Virginia]],<ref>{{cite web|url=https://www.reddit.com/r/SSBM/comments/aug2fu/mdva_votes_on_wobbling_ban_implementation/|title=MD/VA Votes on Wobbling Ban Implementation}}</ref> Mississippi,<ref>{{cite web|url=https://www.reddit.com/r/SSBM/comments/av7r8m/mississippi_partially_bans_wobbling/|title=Mississippi partially bans wobbling}}</ref> Chicago,<ref>{{cite web|url=https://www.reddit.com/r/SSBM/comments/cyxike/chicago_has_banned_wobbling_explanation_in/|title=Chicago has banned wobbling (Explanation in comments)}}</ref> and the United Kingdom.<ref>{{cite web|url=https://www.reddit.com/r/SSBM/comments/fej41p/wobbling_has_been_banned_in_the_united_kingdom/|title=Wobbling has been banned in the United Kingdom}}</ref><ref>{{cite web|url=https://www.reddit.com/r/SSBM/comments/aq38wo/usa_wobble_map/|title=USA Wobble Map}}</ref>
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*'''[[Event 30: All-Star Match 3]]''': The Ice Climbers are the last opponent the player must fight in this series of staged battles. Their character battles them on the [[Icicle Mountain]] stage, and the player's character has a stock of two lives while the Ice Climbers have one. With a timer of four minutes, the player must defeat them and the other three characters with the overall time and life they have: Kirby, {{SSBM|Pikachu}} and {{SSBM|Ness}}.
*'''[[Event 30: All-Star Match 3]]''': The Ice Climbers are the last opponent the player must fight in this series of staged battles. Their character battles them on the [[Icicle Mountain]] stage, and the player's character has a stock of two lives while the Ice Climbers have one. With a timer of four minutes, the player must defeat them and the other three characters with the overall time and life they have: Kirby, {{SSBM|Pikachu}} and {{SSBM|Ness}}.


===Ending images===
===[[Congratulations_screen#Super_Smash_Bros._Melee|Congratulations Screens]]===
<center>
<center>
<gallery>
<gallery>
IceClimbersClassicMode.jpg|Classic
IceClimbersClassicMode.jpg|Classic Mode
IceClimbersAdventureMode.jpg|Adventure
IceClimbersAdventureMode.jpg|Adventure Mode
IceClimbersAllStarMode.jpg|All-Star
IceClimbersAllStarMode.jpg|All-Star Mode
</gallery>
</gallery>
</center>
</center>


==[[Trophies]]==
==[[Trophies]]==
In addition to the normal trophy about the Ice Climbers as characters, there are two trophies about them as fighters, unlocked by completing both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with the Ice Climbers on any difficulty:
In addition to the normal trophy about Ice Climbers as characters unlocked by completing {{SSBM|Classic Mode}} as Ice Climbers on any difficulty, there are two trophies about them as fighters, unlocked by completing {{SSBM|Adventure Mode}} and [[All-Star Mode]] respectively as Ice Climbers on any difficulty. Each of the trophies can also be unlocked by playing 100, 200, and 300 versus matches respectively as Ice Climbers:


{{Trophy/Fighter
{{Trophy/Fighter
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