Super Smash Bros. Ultimate

Ice Climbers (SSBU): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
m (→‎Changes from Super Smash Bros. Brawl: What it's actually called.)
 
(71 intermediate revisions by 22 users not shown)
Line 8: Line 8:
|ssbgame2 = SSBB
|ssbgame2 = SSBB
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = B-
|tier = C+
|ranking = 56
|ranking = 51
}}
}}
The '''Ice Climbers''' ({{ja|アイスクライマー|Aisu Kuraimā}}, ''Ice Climber'') are playable fighters in ''[[Super Smash Bros. Ultimate]]''. Alongside the rest of the veterans, they were confirmed on June 12th, 2018. Unlike ''Ultimate''{{'}}s predecessors, the Ice Climbers are now [[unlockable character|unlockable]], instead of being available from the [[starter character|start]]. Although they are a tag-team, the Ice Climbers are collectively classified as [[Fighter number|Fighter #15]].


{{s|wikipedia|Sanae Kobayashi}} voices the Ice Climbers once again in all regions, using a combination of new voice-clips and recycled ones from ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]''.
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 ranked 56th out of 82 on the ''Ultimate'' [[tier list]], placing them at the end of B- tier. This is an extreme drop from their previous placement in ''Brawl'', ranking 2nd out of 38, and is by far their worst placement in the series to date. The Ice Climbers are known for having some of the greatest damage output across the cast, which is supplemented by their quick frame-data and excellent KO potential. Their relatively small size and low [[crouch]] also makes him rather hard to hit; their crouch especially allows them to avoid most grabs and some attacks. Even then, their hammers are [[disjointed hitbox]]es, giving them good range for their size. Their grab game still remains among the best across the cast; [[forward throw]] and [[back throw]] can leave the opponent in very unfavorable positions, while [[up throw]] and [[down throw]] can start combos at lower precents and KO at very high precents. Finally, their [[special move]]set boasts flexible versatility: [[Squall Hammer]] and [[Blizzard]] can both start/extend combos, [[Ice Shot]] is a decent zoning tool, and [[Belay]] is an excellent [[recovery]] for both climbers.
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''.


However, if the partner is gone, the remaining climber will be drastically weakened, especially in terms of raw power and recovery. The fact that the partner has less endurance and flawed [[artificial intelligence]] compared to the leader further amplifies this issue. In addition, the Ice Climbers both have rather poor endurance, as their moderately light [[weight]] makes them susceptible to early KOs. Their poor mobility, as well as a lack of reliable projectiles, hoists a lot of problems in the [[neutral game]]. Despite having disjoints, their range is still relatively lackluster, giving them trouble approaching and fighting those that can outrange him. Finally, while covering considerable distance, their [[recovery]] is rather predictable and situational, as Belay and Squall Hammer travel rather linear distances, while their poor [[air speed]] and [[falling speed|floatiness]] make them vulnerable to edgeguarding.
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.


Overall, while not as dominating as before, the duo still retain the tools to beat out every matchup once their [[desynching|desynced]] combos and [[zero-to-death]]s have been fully mastered. As such, they still maintain excellent success in competitive play due to the efforts of players such as {{Sm|Harasen}}, {{Sm|Futari no Kiwami Ah~!}} and especially {{Sm|Big D}}.
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 are still a viable character and have seen some strong results thanks to the efforts of {{Sm|Big D}}.


==How to unlock==
==How to unlock==
Line 29: Line 30:


==Attributes==
==Attributes==
The Ice Climbers are a pair of short [[weight|middleweight]]s (weighing the same as {{SSBU|Lucario}}, {{SSBU|Wolf}}, {{SSBU|Villager}}, {{SSBU|Mythra}}, and {{SSBU|Steve}}, residing them at the lower end of the weight class) who, true to their franchise, are known for being a slow, yet floaty duo. Together, they have the 34th highest [[jump]]ing height, the 14th lowest [[gravity]] (tied with {{SSBU|Mewtwo}} and {{SSBU|Ivysaur}}), are tied with {{SSBU|Wii Fit Trainer}} and {{SSBU|Isabelle}} for the 8th-10th slowest [[fast fall]]ing and [[falling speed]]s, the 46th fastest [[walk]]ing speeds, the 47th fastest [[dash]]ing speeds, the 21st-22nd highest [[air acceleration]], and the 9th-slowest [[air speed]]. The leader also has the 35th slowest walking speed, the 18th slowest [[running]] speed, is tied with {{SSBU|Ganondorf}} for the 3rd-4th slowest [[air speed]], and is tied with {{SSBU|Banjo & Kazooie}} for the 10th slowest [[initial dash]]. While their [[traction]] is the 2nd lowest in the game (surpassed by {{SSBU|Mii Gunner}} and {{SSBU|Banjo & Kazooie}}), their traction is among the highest in the game by the conditions of [[slippery]] surfaces, such as ice, due to wearing ice cleats. Due to these statistics, the Ice Climbers have difficulty approaching opponents, although [[wavedashing]] compensates that to a degree.
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.
 
Unique to a majority of the roster, the ice Climbers are the archetypical tag-team fighters in ''Ultimate''. 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 partner has increased mobility, worse [[artificial intelligence]], they will inflict less damage, receive more damage, and are 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 respectable damage and can KO opponents rather easily on their own, the two's power combined can make them formidable. This is supplemented by the majority of the Ice Climbers' attacks being characterized by quick speed, which allows them to consistently apply pressure to their opponents, especially against characters that cannot outmatch their attacking speed without getting heavily punished for it, such as {{SSBU|Palutena}}.
 
Most of the Ice Climbers' grounded moveset is fairly quick and disjointed, allowing for versatile usage. Their [[neutral attack]] is quick, hits twice, and launches at a low angle, making this attack fairly good at guaranteeing follow-ups at lower percentages, giving the duo a reliable stun-lock, and allowing the Ice Climbers a quick option to keep opponents away from them, making it a useful get-off-me tool that deals respectable damage to boot. [[Forward tilt]] can be angled, and has a chance to trip opponents. It has impressive knockback growth, and can KO fellow middleweights at about 135% at the edge of Final Destination. Their [[up tilt]] is short-ranged and weak, but one of the Ice Climbers' most effective tools in their kit, 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. [[Down tilt]] is one of their quickest grounded moves, acting as a strong semi-spike that can KO at high percentages by the edge, and making follow-ups into [[dash attack]] or similar moves very easy. [[Dash attack]] has relatively fast start-up lag, can [[cross-up]] shields, sends opponents above the leader for quick transitions into up aerials, comparatively to up tilt. It also propels each Ice Climber forward, making it a viable tool for approaching. While it is useful in starting aerial combos, it can KO at very high precents while nearing the upper blast zone.


Complimenting their tilts, the Ice Climbers' [[smash attacks]] are some of the strongest in the game while being surprisingly quick and rather safe for their power, making them very useful and excellent KO options in their disposal. [[Forward smash]] is the duo's strongest smash attack, 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, sending opponents flying quite early and KOing fellow middleweights under 115% on grounded levels. While the move's particularly slower start-up and ending lag and mediocre base knockback make it more situational as a KOing option, it is still viable due to its quick speed, impressive damage output and respectable power. It hits in a wide area directly above and behind the Ice Climbers. [[Down smash]] launches opponents at a diagonal angle, and is the weakest of the duo's smash attacks, but is still among the strongest of its kind as it KOs middleweights at 105% at the center of Final Destination without [[rage]]. Its instantenous start-up lag also especially makes it useful as a burst or emergency KO option when none of their other options yield better results. Each Climber sweep in specific directions, allowing this move to catch rolls and surprise opponents who approach from behind. However, with only a single Ice Climber present, they become vulnerable to rolls due to the lack of a hitbox from behind.
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.


The Ice Climbers' aerial game is among the best in ''Ultimate'', being the basis of most of their combos and useful for KOs at higher precents. [[Neutral aerial]] is short-ranged, and deals weak knockback, but is also quick to start and has a long-lasting hitbox, making it passable as a [[gimp]]ing tool. When an opponent is launched upward, it also can add on some extra damage when using up tilt is unfavorable, or launch opponents directly forward to set up an edgeguard. It is also a fairly strong [[sex kick]], as the clean hit KOs fellow middleweights at about 165% by the edge with rage. [[Forward aerial]] is a disjointed and powerful hammer-swing, which deals heavy damage and is surprisingly safe for its power due to its moderate ending lag and low landing lag. While the move's sourspot can KO earlier than 135% by center stage, the partner's version of the move has a sweetspot that hides a very strong [[meteor smash]] that can net a KO at impressively low precents offstage, and acts as one of the Ice Climbers' most viable [[edgeguard]]ing tools in their kit. [[Back aerial]] can be a useful move for its quickness, large, disjointed hitbox, and respectable knockback, KOing as early as 105% when edgeguarding with it. It is deceptively strong offstage as such, and when used properly, it can allow for a [[stage spike]] and particularly useful edgeguard. It is also safe on shield, with the following Ice Climber's attack actually being positive on shield. [[Up aerial]] is the duo's strongest aerial and one of their best KO options in their kit onstage. The move has excellent juggling capabilities at low percents, and KOs most opponents at around 110-125% when used out of a [[down throw]]. [[Down aerial]] is a [[stall-then-fall]] that covers the entirety of the Ice Climbers' underside, and moves slightly diagonally forward, making it excellent at punishing opponents who attempt to juggle them and getting out of disadvantage. While the leader's attack can only KO at very high precentages, the partner's attack completely offsets that; it is a steep [[semi-spike]] that KOs middleweights at around 125% by the edge. In addition, it can be effectively used out of a short hop to attack opponents directly in front of the Ice Climbers, while also being quick to act out of makes it situational for edgeguards.
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 removal of [[chain grab]]bing (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 Climber's grab game is still outstanding and among the best across the cast. The Ice Climber's 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 have the shortest-ranged set of grabs in the game, making it risky to attempt to grab in the first place. However, this is compensated by their grabs being among the fastest in the game. [[Forward throw]] is a basic throw with moderately strong base knockback and causes [[tumble]] from 0%, which allows it to open options for a [[tech chase|tech-chase]] or lead into an edgeguard, while its moderate knockback growth allows it to KO at very high precents at the edge with rage. [[Back throw]] has incredible base knockback at the expense of minimal knockback scaling, making it difficult to use in either combos or as a KO option, but useful in desyncs and leading to edgeguards. [[Up throw]] notably allows quick access to juggling with up aerial and leads to various follow-ups at lower precents, while it can KO at very high precentages near the upper blast zone. By far, [[down throw]] is factorized as the duo's best component of their grab game; it can KO middleweights at around 180% with rage, while it is capable of initiating aerial combos or follow-ups, desynced combos, KO confirms and juggles at low precents, all of which can be devastating. All of their aerials excluding down aerial can all 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.
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 move]]set has very flexible versatility. Their [[neutral special move]], [[Ice Shot]], 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 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. If the ice get attacked by a move that deals damage, the projectile's ownership will change, allowing it to harm the Ice Climbers if collided with. The ice's decent amount of hitstun also make it useful for edgeguarding. Their [[side special]], [[Squall Hammer]], is a respectable mobility-based tool for racking up damage and approaching while being relatively safe on shield or cross-ups. Upon excessively continued presses, the attack can cover distance for recovering, which renders them [[helpless]] after usage. It is also one of the easiest methods to access desyncs available to the player. Meanwhile, the finishing hit can KO at high precentages while nearing the blast zones. Their [[up special]], [[Belay]], covers an excellent amount of distance and functions as a [[tether recovery]] as it auto-grabs any ledges within range, making it one of the best recoveries in the game. The following Ice Climber also has a window of full [[invincibility]] during its entire duration until pulling up the leader, which makes it useful for punishing or as a situational [[counterattack]] with proper timing. The partner also has a very situational, albeit strong hitbox on the way up, allowing for an early KO from the top blast zones, or a means to apply extra damage at the end of an aerial combo. Finally, [[down special]], [[Blizzard]], is a slow, read-based punishing tool that freezes opponents in their tracks and deals significant amounts of damage at point-blank range. Using the attack while an opponent 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 especially formidable when edgeguarding, as freezing an opponent near the edges of a stage can make it easy to nudge them off without any means to escape and/or recover. 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 specific situations and can help to create openings for additional combos or surprise KOs.
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 extremely prominent factor of playing Ice Climbers is learning how to consistently perform a crucial technique, called [[desynching]]. It is an advanced technique that allows a player to manipulate the following Ice Climber into acting slower than normally. At its most basic form, whenever the following 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 might act independently of the leader's current movements being performed. Using desyncs can allow for some remarkable combos, zero-to-deaths and setups that are completely impossible with other fighters.
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.


However, the Ice Climbers have noticeable flaws, with the biggest one being the remaining climber being drastically weakened without the partner, similar to {{SSBU|Rosalina & Luma}}. While having outstanding damage output and KO potential, it becomes heavily diminished if the partner is KO'd, and the fact that the partner sustains more damage/knockback and has flawed [[artificial intelligence]] further compounds this issue. In addition, due to the duo's fairly sub-par [[weight]] combined with being among the lightest middleweights in the game, their endurance is also unimpressive, making them quite vulnerable to early KOs, especially vertically due to their floatiness. [[Rage]] further pronounces these flaws, since damaged opponents can send the duo flying even earlier without leaving them much means of benefiting from their own rage due to their sub-par endurance. To make matters worse, if the leader is KO'd before the partner, the game counts the partner as KO'd as well. When separated, the AI guides the partner back to the leader and the partner is unable to act and defend themselves from any threats. When the leader is grabbed by an opponent, the partner will act shocked or scared and cannot attack until the leader has escaped or been thrown, which now makes previously near-guaranteed escapes from grabs impossible. 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. Because of this, it is important for the leader to hurry back to the partner in an attempt at defending them, though this can potentially lead the leader into dangerous situations as well. Their [[recovery]], despite covering a considerable distance, is also largely situational and predictable. If the partner is unable to reach the ledge, it can put the leader at a disadvantage, even if they successfully return back to the stage. Since the partner flings the leader at a greater height, it is possible to overshoot the ledge, leaving the leader unable to defend themselves while descending helplessly onstage due to their floatiness. In addition, Belay and Squall Hammer travel rather linear distances, and the former often inadvertently costs the partner if not [[tether recovery|tethered]], while their slow [[air speed]] and floatiness make them vulnerable to edgeguarding. Should the CPU-controlled Ice Climber get KO'd during the stock, the remaining Ice Climber will have drastically nerfed damage output, KO ability, and recovery, with Belay becoming practically useless and Squall Hammer losing a good deal of distance (whereas with both Ice Climbers, they are excellent recovering tools).  
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 the issues of the following Ice Climber, the duo's moveset comes with its own problems. Barring their situational projectile from [[Ice Shot]], the Ice Climbers lack a reliable projectile and can be easily [[camping|camped out]] or their projectiles turned against them. In addition, while the duo have surprisingly great range for their size due to their [[disjointed hitbox]]es, their overall [[range]] still remains sub-par. This is worsened considering the fact that their hammers are among the shortest of any weapon. As such, characters with superior disjoints can easily outrange them (specifically swordies)—notable examples being {{SSBU|Marth}} or {{SSBU|Sephiroth}}. Conversely, Blizzard's range has been nerfed significantly and is dangerous to use liberally. When combined with their poor mobility, this combines to give the duo major difficulty approaching, especially against the likes of speed demons (like {{SSBU|Fox}} or {{SSBU|Sonic}}). The duo are also vulnerable to [[juggling]], due to their aforementioned slow [[falling speed|falling]] and [[air speed]]s. Furthermore, the duo suffer from the loss of a few important tools between the transition from ''Brawl'' to ''Ultimate''. Arguably, the changes that impair the Ice Climbers most are the changes to grab-based mechanics in ''Ultimate''. The additional period of intangibility between grabs and the partner's lack of a grab makes the Ice Climbers' previously most potent tool, chain grabbing, impossible. This significantly impedes their damage output compared to ''Brawl'' or ''Melee'' and no longer gives the Ice Climbers an almost guaranteed stock off of a single grab. Desynching, in itself, can also have certain drawbacks. An accidental desync off of up tilt or down throw might 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 following Ice Climber vulnerable because of the increase in reaction time between the leader and the partner and nerfed defenses; in particular, abilities, such as [[dodging]] and jumping, are significantly delayed, giving the opponent ample time to counterattack if properly read. Finally, the Ice Climbers suffer from being rather predictable and are forced to endure a severely poor disadvantage state. Because of their reliance on mid-air combos and some situational oddities, the general playstyle of the Ice Climbers can be easily picked apart and exploited early on in a match. In cases like this, it can become difficult, if not impossible to return to neutral or even win trade-offs without having to take serious risks.
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.


Overall, the Ice Climbers are among the least beginner-friendly characters on the roster, but offer amazing potential with practice. The duo's playstyle is a polarizing hybrid of the tag-team and glass cannon archetypes, being gifted with an extremely versatile moveset, with an outstanding damage-racking and combo game, excellent KO potential, dominating off-stage presence, a long and flexible recovery, an impressive [[out of shield]] game despite their low traction, along with a formidable grab game in conjunction with desyncs, although they are compensated with their poor endurance, awkward properties within the partner and lackluster defensive game. The inherent complexity of controlling two characters at once can also be difficult to understand for new players, and combined with their somewhat situational moveset, and severe handicaps when the partner is lost are also considerable barriers of entry. However, learning the quirks of the pair, especially desynching, 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. While the aforementioned strengths and weaknesses have led to a relatively small pool of players that main the Ice Climbers, those that do and put in the effort to learn their intricacies are frequently able to bulldoze their opponents better than almost the entire roster.
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.


==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
Near the end of both ''Melee'' and ''Brawl'', the Ice Climbers were considered one of the best characters among the roster due to being known for possessing arguably the greatest damage-racking capability in both installments via [[wobbling]] in the former game and infinite [[chain grab]]bing in the latter game; in particular, the Ice Climbers can even acheive a guaranteed early KO and/or [[zero-to-death]] after using them, although both of those aforementioned tactics required great practice to pull off. Most likely owing to this, the Ice Climbers received a plethora of buffs and nerfs in the transition from ''Brawl'' to ''Ultimate'', being drastically nerfed overall, although not enough to outweigh their received buffs.
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''.
 
The Ice Climbers' KO potential and damage output have been further improved: a sizeable portion of their moveset, including [[forward smash]], [[down smash]] and [[forward aerial]], inflict more damage while retaining disproportional KO power, while other moves, such as their [[aerial attack]]s and [[up smash]], have increased knockback values as a whole. In addition, all of their throws (sans [[back throw]]) are now capable of KOing at very high precentages, giving the Ice Climbers access to newfound KO options that were previously absent from their kit; this further extends the prevalance of the Ice Climbers' most prominent key strengths in ''Ultimate'', their damage-racking capability and KO potential.  


The universal reduction of [[landing lag]] has also exponentially benefitted their aerials. Known for possessing high landing lag in their attacks in ''Brawl'', all of their aerials now have among the lowest landing lag relative to the cast in ''Ultimate''. This not only improves the safety of his aerials, but now gives them the capability to lead into follow-ups in conjunction with [[desynching]]. The Ice Climbers also have a drastically improved [[combo]] game on their own due to the removal of [[hitstun canceling]], the weakening of [[SDI]], and the aforementioned desynching remaining mostly intact, although the removal of hitstun canceling comes at the expense of making the Ice Climbers more vulnerable to combos themselves. In addition to the universal 3-frame [[jumpsquat]], this allows the Ice Climbers to make better utility of their aerial attacks. Thanks to ''Ultimate''{{'}}s improved [[freezing]] properties, [[Blizzard]] can also freeze opponents easier and longer, which can lead to high damage output, access to early and guaranteed KOs while edgeguarding, shield pressure, and follow-ups if performed correctly.
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.


However, the Ice Climbers have received several noticeable nerfs, with the most devastating ones revolving around their [[grab]] game. In particular, the Ice Climbers' grab game was drastically and adversely affected the most; the following Ice Climber now lacks the ability to grab and/or controllably act when the leader is grabbed or throwing an opponent (excluding when the partner is in the air). In addition to the expansion of invulnerability to grabs after a [[grab release]], this dramatically alters how their combo game functions: it removes the Climbers' extremely powerful [[chain grab]]bing technique in ''Brawl'' and, by extension, [[wobbling]] in ''Melee'', instead forcing them to rely on [[desynching]] in order to combo the opponent at the fullest. Moreover, the leader's grabs, while still quick relative to the cast, have noticeably more startup and ending lag, and much less range, now being the shortest set of grabs in the game. Outside of this, the Ice Climbers' moveset have received various reductions to their damage output and a considerable portion of their moveset connect less reliably and consistently when the Ice Climbers are together during the stock due to the reduction of [[hitlag]]. The following Ice Climber also has significantly worsened endurance compared to the leader due to sustaining 1.02x times increased damage/knockback from attacks, and the partner's [[artificial intelligence]] is now flawed, leading to more likely inadvertent [[self-destruct]]s and making it harder to maintain both Ice Climbers during the current stock. Upon using [[Blizzard]], the following climber also no longer performs it behind the leader when Blizzard is performed on the ground, and the move itself is less effective as a [[spacing]] tool due to its lack of knockback at maximum proximity. Finally, due to the changes in [[Belay]]'s hitboxes, the move's height can be drastically reduced if the hitbox is [[priority|out-prioritized]], and its overall size is smaller, making it harder to connect against grounded opponents.
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.


Universal changes to ''Ultimate''{{'}}s engine both assist and impair the Ice Climbers. The universal growth to mobility has improved the Ice Climbers' ability to approach and chase down their opponents; in particular, the partner is significantly more mobile compared to the leader, which makes them harder to separate. However, since their overall mobility still remains slow relative to the cast, their problematic matchups against speed demons from their previous incarnations still remain in ''Ultimate'', although the reintroduction of [[wavedashing]] compensates for that by restoring their fearsome grounded approach from ''Melee''. [[Dash-canceling]]'s expanded utility also improves the utility of their grounded attacks. The increased [[shieldstun]] and increased startup on [[shield grab]]bing notably benefits the Ice Climbers' safety on hit, due to their moveset's natural high damage output and low ending lag, making them harder to punish, yet it does not drastically compromise the Ice Climbers' own punishes due to their quick grabs, formidable grab game and improved [[out of shield]] game. Conversely, the universal nerfs to grabs make it riskier for the Ice Climbers to throw out one, as their ending lag can prove more punishable, especially since their grabs are now the shortest-ranged in the game. The revamped [[air dodging]] mechanics have significantly improved their [[edgeguarding]] game, and the reintroduction of directional [[air dodging]] has improved their recovery via either using one as a short-ranged recovery without the necessity of using [[Squall Hammer]] or Belay when separated or if the partner is gone, or to extend their recovery in a pinch with both Ice Climbers. However, this has also resulted in their air dodges becoming some of the slowest in the game, and since air dodges can only be performed once while landing, this makes them more vulnerable to edgeguarding and [[juggling]] due to their floatiness and predictable landing options. The introduction of [[rage]] improves their KO potential to an extent, but due to their rather poor endurance, damaged opponents can benefit from it by sending the Ice Climbers flying even earlier with high levels of it. Finally, despite their exploitable improvements, most of the Ice Climbers' former flaws that plauged them in ''Brawl'' and ''Melee'' still reprise in ''Ultimate'', such as the difficulty in maintaining both climbers during the stock, severe handicaps when the partner is gone, sluggish aerial mobility, and susceptibility to camping, with the former issue being further pronounced as well.  
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.


Overall, the Ice Climbers are drastically less effective than in ''Brawl'' and ''Melee''. Their learning curve has became drastically more steep, as the removal of chain grabbing and [[wobbling]] and weakening of miscellaneous toolkits force them to rely on desynching to perform at full capacity. As such, the Ice Climbers are by far the most nerfed characters in the transition to ''Ultimate''. However, due to their aforementioned received buffs to both their moveset and from the game's engine, combined with the game's updates offering them noticeable benefits and improvements, the duo's current tier standing still remains to be determined: the Ice Climbers still remain as relatively viable characters in ''Ultimate'', albeit heavily underperforming compared to ''Melee'' and ''Brawl''.
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''.


{{SSB4 to SSBU changelist|char=Ice Climbers}}
{{SSB4 to SSBU changelist|char=Ice Climbers}}


==Update history==
==Update history==
Aside from glitch fixes and only three nerfs (one of them was eventually addressed), the Ice Climbers have been buffed significantly via game updates. Update 2.0.0 improved the following Ice Climber's [[artificial intelligence]] in order to make them follow the leading Ice Climber more reliably and make unintentional [[self-destruct]]s less possible, though this comes at the expense of making [[desyncing]] harder to perform and requiring more practice to execute successfully. Aside from this, [[Belay]] has been improved for recovery via its enlarged edge-grabbox, allowing it to be used as a safe [[tether recovery]] more reliably that does not often requires to sacrifice the following Ice Climber to recover.  
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' Final Smash ([[Iceberg]]) has been granted rather significant improvements following update 3.0.0, where it increased Iceberg's power via the FS Meter, and especially update 8.0.0, where this update slows the opponents more during Iceberg's startup, sped up Iceberg's appearance and increased the peak's hitbox to make it harder to avoid, and extended the [[Condor]]'s search-radius. The latter buff is especially crucial for the Ice Climbers, as they can grab onto it more easier to control the iceberg without the risk of self-destruction. Aside from Iceberg's improvements, the Ice Climbers also benefit from the universal expansion of shield-sizes in update 7.0.0, making them much less susceptible to shield poking.
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.


Update 9.0.0 granted the Ice Climbers some of the largest improvements. This update slightly addressed one of the Ice Climbers' most overwhelming issues by reducing the partner's damage and knockback-multipliers. Alongside their improved AI since update 2.0.0, this made them less susceptible to being separated from the leader and improved their endurance by making them less vulnerable to early KOs. Belay has also received noticeable improvements, thanks to its tether recovering distance being lengthened and the leader no longer being inadvertently prevented from using it if the partner automatically performed it. Aside from these improvements, a few of their moveset received quality-of-life buffs: dash attack has slightly more range and improved consistency, down smash's knockback has been strengthened, and [[Squall Hammer]] will sweetspot edges earlier, improving its recovering potential.
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.


Finally, update 13.0.1 improved the Ice Climbers once again by granting them a few impressive buffs. Belay's start-up lag was decreased, which improved both its versatility for recovery and utility as a follow-up from up tilt. Comparatively, dash attack's overall frame-data has been improved, which made it safer and improved its utility for setting up aerial pressure or leading into aerial combos. Lastly, down smash's KO power has been improved even further by strengthening its knockback scaling like in update 9.0.0. The latter improvement, in particular, has now made the Ice Climbers' down smash one of the strongest in ''Ultimate''.
Overall, the Ice Climbers fare mildly better than they did at the launch of ''Ultimate''.
 
Overall, the Ice Climbers fare drastically better than during the launch of ''Ultimate''. Although desynching requires more practice to be performed successfully, their learning curve has became less steep and their neutral game is more viable, as their KO potential has been improved, the Ice Climbers are more difficult to seperate from each other and their combo game is more reliable without having to be reliant on desyncs.


'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
Line 112: Line 105:
==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.
*Although the Ice Climbers have among the lowest [[traction]] in the game, their traction is completely unaffected by slippery [[terrain]], such as ice.
*The following 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 leading Ice Climber is grabbed, the partner will panic.
**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 122: Line 115:
|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 2.625%
|neutraldesc=A pair of {{s|wikipedia|one-two combo}} hooks with their hammers. A great "get-off-me" tool that inflicts exceptional damage for a neutral attack with both Ice Climbers to boot. It is extremely quick due to coming out on frame 4, and both hits have somewhat low ending lag. These traits make it effective for [[jab cancel]]ing or as an [[out of shield]] option. Both hits can also [[jab lock]].
|neutraldesc=The Ice Climbers swing their hammers horizontally, and then vertically. A great "get off me" tool that does decent damage to boot.
|ftiltname=Side Strike ({{ja|横たたき|Yoko Tataki}})
|ftiltname=Side Strike ({{ja|横たたき|Yoko Tataki}})
|ftiltdmg=leader: 9%<br/>partner: 6.75%
|ftiltdmg=leader: 9%<br/>partner: 6.75%
|ftiltdesc=Throw a horizontal straight roundhouse swipe with their hammers. It is quick, due to coming out on frame 9, possessing low ending lag and can be angled. Due to its high knockback growth, it is able to KO middleweights at around 80%-90% at the edge of {{SSBU|Final Destination}}, with its incredible speed especially making it useful for burst KOing. Its impressive disjoint also makes it viable for [[spacing]]. This makes it a useful 2-framing and [[edgeguarding]] option when angled downwards.
|ftiltdesc=The Ice Climbers swing their hammers horizontally. Has high knockback growth, being able to KO at around 120%-130% at the ledge.
|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}}, ''Spinning Hammer'')
|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=Point their hammers straight up, then twirl them in circles over their heads in a {{s|wikipedia|buzzsaw}}-like manner. This creates a lingering hitbox that hits multiple times. Altogether, it deals excellent damage, making it useful for [[juggling]] and pressuring shields. It is an extremely versatile combo starter at low/medium percents, especially on fast-fallers, due to it coming out on frame 9 and possessing both low ending lag and disjointed range. It can follow up into a chain of [[up aerial]]s at low precents, while it can follow up into [[Belay]] for a guaranteed KO combo at higher precents, especially out of [[Blizzard]]. It also covers the sizable portion of both the hammers and the upper portion of the Ice Climbers' bodies, which can give them protection above them and makes it useful as an anti-air tool despite its rather poor range, especially horizontally. The latter pratically forces the Ice Climbers to stand next to a grounded opponent to land the move in succession.
|utiltdesc=The Ice Climbers twirl their hammers over their heads. This creates a lingering hitbox that hits multiple times. A useful combo starter that can begin a chain of up aerials.
|dtiltname=Shin Attack ({{ja|スネたたき|Sune Tataki}})
|dtiltname=Shin Attack ({{ja|スネたたき|Sune Tataki}})
|dtiltdmg=leader: 6%<br/>partner: 4.5%
|dtiltdmg=leader: 6%<br/>partner: 4.5%
|dtiltdesc=Sweep their hammers across the ground in front of themselves while crouching. A steep [[semi-spike]] that functions extremely well as both a poking option in neutral and edgeguarding option, thanks to its quick start-up, impressive range, and low ending lag. In addition, it can KO middleweights at around 140% near the edge of Final Destination, and hits low enough to [[shield stab]] opponents with tall hurtboxes. It is fairly spammable due to coming out on frame 8 and possessing minimal ending lag. When coupled with its [[tripping]] potential, and the fact that the Ice Climbers' crouch allows them to dodge several attacks with high hitboxes, it can be a very useful set-up option especially after a crouch.
|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.
|dashname=Dash Strike ({{ja|ダッシュたたき|Dasshu Tataki}})
|dashname=Dash Strike ({{ja|ダッシュたたき|Dasshu Tataki}})
|dashdmg=leader: 6%<br/>partner: 4.5%
|dashdmg=leader: 6%<br/>partner: 4.5%
|dashdesc=The Ice Climbers leap forward, lunging and ramming their hammers in front of themselves, similar to {{SSBU|Palutena}}'s dash attack. It has decent startup at frame 9 with a fairly long-lasting and disjointed hitbox, and deals vertical knockback to make it effective for initiating aerial pressure or aerial combos. It can also lead into [[cross-up]]s against shielding opponents and can KO middleweights at around 190%/165% on top of the mid/top platforms on Final Destination with high levels of [[rage]], respectively. It also gives the Ice Climbers a substaintial speed-boost and covers good distance, making it reliable for approaching. While it can lead into cross-ups, it is punishable on shield due to its ending lag.
|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.
|fsmashname=Stake Smash ({{ja|クイ打ち|Kui Uchi}})
|fsmashname=Stake Smash ({{ja|クイ打ち|Kui Uchi}})
|fsmashdmg=leader: {{ChargedSmashDmgSSBU|12}}<br/>partner: {{ChargedSmashDmgSSBU|9}}
|fsmashdmg=leader: {{ChargedSmashDmgSSBU|12}}<br/>partner: {{ChargedSmashDmgSSBU|9}}
|fsmashdesc=Based on their standard and original attack from ''Ice Climber''. The Ice Climbers lift their hammers up, then smash them straight down to the ground. The animation is visually similar to {{SSBU|King Dedede}}'s forward smash. Due to becoming active at frame 11, it is disproportionately quick for a forward smash. It can be angled and the Ice Climbers slam their hammers at moderate distances, giving it deceptively good range. Its clean hitbox also deals respectable damage and has extremely high knockback growth, which makes it a powerful and reliable KOing option. It is among the strongest forward smashes in ''Ultimate''. While near the edge of Final Destination, it KOs middleweights starting at around 70%. The late hitboxes share the amount of KO potential due to their knockback reminaing intact. However, the hitbox has a deceptively short duration compared to the animation, and has noticeable ending lag (33 frames), making it unsafe on shield and punishable without wise usage. A powerful punishing option that is also capable of 2-framing reliably.
|fsmashdesc=The Ice Climbers swing their hammers down in front of themselves similar to their original attack in ''Ice Climber''.
|usmashname=Icicle Crasher ({{ja|つらら割り|Tsurara Wari}})
|usmashname=Icicle Crasher ({{ja|つらら割り|Tsurara Wari}})
|usmashdmg=leader: {{ChargedSmashDmgSSBU|11}} (hammer), {{ChargedSmashDmgSSBU|9}} (body)<br/>partner: {{ChargedSmashDmgSSBU|8.25}} (hammer), {{ChargedSmashDmgSSBU|6.25}} (body)
|usmashdmg=leader: {{ChargedSmashDmgSSBU|11}} (hammer), {{ChargedSmashDmgSSBU|9}} (body)<br/>partner: {{ChargedSmashDmgSSBU|8.25}} (hammer), {{ChargedSmashDmgSSBU|6.25}} (body)
|usmashdesc=An overhead hammer-swing in a wide arc. It can hit behind the Ice Climbers, while its clean hitbox deals respectable damage and has extremely high knockback growth akin to forward smash, KOing middleweights at around 100% from anywhere on Final Destination. Has moderate startup and ending lag, coming out on frame 12 and possessing 32 frames of ending lag, which gives it decent [[interruptibility]]. Its impressive coverage and [[disjointed hitbox]]es make it useful as an out-of-shield or punishing tool against [[roll]]s or opponents with predictable landing options. Its late hitbox is noticeably weaker, but still boasts respectable KO power for an up smash, KOing middleweights at around 120% from anywhere on Final Destination.
|usmashdesc=The Ice Climbers swing their hammers in an overhead arc. Useful for catching an opponent's landings.
|dsmashname=Hammer Sweep ({{ja|足もと打ち|Ashimoto Uchi}}, ''Leg Strike'')
|dsmashname=Hammer Sweep ({{ja|足もと打ち|Ashimoto Uchi}}, ''Leg Strike'')
|dsmashdmg=leader: {{ChargedSmashDmgSSBU|13}}<br/>partner: {{ChargedSmashDmgSSBU|9.75}}
|dsmashdmg=leader: {{ChargedSmashDmgSSBU|13}}<br/>partner: {{ChargedSmashDmgSSBU|9.75}}
|dsmashdesc=Each Ice Climber individually sweep their hammers across the ground in specific directions (the leader sweeps in front, while the partner sweeps behind at the corresponding direction). If the partner is absent, however, the remaining Ice Climber will sweep in only a single direction. If both Ice Climbers are included during the stock, it hits in front of and behind the Ice Climbers. While not as dominating as it was in ''Brawl'', it deals respectable damage and has extremely high knockback growth like their forward and up smashes. Due to hitting on frame 9, with the fastest startup among the duo's smash attacks, it is tied with {{SSBU|Toon Link}}, {{SSBU|Mii Gunner}}, {{SSBU|Mii Gunner}} and {{SSBU|Samus}}' down smashes for being the sixth-fastest smash attack of any kind in ''Ultimate''. It launches diagonally with above-average power, KOing middleweights under 90% from anywhere on Final Destination. Additionally, it is a reliable 2-framing option that is very useful for edgeguarding as a result, as well as punishing rolls or opponent who approach the duo from behind. Due to it possessing 24 frames of ending lag and hitting on frame 9, it has the fastest interruptibility among all of the Ice Climbers' smash attacks.
|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=Climber Turn ({{ja|クライマーターン|Kuraimā Tān}})
|nairdmg=leader: {{ShortHopDmgSSBU|7}}<br/>partner: {{ShortHopDmgSSBU|5.25}}
|nairdmg=leader: {{ShortHopDmgSSBU|7}}<br/>partner: {{ShortHopDmgSSBU|5.25}}
|nairdesc=Perform a {{s|wikipedia|cartwheel}}ing spin with their hammers outstretched. Its minimal landing lag makes it a decent set-up option at low percents, especially for desyncs, or a tool for shield pressure when short hopped, while its high knockback growth makes it a decent anti-pressure and out of shield option. In addition, on Final Destination, it can KO middleweights under 185% at center stage and at around 150% at the ledge if hit cleanly. It has large hitboxes that cover most of the Ice Climbers' torsos, especially at the beginning, giving good protection and coverage around them. It can also edgeguard, combined with it having the second-lowest amount of ending lag out of the Ice Climbers' aerials. Due to the properties of the partner's neutral aerial, it has the properties of a [[sex kick]]. It also [[auto-cancel]]s in a short hop, making it effective for combos at lower precents. Due to coming out on frame 6, it has the fastest startup of the Ice Climbers' aerials, although this also makes it slightly slower in comparison to other sex kicks with comparable properties.
|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 ({{ja|ハンマードロップ|Hanmā Duroppu}}, ''Hammer Drop'')
|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=Rear their hammers backward, then swing their hammers straight downward in a manner similar to their forward smash. Due to coming out on frame 19, it has the slowest startup of the Ice Climbers' aerials, as well as having the highest amount of ending lag of 36 frames. However, it has above-average knockback scaling and excellent damage output, making it one of the strongest forward aerials in ''Ultimate''. It deals enough knockback to KO middleweights at the center of Final Destination at around 130% and 35% earlier at the edge without rage, making it fairly efficient for edgeguarding despite its short duration. Its low landing lag also allows it to be used as set-up options into other moves, especially if meteor smashing an opponent. A versatile aerial that is good for combos both synced and desynced and edgeguarding, it is capable of connecting into itself for a [[wall of pain]] or a 2-frame punish in certain instances. Auto-cancels in a full hop. The partner's hammer provides a [[sweetspot]] that can [[meteor smash]] opponents, which can KO incredibly early offstage.
|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.
|bairname=Reverse Strike ({{ja|ふりむきたたき|Furimuki Tataki}})
|bairname=Reverse Strike ({{ja|ふりむきたたき|Furimuki Tataki}})
|bairdmg=leader: {{ShortHopDmgSSBU|10}}<br/>partner: {{ShortHopDmgSSBU|7.5}}
|bairdmg=leader: {{ShortHopDmgSSBU|10}}<br/>partner: {{ShortHopDmgSSBU|7.5}}
|bairdesc=Perform a quick {{s|wikipedia|backfist}} with their hammers behind themselves. It has quick startup lag, due to it coming out on frame 8. It can auto-cancel in a short hop and also deals the second-highest damage out of his aerials, and possesses excellent knockback growth, which make it a viable KOing option. While near the edge of Final Destination, its clean hitbox KOs middleweights at around 105%-110%, which is around the same KO percentages of the Ice Climbers' forward aerial. It also boasts good range due to its disjointed hitbox and its animation makes it unpredictable, which makes it a viable edge-guarding and 2-framing option, and makes it effective for a wall of pain, as well as a good approaching option in conjunction with a [[reverse aerial rush]]. It can also [[stage spike]] with proper usage, making it especially deadly off-stage. Both hits are extremely safe on shield, with the secondary climber's hit being one of the few moves that is positive on shield.
|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.
|uairname=Overhead Sweep ({{ja|頭上はらい|Zujō Harai}})
|uairname=Overhead Sweep ({{ja|頭上はらい|Zujō Harai}})
|uairdmg=leader: {{ShortHopDmgSSBU|9}}<br/>partner: {{ShortHopDmgSSBU|6.75}}
|uairdmg=leader: {{ShortHopDmgSSBU|9}}<br/>partner: {{ShortHopDmgSSBU|6.75}}
|uairdesc=An overhead hammer-swing in a considerable arc. An excellent combo and juggling tool that can quickly rack up damage both desynced and synced, and can even function as a guaranteed KO confirm from [[down throw]] at around 70% on most characters. Comes out on frame 7, having the second-lowest startup of the Ice Climbers' aerials. It can also be used for continuing a combo due to its low landing lag. Can be used as an out-of-shield option if the opponent has a large enough hurtbox. Due to its impressive damage and knockback, it is the duo's strongest aerial, being powerful enough to KO middeweights at around 145% on Final Destination on grounded levels, making it a useful KO option after a full hop, or above platforms. It can auto-cancel in a [[short hop]] [[fast fall]], like their other aerials minus forward and down aerials.
|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.
|dairname=Hammer Swoop ({{ja|急降下ハンマー|Kyūkōka Hanmā}})
|dairname=Hammer Swoop ({{ja|急降下ハンマー|Kyūkōka Hanmā}})
|dairdmg=leader: {{ShortHopDmgSSBU|8}}<br/>partner: {{ShortHopDmgSSBU|6}}
|dairdmg=leader: {{ShortHopDmgSSBU|8}}<br/>partner: {{ShortHopDmgSSBU|6}}
|dairdesc=Hold their hammers below themselves and perform a {{s|wikipedia|double axe handle}} with them while falling downward. A [[stall-then-fall]], though with a slower traveling speed than comparable attacks of its kind. Additionally, it is unable to [[meteor smash]], unlike most attacks of its kind. The hitbox covers most of the Ice Climbers' underside, making it good for punishing opponents who attempt to juggle. It can be effectively used out of a short hop to attack opponents directly in front of the Ice Climbers, especially out of shield. While it can potentially cause the Ice Climbers to [[self-destruct]] while using it off-stage, their effective [[recovery]], coupled with it having the lowest ending lag of the Ice Climbers' aerials and the move traveling slower than the other stall-then-falls makes this unlikely. The partner's down aerial is a steep [[semi-spike]] that can KO middleweights at around 165% at the center of Final Destination. While having a rather good auto-canceling window and being good for edgeguarding, its usage offstage is only serviceable against characters with slow/linear or exploitable recoveries, as the leader's down aerial only starts KOing middleweights at around 185% on Final Destination at grounded levels with high rage. As a result, it typically has usage as a niche landing or out-of-shield option.
|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.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=The leader reaches in front of themselves with their free hand. All of the Ice Climbers' grabs are extremely quick, but are burdened with very short range.
|grabdesc=The leader moves their mallet aside and reaches out with their dominant hand. Their grab range is the shortest in the game.
|pummelname=Grab Headbutt ({{ja|つかみ頭突き|Tsukami Zutsuki}})
|pummelname=Grab Headbutt ({{ja|つかみ頭突き|Tsukami Zutsuki}})
|pummeldmg=1%
|pummeldmg=1%
|pummeldesc=A headbutt. The partner takes no action at all. It inflicts average damage, but is among the fastest pummels in the game.
|pummeldesc=A headbutt. Fast but weak. The partner takes no action at all.
|fthrowname=Hockey Shot ({{ja|ホッケーショット|Hokkē Shotto}})
|fthrowname=Hockey Shot ({{ja|ホッケーショット|Hokkē Shotto}})
|fthrowdmg=3% (hit), 5% (throw)
|fthrowdmg=3% (hit), 5% (throw)
|fthrowdesc=A [[wikipedia:Shot (ice hockey)|hockey shot]]. Its moderately high base knockback makes it a viable option for [[tech-chasing]] and forcing the opponent off-stage to start edge-guards. If desynced, the partner can follow-up with a forward aerial or forward smash during forward throw's animation for a guaranteed KO confirm. It also has decent knockback growth, allowing it to KO middleweights at about 192% by the edge of Final Destination with high rage.
|fthrowdesc=The leader knocks the opponent away with their hammer in a motion similar to a golf club.
|bthrowname=Snowy Mountain Throw ({{ja|雪山投げ|Yukiyama Nage}})
|bthrowname=Snowy Mountain Throw ({{ja|雪山投げ|Yukiyama Nage}})
|bthrowdmg=6%
|bthrowdmg=6%
|bthrowdesc=The leader heaves the opponent behind themselves in an arc, bouncing them off the ground. Its high base knockback allows it to set up edgeguards, while its somewhat low ending lag makes it versatile for combos both synced and desynced. However, its high launching angle prevents it from having true follow-ups or forcing the opponent off-stage at a unfavorable position, while its high base knockback prevents it from leading into true KO confirms at higher precents. Additionally, due to its low knockback growth, minimal damage output, combined with it launching at a very high angle, it lacks notable KO potential, not KOing at all until well past 500% even with unoptimal [[DI]].
|bthrowdesc=The leader throws the opponent behind themselves.
|uthrowname=Grab Icicle Crasher ({{ja|つかみつらら割り|Tsukami Tsurara Wari}})
|uthrowname=Grab Icicle Crasher ({{ja|つかみつらら割り|Tsukami Tsurara Wari}})
|uthrowdmg=3% (hit), 5% (throw)
|uthrowdmg=3% (hit), 5% (throw)
|uthrowdesc=The leader heaves the opponent overhead before swinging their hammer overhead in an arc, bashing them and launching them upward. It has the second-highest base knockback of all up throws at the expense of having weakest knockback growth among all up throws in ''Ultimate''. Although it lacks much versatility compared to down throw in terms of follow-up potential, it is useful for comboing and quick air-to-ground transitions, leading to up aerial and rarely neutral aerial at 0% to medium precents, and Belay at around high precents for KO combos. It also leads to access of juggling with chains of up aerials, and can KO at extremely high precents near the upper blast zone.
|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=Avalanche Crusher ({{ja|なだれつぶし|Nadare Tsubushi}})
|dthrowdmg=6%
|dthrowdmg=6%
|dthrowdesc=A {{s|wikipedia|powerbomb}}. Due to its high knockback growth, it has the highest KO potential out of the Ice Climbers' throws, as it KOs middleweights at around 185% on Final Destination with rage. However, it deals the lowest base knockback among the duo's throws, which makes KO attempts with it best suited for later instead of earlier. It is also excellent for starting or extending combos, especially when desynced or synced. It can lead into neutral aerial from 0% to low precents, or Belay or up aerial at high precents for guaranteed KO combos. It can also lead into a chain of up aerials for juggling or racking up damage early. Due to these collective factors, this throw is considered among the best factors of the Ice Climbers' grab game.
|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.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=leader: 7%<br/>partner: 5.25%
|floorfdmg=leader: 7%<br/>partner: 5.25%
|floorfdesc=The Ice Climbers spin 360°, thrusting their hammers around themselves while getting 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: 5.25%
|floorbdesc=The Ice Climbers sweep their hammers in quick arcs from back to forth while getting up.
|floorbdesc=Same as the frontal floor attack.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=leader: 5%<br/>partner: 3.75%
|floortdmg=leader: 5%<br/>partner: 3.75%
|floortdesc=The Ice Climbers sweep their hammers in a straight line while getting up in a similar manner to their [[floor attack|back floor attack]].
|floortdesc=Gets up and spins around, hitting with their hammers.
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=leader: 8%<br/>partner: 6%
|edgedmg=leader: 8%<br/>partner: 6%
|edgedesc=The Ice Climbers climb up and slam their hammers in front of themselves in a straight line.
|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 summon a small stalagmite of ice and knock it straight forward with their hammer, causing it to slide along the ground, gradually shrinking as it travels. It bounces off walls and shields. The ice can freeze the opponents at high percents. Unlike most projectiles, the ice functions more like a [[container]] or [[soccer ball]] in that the incoming projectile is completely stop, allowing the Ice Climbers to counter most projectile-spamming playstyles more easily. At extremely high percents, it can also freeze opponents, allowing the usage of setups or reads. It stuns the opponent long enough to make it viable for edgeguarding or gimping vulnerable recoveries. However, similar to {{SSBU|King Dedede}}'s [[Gordo Throw]], the ice can easily be [[reflection|reflected]] with an attack that deals damage. If done so, the projectile's ownership will change, allowing it to harm the Ice Climbers if collided with. The first midair usage 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 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.
|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% (last)<br/>leader: 1.3% (loop), 2% (last)<br/>partner: 0.975% (loop), 1.5% (last)
|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 ramming their hammers upward, which launches the opponents upward. By repeatedly tapping the special input, the Ice Climbers will rise in the air, allowing them to [[recovery|recover]]. This, however, also renders them [[helpless]] after Squall Hammer's performance. If only a solo-climber is present, the move inflicts less damage and reduced knockback, and gains less height. However, Solo Squall Hammer stalls the remaining Ice Climber's [[gravity]] with excessive [[button mashing]]. Squall Hammer is a prime key factor as a method to begin desyncs, and can trap opponents between each Ice Climber once a desync is achieved. Similar to {{SSBU|Bowser Jr.}}'s [[Clown Kart Dash]], it covers impressive horizontal distance in a short and quick amount of time (covering nearly the full length of Final Destination), allowing them to alleviate their poor approach and overall sluggish movement, especially in the air. The final hit is strong enough to KO middleweights at around 159% near the top blast zones on Final Destination without rage. As a result of these collective factors, Squall Hammer is one of the duo's most versatile tools in their kit.
|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.
|usname=Belay
|usname=Belay
|usdmg=16% (partner)
|usdmg=16% (partner)
|usdesc=The leading Ice Climber flings the partner the air with a rope at a considerable height, slamming into opponents during the process. After covering enough distance, the partner pulls the leader upwards at an even greater distance. If nearing a [[ledge]], the partner will immediately target it, and then proceed to pull the leader to the ledge as well. During the entire duration of Belay, the partner has an [[invincibility]] frame-window upon startup and the period the hitbox is out until it dissipates, allowing for a safe [[recovery]] for both Ice Climbers. This also lets the Ice Climbers perform a pseudo-[[counterattack]] against almost all attacks that hit the Ice Climbers during startup, which makes it good for interrupting aerial approaches or attacks. Additionally, the following Ice Climber possesses a hitbox that deals powerful vertical knockback and high damage, dealing enough knockback to KO grounded middleweights at 140% on Final Destination, though it is rather difficult to use as a combo finisher due to the difficulty of aiming the partner. Without a partner, the move will grant essentially no distance. In addition, if the partner collides with an opponent or the hitbox gets [[priority|out-prioritized]], Belay's distance will reduce, similar to [[PK Thunder 2]]. Each Ice Climber becomes [[helpless]] after Belay's usage.
|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.
|dsname=Blizzard
|dsname=Blizzard
|dsdmg=both: 1% (far loop), 1.8% (close loop)
|dsdmg=both: 1% (far loop), 1.8% (close loop)
|dsdesc=The Ice Climbers blow a stream of frigid air from their palms in front of themselves, potentially freezing opponents. If using Blizzard on an already frozen opponent, they will remain frozen for a longer duration. If both Ice Climbers are present, this move can deal a maximum of 31.5%. As the name implies, it freezes opponents in their tracks, making it reliable for set-ups and follow-ups, and deals significant amounts of damage at point-blank proximity. Using the attack while an opponent 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 edgeguarding or ledge trapping, as freezing an opponent near the edges of a stage can make it easy to nudge them off and near the lower blast zone without any means to escape or recover easily. It also has [[priority]] over some other projectiles and can cancel them if the two collide.
|dsdesc=The Ice Climbers blow a gust of cold air in front of themselves, potentially freezing opponents. If used on an already frozen opponent, they will remain frozen for slightly longer. With both Ice Climbers present, this move can deal a maximum of 31.5%, though it is also a risky move due to its duration.
|fsname=Iceberg
|fsname=Iceberg
|fsdmg=13% (peak, rising), 11%/9%/7% (iceberg), 16% (Polar Bear), 5% (Condor)
|fsdmg=13% (peak, rising), 11%/9%/7% (iceberg), 16% (Polar Bear), 5% (Condor)
|fsdesc=The Ice Climbers {{s|wikipedia|high-five}} each other and raise their arms up, summoning a rotating and giant iceberg to rise up from the center of the stage. If only a single Ice Climber initiates the Final Smash, the leading Ice Climber spins, lifts their hammer up while raising it. For the duration of the Final Smash, it can be directed 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 peak, the more damage they receive. Towards the base of the iceberg is a Polar Bear, which has high launching power. A [[Condor]] also appears, flying above, which the Ice Climbers can grab onto. This allows the iceberg to be more easily controlled without worry of self-destruction, although the partner will be at risk of potentially being pushed offstage if they fail to grab it. Upon ending, the iceberg will lower itself, and the Condor will fly off to the side of the stage.
|fsdesc=The Ice Climbers summon a rotating iceberg to rise up from the center of the stage. For the duration of the Final Smash, it can be moved left and right. The range of how far it can move is shown by the mist. The iceberg deals damage to opponents who touch it: the closer they are towards the top, the more damage they take. Towards the base of the iceberg is a Polar Bear, which has high launching power. A Condor also appears, flying above, which the Ice Climbers can grab onto. This allows the iceberg to be more easily controlled without worry of self destruction, although the partner will be at risk of potentially being pushed offstage if they fail to grab it. Upon ending, the iceberg will lower itself, and the Condor will fly off to the side of the stage, leaving behind any hitchhiking fighters.
}}
}}


Line 258: Line 251:


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*The Condor flies in with them hanging off its feet. The Ice Climbers 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>
<gallery>
IceClimbersOnScreenAppearanceSSBU.gif|Ice Climbers' on-screen appearance
IceClimbersOnScreenAppearanceSSBU.gif|Ice Climbers' on-screen appearance
Line 264: Line 257:


===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': The duo set down their hammers and jump excitedly once. Originates from their victory animation during the results screen in the ''Ice Climber'' NES game.
*'''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''': The duo point their hammers diagonally upward and shout "Yup!" in triumph as wind blows behind them, in a similar manner to {{SSBU|Ness}}' side taunt.
*'''Side taunt''': They point their hammers diagonally upward and shout "Yup!", as the wind blows behind them.
*'''Down taunt''': The duo dance playfully in a circle, similar to {{SSBU|King Dedede}}'s down taunt.
*'''Down taunt''': They dance in a circle.
<gallery>
<gallery>
SSBUIceClimbersTaunt1.gif|Ice Climbers' up taunt.
SSBUIceClimbersTaunt1.gif|Ice Climbers' up taunt.
Line 275: Line 268:
===[[Idle pose]]s===
===[[Idle pose]]s===
*Both twirl their hammers.
*Both twirl their hammers.
*Each Ice Climber looks behind themselves curiously.
*Popo looks backward curiously.
<gallery>
<gallery>
SSBUIceClimbersIdle1.gif|Ice Climbers' first idle pose.
SSBUIceClimbersIdle1.gif|Ice Climbers' first idle pose.
Line 319: Line 312:


===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' The Ice Climbers jump indefinitely up and down with joy. Based on their victory animation during the results screen in the ''Ice Climber'' NES game, 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, with Popo chanting "Yup!" before facing the screen while smiling.
*'''Up:''' Both nod and high-five one another before facing the camera.
*'''Right:''' Nana hides behind Popo, only showing her face as Popo shifts from left to right while his arms are positioned next to his hips.
*'''Right:''' Nana hides behind Popo, only showing her face as Popo shifts from left to right.
[[File:IceClimbersVictoryThemeUltimate.ogg|thumb|A flourished, albeit shortened remix directly from ''Brawl''. It is 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}}''.]]
<gallery>
<gallery>
Ice Climbers Ultimate Pose 2.gif
Ice Climbers Ultimate Pose 2.gif
Line 342: Line 335:


===Tier placement and history===
===Tier placement and history===
Prior to ''Ultimate''{{'}}s release, players were quick to notify that the Ice Climbers lost their most devastating attributes from ''Brawl'' and ''Melee'': their infamous [[zero-to-death]] [[chain grab]]bing and [[wobbling]], respectively. When combined with the changes to gameplay-based mechanics during the transition from ''Brawl'' to ''Ultimate'' that either heavily impaired or altogether removed several of their infamous tactics, this caused players to believe that the Ice Climbers wouldn't be viable, a belief that held on throughout the early metagame.
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, has dwindled even further and, in turn for worse, became more significant than most would think. Several of the cast have immediately acknowledged their retained weakness (which have also been more pronounced): the infamous difficulty of maintaining both climbers in a single stock, the partner's vulnerability, their steep learning curve, poor endurance, slow aerial mobility, their vulnerability to [[camping]] and the severe handicaps brought to the leader if the partner dies during the stock, as well as the removal of several quirky combos and zero-to-deaths involving the partner from previous installments. As such, the Ice Climbers’ representation was minuscule, and all the players who mained the duo in ''Brawl'' have completely dropped them in favour of other characters. As a result, the general consensus have widely perceived them to be either low or bottom-tier.
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.


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]] setup and damaging combos, as well as new versatile 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, received excellent results in tournaments using the character; the former, in particular, have 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 has been pulled off out of a [[grab]]. As a result, the Ice Climbers' improving results have gradually improved the community's perception on the duo, with the general consensus believing that the Ice Climbers are either upper mid-tier or high-tier at least, like in their days of ''Melee'', which is a notable improvement compared to their initial low-tier status. Overall, the Ice Climbers remain as characters that should not be underestimated, although not to the extent of ''Melee'' and ''Brawl'', ranking 56th on the first and current tier list.
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 a pair of characters from a given universe in each stage. Continuing the duo theme, both {{SSBU|Master Hand}} and {{SSBU|Crazy Hand}} are fought regardless of the difficulty.
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.


{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
Line 377: Line 370:
==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 opening cutscene of World of Light, the duo were vaporized offscreen and later placed under [[Galeem]]'s imprisonment after unleashing his beams of light to engulf the world, along with the rest of the other fighters (excluding {{SSBU|Kirby}}).
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.
 
The Ice Climbers are unlocked in the southern portion of the icy mountain next to the [[Temple of Light]] (where {{SSBU|Pit}} and {{SSBU|Simon}} are unlocked), located at the top left corner of [[The Light Realm]]. Unlocking them eliminates the icy paths so they can be traversed in both directions, as well as opening an additional path to the shrouded forest, making them an obligatory unlock.


Later, the rest of the fighters prepare their final stand against Galeem and [[Dharkon]], including the Ice Climbers among them.
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}}


Line 611: Line 602:


==Trivia==
==Trivia==
*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.
*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.
*When the leading climber is grabbing and pummeling an opponent, the partner's animation will lag for every pummel-hit.
*When the lead climber is grabbing and pummeling an opponent, the partner's animation will lag for every pummel hit.
*Hitting the accompanying Ice Climber will not cause [[controller]]s to shake if the vibration setting is turned on. This applies to everything from normal attacks, [[throws]], or [[Final Smash]]es.
*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 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]] (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]]''.
*When getting hit from behind, the Ice Climbers' back-hitting/wall-bouncing 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.
*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.
**The animation itself mimics how hitstun animations worked from ''Smash 64'' to ''Brawl''.
**The animation itself mimics how hitstun animations worked from ''Smash 64'' to ''Brawl''.
**The freeze itself is a reference to the duo's dying animation in ''Ice Climber'', in which they freeze for a brief moment after touching an antagonist.
**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 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.
*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 fur trim.
**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 partner do not appear whenever the leader respawns.
*If one looks closely at one of the Ice Climber's non-leading feet during their [[wall jump tech]]ing animation, it twists the other direction during the move. This can be more easily seen if the match is currently slowed down.
*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 and {{SSBU|Lucas}} are the only fighters that use sprites for their default [[fighter spirit]]s.
*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 Ice Climbers, {{SSBU|Banjo & Kazooie}}, and {{SSBU|Pyra}}/{{SSBU|Mythra}}'s Classic Mode routes all share the same theme, facing dynamic character duos as opponents in each round.
**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.
*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 typically 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 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.
**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 selection 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.
*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>
*In the Ice Climbers' battle portrait, the following Ice Climber is slightly positioned 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 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.
*The level of [[artificial intelligence]] for the following 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>
**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''.
*While most characters have two different sets of knockback-based voice-clips, the Ice Climbers are the only characters to be an exception to this rule: they vocalize either their low or high knockback-based voice-clips or remain silent, regardless of how far/fast they are launched from knockback.
***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]]''.
**Additionally, the Ice Climbers are the only characters that retain their voice-clips from ''Brawl'', but do not make usage of their unused knockback-based voice-clips, a trait shared with Link, Captain Falcon, and Ganondorf from ''Smash 4''.
***When Popo is the leader, they vocalize either 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]]''. If Nana is the leader, the Ice Climbers' knockback-based voice-clips won't play for unknown reasons.
*The Ice Climbers are the only characters who have fewer dash-to-run frames when performing a pivot dash instead of a regular dash.
*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 is a visual glitch in the Ice Climber's on-screen appearance where the Condor does not disappear and only does so once "GO!" appears on the screen.
*When playing on a custom stage, there's a visual glitch in the Ice Climber's on-screen appearance where the Condor does not disappear and only does so once "GO!" appears on the screen.
*If both Ice Climbers perform a smash attack with the [[Home-Run Bat]], Nana will vocalize first, which is during the windup rather than before the swing. This is a carryover from ''Brawl'', where all characters will grunt during the windup animation. This is shared with {{SSBU|Falco}}.
*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]]''.
*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.  
*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 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.
*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}}.
*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 following climber, Popo and Nana are the only characters capable of [[dash]]ing through other characters in ''Ultimate''.
*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 randomized chance.
*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}} performs [[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.
*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==

Latest revision as of 06:55, November 7, 2024

This article is about the Ice Climbers' appearance in Super Smash Bros. Ultimate. For the characters in other contexts, see Ice Climbers.
Ice Climbers
in Super Smash Bros. Ultimate
Ice Climbers SSBU.png
IceClimberSymbol.svg
Universe Ice Climber
Other playable appearances in Melee
in Brawl

Availability Unlockable
Final Smash Iceberg
Tier C+ (51)
Ice Climbers (SSBU)

The Ice Climbers (アイスクライマー, 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 #15.

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-grabbing 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 techniques, 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 are still a viable character and have seen some strong results thanks to the efforts of Big D.

How to unlock[edit]

Complete one of the following:

  • Play VS. matches, with the Ice Climbers being the 10th characters to be unlocked.
  • Clear Classic Mode with Link or any character in his unlock tree, being the 2nd character unlocked after King K. Rool.
  • 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).

Attributes[edit]

The Ice Climbers are a pair of middleweights (weighing 92 units, the same as LucarioWolf, Villager, Mythra, and Steve), with small bodies, above average jumps, 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.

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 aerials 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 gimping 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 edgeguarding 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' specials 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 grabs (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.

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 Mythra or 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.

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.

Changes from Super Smash Bros. Brawl[edit]

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.

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.

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.

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.

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.

Aesthetics[edit]

  • Change Due to Ultimate's graphical improvements, the Ice Climbers gain a sleeker design with more subtle detailing in their hair and parkas, and their overall color scheme is significantly more vibrant and subdued. The duo wear coats with detailed furry lining, similar to Melee. The duo have slightly smaller more proportionate heads, more faint blushes on their cheeks, and slightly thinner eyes on top of losing the purple hue in their eyes. Their boots and hammers also appear to be covered in light powdered snow.
  • Change Both Ice Climbers face the foreground at an angle, instead of facing directly forward. In addition, they always face the screen regardless of which direction either of them turn, making all of their animations mirrored while altering some.
  • 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 and then lifting them back up.
  • Change Like other fighters, the Ice Climbers are more expressive than before: they appear excited when using their specials and forward smash, scowl when shielding and charging their up and down smash, and the partner climber will also panic when the leader is grabbed.
    • Change In addition, the partner climber will have a worried expression and wince periodically when the main climber gets frozen, dizzy, or gets attacked.
  • Change Nana has received new voice-clips for a few of her moveset, such as her smash attacks.
  • Change The Ice Climbers' spot dodging, air dodging and ledge-hanging animations have changed.
    • Change When air dodging, the Ice Climbers look towards the camera for longer.
    • Change When hanging onto a ledge, the Ice Climbers grab the ledge with their free hand instead of with both hands.
  • Change The Ice Climbers' on-screen appearance has them give each other an enthusiastic high-five, which was waist-height in Brawl. The animation also no longer differs depending on the starting position based on the player's controller port.
  • Change The Ice Climbers only jump once when using up taunt, as opposed to three times.
  • Change At 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' victory pose where they alternate left and right now has them circling their heads around .
    • Change Their victory theme has been shortened to only contain the second half.
  • Change The Ice Climbers' crowd cheer is "I scream, you scream, Ice Climbers!"
  • Bug fix Nana's crowd cheer is no longer the back-sound of the menu if she is currently the leader.
  • Bug introduced The Ice Climbers' knockback-based voice-clips will no longer play if Nana is the leader.
  • Change The Ice Climbers has been updated with universal features introduced in Smash 4.
    • Change The Ice Climbers has a Boxing Ring title, a Palutena's Guidance conversation, and two additional alternate costumes.
      • Change Their black costume has slightly been modified: Nana's parka is now brown instead of black. Additionally, their costumes have been re-ordered; the Nana-leading costumes now occupy the second half of their costumes instead of the even-numbered costumes and they also show her in front while Popo is in the back, which is how their costumes were ordered in Melee
    • Change The Ice Climbers' voice-clip numbers in Sound Test are numbered individually (i.e. "Popo: Voice [number]"/"Nana: Voice [number]"), similar to other team-based fighters as well as the Mii Fighters, Assist Trophies, Poké Ball Pokémon and bosses.
  • Change The sound effects of the partner are quieter. This is best heard when they are either Star or Screen KO'd.

Attributes[edit]

  • Buff Like all characters, both of the Ice Climbers' jumpsquat animations take 3 frames to complete (down from 4).
  • Buff The partner climber is 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 takes a small amount of hitlag, regardless of whether their attack connects or not.
    • Nerf This makes desynching slightly more difficult to perform.
  • Nerf The partner Ice Climber sustains 1.02× times the damage and knockback from attacks, making them slightly easier to separate and KO.
  • Nerf The partner now stands slightly behind the leader, in addition to being slightly in the z-axis. This reduces their grounded moveset's range, minus down smash due to hitting behind the partner.
  • Change The partner has a longer delay (4 frames → 6), causing some of the partner's attacks to miss but also improving their combo and frame-trapping potential.
  • Buff The Ice Climbers walk faster (0.96 → 1.008 (leader), 1.1088 (partner)).
  • Buff The Ice Climbers run faster (1.388 → 1.53 (leader), 1.683 (partner)).
  • 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 more traction (0.035 → 0.077), although it is still the second lowest in the game.
  • Buff The following Ice Climber's air acceleration is slightly higher (0.09 → 0.0945).
  • Buff Forward roll has less ending lag (FAF 31 → 30).
  • Nerf Forward roll grants less intangibility (frames 4-19 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-19 → 5-16) and more ending lag (FAF 31 → 35).
  • Nerf Spot dodge has more startup with less intangibility (frames 2-20 → 3-17).
  • Nerf Air dodge has significantly more ending lag (FAF 48 → 58)
  • Buff Air dodge has less startup (4 → 3).
  • Buff The reintroduction of directional air dodging benefits the Ice Climbers more than most of the other returning veterans, as the duo have access to using a secondary recovering option with them or can extend or mix-up their recovery by using one, especially when combined with Belay's long distance as a tether recovery.
    • Buff The following Ice Climber now performs a directional air dodge if off-stage when separated from the leader, instead of typically using Belay to recover.
    • Buff The introduction of air dodge landing lag glitch benefits the Ice Climbers more than any other returning veteran, as if the duo perform an uninterrupted air dodge and land on the floor in their helpless states after using Squall Hammer, their normal landing lag will get approximately reduced.
  • Nerf The removal of chain grabbing hinders the Ice Climbers more than any other character, as it drastically reduces their cheesing ability, and zero-to-deaths, while still possible, are now much harder. They also greatly suffer from the ability to tech footstools as it removes their guaranteed lock setups from grabs.
  • Nerf The following Ice Climber's AI is worse as they have more difficulty recovering and making it back to the leader, which can lead to them self-destructing.
  • Buff The duration opponents are frozen from the Ice Climbers' ice attacks are much longer, allowing for easier unavoidable follow-ups at high percentages. At very high percentages, Blizzard and Ice Shot 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 wavedashing 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 Ice Climber's attacks affect the duo's staleness 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.
  • Bug fix When the leader is KO'd by reaching 0 HP during their last stock in Stamina Mode, the partner climber instantly enters the defeat animation regardless of being hit or not, similar to Rosalina's Lumas.
    • Nerf This consequently removes the partner Ice Climber's ability to intervene the results of opponents, hindering their impact on Stamina battles.

Ground attacks[edit]

  • Neutral attack:
    • Buff Neutral attack can lock opponents and connect both hits together more consistently due to its altered angle (60° → 361°/180°).
    • Buff The partner's second hit deals more damage (2% → 2.6%) without full compensation on knockback (45 (base)/100 (scaling) → 60/95), improving its KO potential when combined with the second hit's lowered angle.
    • Buff The first hit transitions into the second hit earlier (frame 11 → 10).
    • Buff The first hit can be transitioned into the second hit by holding/tapping onto the attack input for 10-30 frames, or by holding onto the button until frame 13, as opposed to tapping the button until frame 11.
    • Nerf The move deals 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 (FAF 20 → 30).
    • Nerf Both hits have a shorter duration (frames 4-7 (hit 1), 4-6 (hit 2) → 4-5 (both)).
    • Nerf The first hit has an increased hitlag multiplier (1.0× → 1.3×), giving the opponent more time to SDI it.
    • Change The first hit has gained 2 additional hitstun frames. This allows it to stun opponents longer to connect into the second hit, and thus pressure them more effectively, but also gives them more time to SDI it.
  • Forward tilt:
    • Buff Forward tilt has less ending lag (FAF 33 → 30).
    • Nerf The partner's forward tilt deals less damage (7% (non angled) → 6.75%).
    • Nerf The move has a shorter duration (frames 9-12 → 9-10).
    • Change The partner's forward tilt has an increased hitlag multiplier (0.5× → 1×), matching the leader's.
  • Up tilt:
    • Buff The final hit of up tilt has more combo potential due to the removal of hitstun canceling.
    • Buff The partner's final hit deals less base knockback and more knockback scaling (40 (base), 100 (scaling) → 38, 118), allowing it to combo better from low/medium percents, while also improving its KO potential at very high percents.
    • Buff The partner hits two more times, now matching the leader.
    • Buff The final hit has more startup lag (frame 26 → 27). With its interruptibility unchanged, this gives the move one less frame of endlag. Combined with a faster jumpsquat, this improves it as a combo starter.
    • Buff The looping hits deal more knockback (15 (base), 20 (scaling) → 65/60/20, 10), with the higher knockback hitboxes being used to raise the opponent towards the higher, low knockback hitboxes.
    • Nerf The move deals less damage (1% (loop hits) → 0.8% (leader loop hits), 0.6% (partner loop hits), 17% → 15.4% (total)).
  • Down tilt:
    • Change The partner's down tilt deals consistent damage (4%/5% → 4.5%), making it deal more damage at point-blank range but dealing less damage elsewhere.
    • Buff Due to the increased traction across the cast, opponents do not slide back as much upon tripping from down tilt, improving its reliability for starting combos.
    • Nerf The move connects less consistently at higher percents when both climbers are present due to the partner being more delayed.
  • Dash attack:
    • Buff The partner's dash attack deals more damage (4% → 4.5%) and has increased knockback scaling (40 → 60).
    • Buff The move has a longer duration (frames 11-12 → 11-14).
    • Buff The outermost-hitbox has been extended forward (Y offset: 5u → 5u—7.5u), increasing its range.
  • Forward smash:
    • Buff It has less ending lag (FAF 49 → 47).
    • Buff It has more base knockback (30 → 50) and the partner's forward smash has more knockback scaling (118 → 126).
    • Nerf It has an altered animation where the Ice Climbers don't slam their hammers as far as horizontally, hindering its range. It also no longer hits behind and above the Climbers.
    • Nerf It no longer provides a sweetspot that deals more damage, reducing its overall maximum damage output (13% → 12% (leader), 10% → 9% (partner), 23% → 21% (both)).
  • Up smash:
    • Buff Up smash has less startup lag (frame 13 → 12).
    • Buff The partner's up smash has more knockback scaling (113 → 126).
    • Buff The loss of hitstun canceling improves the move's ability to lead into combos.
    • Nerf The partner's up smash deals less damage (9%/8% → 8.25%/6.75%).
    • Nerf It has more ending lag (FAF 48 → 50).
  • Down smash:
    • Change Down smash has been reworked: each Ice Climber individually sweep their hammers at specific directions (with the leader sweeping in front, while the partner sweeps behind the leader).
    • Buff The move provides more horizontal coverage when together, making it more versatile for punishing rolls and approaches.
    • Buff The hitboxes come out sooner (frame 9 → 7), improving its utility as a burst punishing option.
    • Buff It deals more damage (12%/10% → 13% (leader), 9%/8% → 9.75% (partner)) and more knockback than the previous sweetspots (30/50 (base), 105/102 (leader scaling), 113 (partner scaling) → 50, 105, 126)
    • Buff It has less ending lag (FAF 44 → 41).
    • Nerf The move only hits on a single side with a solo-climber, making the remaining climber more vulnerable to rolls.
    • Nerf Due to its altered animation, it is drastically harder to connect with both climbers.

Aerial attacks[edit]

  • 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 perform a two back or up aerials in a short hop due to their increased 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 The partner's neutral aerial also has less knockback scaling (128 → 120) hindering its KO potential despite its higher damage.
    • Buff The move's lowered landing lag improves its utility in combos both desynced and synced.
    • Nerf The move connects less consistently when both climbers are present, especially at higher percents.
  • Forward aerial:
    • Buff The partner's sourspot deals more damage (7% → 9%) and has more knockback scaling (100 → 114).
    • Buff The removal of meteor canceling improves the partner's sweetspot's reliability.
    • Buff The removal of teching for grounded meteor smashes improves the combo potential of the partner's sweetspotted forward aerial onstage, compounded further by its reduced landing lag.
    • Nerf The partner has less active frames, now matching the leader (19-21 → 19-20).
  • Back aerial:
    • Nerf Back aerial deals less damage (11% → 10% (leader), 8% → 7.5% (partner), 19% → 17.5% (both)) although its knockback was mostly compensated (scaling: 107 (leader), 128 (partner) → 115/138) and connects less reliably when both climbers are present especially at higher percents.
      • Buff The partner's attack now has more knockback overall, and is more in-line with the leader's, although it is still a bit weaker.
  • Up aerial:
    • Buff The Ice Climbers' up aerial has been reworked: an overhead hammer-swing in a horizontal arc. Compared to their previous up aerial, it provides much more horizontal range and hits in front of them, providing more efficient coverage than before.
    • Buff It has more knockback scaling (120 (leader), 142 (partner) → 129, 154.8), improving its KO potential despite its lowered damage.
    • Nerf It deals less damage (10%/9% → 9% (leader), 7%/6% → 6.75% (partner)).
    • Nerf It has more startup lag with a shorter duration (frames 6-23 → 7-11) and more ending lag (FAF 30 → 36).
    • Nerf It provides less vertical range compared to the previous one, making it much harder to connect against grounded opponents.
  • Down aerial:
    • Buff The partner's down aerial deals more damage (5% → 6%).
    • Buff It auto-cancels earlier (frame 58 → 54).
    • Buff The removal of the stall-then-fall glitch allows the Ice Climbers to land with the move more reliably out of hitstun.
    • Change The Ice Climbers bounce up before performing down aerial, similar to Sheik's down aerial.
      • Nerf As a result, it has more startup with a shorter duration (frames 9-51 → 12-51).
    • Nerf Its initial auto-cancel window has been removed.

Throws and other attacks[edit]

  • Grabs:
    • Change If missing a grab, the leading Ice Climber will receive a surprised expression.
    • Buff Their dash grabs grant more horizontal momentum and substantial speed-boost, improving their approaching potential despite their increased ending lag.
    • Nerf All grabs have more startup (frame 6 → 8 (standing), frame 8 → 10 (dash/pivot)) and ending lag (FAF 30 → 40 (standing), frame 40 → 48 (dash), frame 40 → 41 (pivot)).
    • Nerf All grabs have smaller hitboxes (4.5/3.5u → 3.6/1.8u (standing), 5.5/3.8u → 2.9/1.45u (dash), 5.5/3.8/3.8u → 3.6/1.8u (pivot)).
  • Nerf The partner 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 can no longer grab, and will taunt with a cheerful jump during the leader's throw while on the ground. This removes their chain grabs and locks the Ice Climbers were infamous for in previous titles.
  • Pummel:
    • Change Pummel deals more hitlag (1 frame → 10 frames), but has drastically less startup (frame 11 → 1) and ending lag (FAF 19 → 7), overall resulting in a 1 frame shorter loop.
    • Nerf The hitbox has a shorter duration (frames 11-12 → 1).
  • Throw:
    • Buff All throws no longer have SDI multipliers.
    • Change Back throw and down throw are now weight-independent. This improves their combo ability against heavyweights, but worsens it against lightweights.
  • Forward throw:
    • Buff The removal of hitstun canceling improves its utility in tech-chasing and setting up an edgeguard.
    • Buff The collateral hitbox no longer has fixed knockback (90 → 50 (base)/60 (scaling)).
    • Nerf The collateral hitbox has a significantly increased hitlag multiplier (0.3x → 1.2×), making it much easier to DI.
    • Change The collateral hitbox is smaller (7.2u → 5.0u), but with an altered positioning (Y offset: 5.6/0u → 6.5/10.0u).
  • Back throw:
    • Buff The removal of hitstun canceling allows back throw to lead into follow-ups both desynced and synced, as well as improving its ability to set up an edgeguard.
    • Nerf The removal of chain grabing drastically hinders the move's utility.
  • Up throw:
    • Buff Up throw deals more damage (2% (hit), 4% (throw), 6% (total) → 3%, 5%, 8%) without full compensation on the throw portion's knockback scaling (28 → 26), making it more reliable for combos at lower precents when combined with the loss of histun canceling, while allowing it to KO slightly earlier.
    • Buff The collateral hitbox no longer has fixed knockback (90 → 75 (base)/60 (scaling)), making the throw portion slightly stronger and allowing it to KO at very high precents.
    • Buff The collateral hitbox lasts longer (frame 25 → 25-26).
    • Nerf The collateral hitbox has a significantly increased hitlag multiplier (0.2x → 1.2×), giving the opponent much more time to DI.
    • Change The collateral hitboxes are smaller (7.2/5.76u → 5.0/4.0u), but with altered positionings (Y offset: 5.6u → 6.0u).
  • Down throw:
    • Change The leading Ice Climber clinches the opponent with both hands, lift them up in the air before slamming them on the ground.
    • Buff The changes to hitstun canceling improve down throw's combo potential beyond lower percents with a solo-climber.
    • Buff It deals has higher knockback scaling (100 → 116).
    • Nerf The removal of chain grabbing hinders down throw's damage-racking potential at lower percents, even with a solo-climber.
  • Floor attack:
    • Buff The leader's floor attacks deals more damage (6% → 7%).
    • Nerf The partner's floor attacks deals less damage (6% → 5.25% (front & back), 5% → 3.75% (trip)).
  • Edge attack:
    • Change The Ice Climbers ram their hammers horizontally in a straight line, similar to their slow ledge attack in Brawl.
    • Buff It deals consistent damage compared to their previous ledge attacks, even though the partner's is weaker (8% (hammer)/6% (body) → 8% (leader), 6% (partner)).
    • Nerf It deals less damage compared to their old slow ledge attack (10% (hammer), 8% (body) → 8% (leader), 6% (body)).
    • Nerf The Ice Climbers do not hunch over when performing it, making them easier to punish.

Special moves[edit]

  • Ice Shot:
    • Buff Ice Shot deals more damage (3%-1% → 3.5%-~2.25%).
    • Buff It has less ending lag (FAF 60 → 56).
    • Buff It 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.
    • Nerf It has more startup lag (frame 17 → 18).
    • Nerf Reflected ice chunks can damage the Ice Climbers.
    • Change Ice Shot makes a different sound effect.
  • Squall Hammer:
    • Buff Solo Squall Hammer ends with a stronger hit that much more knockback (5 (base), 30 (scaling) → 50, 100) and launches at an altered angle (30° → 361°).
    • Buff Solo Squall Hammer has less startup (frame 12 → 10).
    • Buff Desynced Squall Hammer has more consistent utility to trap opponents between both Ice Climbers.
    • Buff Squall Hammer's multihits launch at altered angles (30° → 25/32) and have altered knockback (5 (base), 80 (scaling) → 25/13, 95).
    • Buff Duo Squall Hammer deals more damage (2% (hits 1-7), 3% (final hit), 17% (max) → 2.2%, 4%, 19.4%). When combined with the introduction of the 1v1 multiplier, this improves the move's damage-racking ability and the final hit's KO potential.
    • Buff All of Duo Squall Hammer's hits come out earlier with slightly less gaps in between (frames 9, 13, 18, 22, 27, 32, 40, 53-54 → 10, 14, 18, 23, 28, 34, 40, 51-52).
    • Buff All of Solo Squall Hammer's hits come out earlier (frames 12, 15, 18, 21, 24, 28, 32, 36, 42, 49, 56 (solo) → 10, 15, 21, 28, 37, 49-50). Although it has slightly more gaps in between (combined with the fact that Solo Squall Hammer now has 6 hits instead of 11), it now includes back hitboxes during the move which come out later than the frontal hits (frames 10, 15, 21, 28, 37 → 13, 18, 24, 32, 42) to offset that.
    • Nerf Squall Hammer grants much less vertical distance with button mashing, worsening its usage for recovery.
    • Nerf Duo Squall Hammer has more startup (frame 9 → 10) and ending lag (FAF 70 → 78).
    • Nerf Solo Squall Hammer deals less damage (2%/3% → 1.3%/2% (leader), 0.975%/1.5% (partner)).
    • Change Squall Hammer emits a twinkling sound effect when performed, especially with both Ice Climbers.
  • Belay:
    • Buff If the partner is separated from the leader off-stage, the partner will perform a directional air dodge to reach the ledge instead of typically using a Belay.
    • Buff Belay has increased tether recovering distance.
    • Buff The leader is no longer prevented from using the move if it is automatically performed by the partner.
    • Buff Belay covers slightly more distance with a solo-climber, and the solo-climber possesses more control while using it.
    • Buff Belay has less startup (frame 16 → 13).
    • Change When both Ice Climbers are present, the solo-climber covers more vertical distance, but less horizontal distance, making their recovery slightly more linear.
      • Buff The duo's faster air speed and improved aerial mobility nevertheless makes Belay less linear, improving their recovery.
    • Nerf Belay has a smaller hitbox (7.0u → 6.0u), making it harder to land against grounded opponents.
    • Change Belay uses a unique sound effect rather than regular jump sound from Ice Climber.
  • Blizzard:
    • Change Both Ice Climbers aim Blizzard forward while on the ground instead of aiming it in both respective directions, similar to their aerial version in previous installments. This increases its damage output when performed on the ground, but this means that Blizzard can no longer hit the opponents behind them, hindering its spacing potential and overall coverage.
    • Buff The universal changes to freezing duration result in Blizzard freezing opponents for a much longer period overall, no longer allowing the opponent to thaw out almost immediately.
    • Nerf It has more ending lag (FAF 80 → 85).
    • Nerf It deals less damage at point-blank proximity (2% → 1.8%).
    • Nerf It also no longer causes hitstun or freezes opponents when further from point-blank proximity, both removing its ability to lock and hindering its spacing potential simultaneously.
  • Iceberg:
    • Buff Iceberg spins and features a teetering Polar Bear that launches opponents with greater knockback. During the move, a Condor will circle the Iceberg around the top of the screen, which the Ice Climbers can grab onto, and it will also deal damage to opponents that touch it.
    • Buff Opponents can no longer damage the iceberg and make it recede.
    • Nerf Iceberg lasts a shorter duration. While this does make it less obstructive to the following Ice Climber, this makes it overall much easier for opponents to stall out and avoid entirely, while other changes made to the move make it less likely to cause problems for the partner Ice Climber anyway.
    • Change When paired, the Ice Climbers no longer emit a whooshing sound upon activating Iceberg.
    • Change The iceberg no longer has solid terrain, and instead utilizes stronger windboxes to push both opponents and the Ice Climbers out. This overall weakens the move's ability to interrupt recoveries, especially combined with the new vertical knockback, and prevents the Ice Climbers from standing on the peak. However, it also does not obstruct the Climbers as much, nor will it block ledges, making it less likely to cause the following climber to SD. In addition, it can no longer be performed to make the Ice Climbers clip through stage-objects, as this was caused by a pair of merging walls.
    • Buff The iceberg can be moved across the stage, although doing so can be risky if the Ice Climbers are not holding on to the Condor.
    • Nerf Iceberg no longer freezes opponents.
    • Nerf Iceberg no longer causes platforms to damage the opponents.

Update history[edit]

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.

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.

Super Smash Bros. Ultimate 1.2.0

  • The Ice Climbers have been affected, although the changes are currently unknown.

Super Smash Bros. Ultimate 2.0.0

  • Buff The partner Ice Climber's AI has been improved: the partner will now follow the main climber better.
    • Nerf This makes desyncs even harder to perform.
  • Buff The ledgegrab-box for Belay has been increased (X offset: 0u → -1u).
  • Bug fix Fixed a bug that allowed the partner climber to survive after the leader runs out of stocks.

Super Smash Bros. Ultimate 3.0.0

  • Change Partner climber's AI was adjusted.
    • Change The partner climber returns to the leader when grabbing an opponent.
    • Change Scenarios where desyncs would occur have changed.
  • Change The hitlag multiplier of the final hit of the partner climber's up tilt has been increased.
  • Buff Iceberg via the FS Meter deals more knockback.

Super Smash Bros. Ultimate 3.1.0

  • Change Ice Climbers recover midair jumps in the same way as other fighters.
  • Nerf Partner climber will no longer jump when pressing the jump button right after a grab. This removes its combo and 0-to death potential.
  • Bug fix An unknown glitch that launches the partner climber at significant high knockback has been fixed.

Super Smash Bros. Ultimate 4.0.0

  • Nerf Partner climber is no longer able to ledge trump opponents.

Super Smash Bros. Ultimate 5.0.0

  • Bug fix The partner can now ledge-trump opponents, fixing an issue introduced in 4.0.0.

Super Smash Bros. Ultimate 6.1.0

Super Smash Bros. Ultimate 7.0.0

  • Buff Overall shield size has been increased.

Super Smash Bros. Ultimate 8.0.0

  • Buff Pummel has a larger hitbox (4.8u → 5.8u) that is placed further horizontally (Z offset: 6.4u → 7.4u), allowing it to connect more consistently.
  • Iceberg:
    • Buff Iceberg slows opponents more during startup.
    • Buff The Iceberg appears much faster, and the peak's hitbox size was increased.
    • Buff The Condor has a larger search radius (8u → 9.5u), making it easier to grab onto.

Super Smash Bros. Ultimate 9.0.0

  • Buff The partner climber takes less damage and knockback (1.05× → 1.02×), making them harder to separate.
  • Change The partner climber's AI behavior has been adjusted.
  • Dash attack:
    • Buff The outer hitbox has been extended forward (Y offset: 5u → 5u—7.5u), increasing its range.
    • Buff It has increased hitlag (1× → 1.2×), allowing both climbers' dash attacks to connect more reliably.
  • Buff Down smash has more base knockback (45 → 50).
  • Buff Squall Hammer sweetspots edges earlier (frame 61/63 → 55/57).
  • Belay:
    • Buff Belay has increased tether recovery distance.
    • Buff The player is no longer prevented from using the move if it is automatically used by the partner climber.

Super Smash Bros. Ultimate 13.0.1

  • Buff Down smash has higher knockback scaling (100 → 105 (Popo), 120 → 126 (Nana)).
  • Buff Dash attack has less startup (frame 11 → 9, FAF 42 → 40).
  • Buff Belay has less startup (frame 16 → 13).

Moveset[edit]

  • 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.
    • Additionally, when the leader Ice Climber is grabbed, the partner will panic.

For a gallery of the Ice Climbers' hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack Right Sweep (右はらい) / Left Sweep (左はらい) leader: 2%
partner: 1.5%
The Ice Climbers swing their hammers horizontally, and then vertically. A great "get off me" tool that does decent damage to boot.
leader: 3.5%
partner 2.625%
Forward tilt Side Strike (横たたき) leader: 9%
partner: 6.75%
The Ice Climbers swing their hammers horizontally. Has high knockback growth, being able to KO at around 120%-130% at the ledge.
Up tilt Hammer Spin (くるくるハンマー, Spinning Hammer) leader: 0.8% (hits 1 - 6), 4% (hit 7)
partner: 0.6% (hits 1 - 6), 3% (hit 7)
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.
Down tilt Shin Attack (スネたたき) leader: 6%
partner: 4.5%
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.
Dash attack Dash Strike (ダッシュたたき) leader: 6%
partner: 4.5%
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.
Forward smash Stake Smash (クイ打ち) leader: 12%
partner: 9%
The Ice Climbers swing their hammers down in front of themselves similar to their original attack in Ice Climber.
Up smash Icicle Crasher (つらら割り) leader: 11% (hammer), 9% (body)
partner: 8.25% (hammer), 6.25% (body)
The Ice Climbers swing their hammers in an overhead arc. Useful for catching an opponent's landings.
Down smash Hammer Sweep (足もと打ち, Leg Strike) leader: 13%
partner: 9.75%
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.
Neutral aerial Climber Turn (クライマーターン) leader: 7%
partner: 5.25%
The Ice Climbers spin in place with their hammers outstretched.
Forward aerial Hammer Slam (ハンマードロップ, Hammer Drop) leader: 12%
partner: 12% (sweetspot), 9% (sourspot)
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.
Back aerial Reverse Strike (ふりむきたたき) leader: 10%
partner: 7.5%
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.
Up aerial Overhead Sweep (頭上はらい) leader: 9%
partner: 6.75%
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.
Down aerial Hammer Swoop (急降下ハンマー) leader: 8%
partner: 6%
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.
Grab Grab (つかみ) The leader moves their mallet aside and reaches out with their dominant hand. Their grab range is the shortest in the game.
Pummel Grab Headbutt (つかみ頭突き) 1% A headbutt. Fast but weak. The partner takes no action at all.
Forward throw Hockey Shot (ホッケーショット) 3% (hit), 5% (throw) The leader knocks the opponent away with their hammer in a motion similar to a golf club.
Back throw Snowy Mountain Throw (雪山投げ) 6% The leader throws the opponent behind themselves.
Up throw Grab Icicle Crasher (つかみつらら割り) 3% (hit), 5% (throw) 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.
Down throw Avalanche Crusher (なだれつぶし) 6% 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.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  leader: 7%
partner: 5.25%
The Ice Climbers swing their hammers around themselves as they get up.
Floor attack (back)
Floor getups (back)
  leader: 7%
partner: 5.25%
Same as the frontal floor attack.
Floor attack (trip)
Floor getups (trip)
  leader: 5%
partner: 3.75%
Gets up and spins around, hitting with their hammers.
Edge attack
Edge getups
  leader: 8%
partner: 6%
The Ice Climbers climb up and slam their hammers in front of themselves.
Neutral special Ice Shot 3.5-2.2% (ice chunks), 3.5% (hammers) 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.
Side special Squall Hammer both: 2.2% (loop), 4% (last)
leader: 1.3% (loop), 2% (last)
partner: 0.975% (loop), 1.5% (last)
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.
Up special Belay 16% (partner) 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.
Down special Blizzard both: 1% (far loop), 1.8% (close loop) 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.
Final Smash Iceberg 13% (peak, rising), 11%/9%/7% (iceberg), 16% (Polar Bear), 5% (Condor) 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.

Stats[edit]

Popo[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 92 1.68 – Initial dash
1.53 – Run
1.008 0.077 0.015 0.83 0.01 – Base
0.08 – Additional
0.082 1.3 – Base
2.08Fast-fall
3 34.69 - Base
16.75 - Short hop
34.69

Nana[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 92 1.68 – Initial dash
1.683 – Run
1.1088 0.0847 0.015 0.8715 0.0105 – Base
0.084 – Additional
0.082 1.3 – Base
2.08Fast-fall
3 34.69 - Base
16.75 - Short hop
34.69

Announcer call[edit]

Sound.png This article could use additional or higher-quality audio files.
The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

On-screen appearance[edit]

  • The Condor flies in with them hanging off its feet. They then jump off while high fiving each other, and the Condor flies off.

Taunts[edit]

  • 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.
  • Down taunt: They dance in a circle.

Idle poses[edit]

  • Both twirl their hammers.
  • Popo looks backward curiously.

Crowd cheer[edit]

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer NTSC

PAL
Description I scream, you scream, Ice Climb - ers! Ice Climb - er! Na - na! Po - po! Ice - Ice - Climbers! Na - na! Po - po!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
NTSC

PAL
Description Na - na! Pe - pe! Naaaa - na! Poooo - po! Nana! Popo! Eol - eum Ta - gi!

Victory poses[edit]

  • 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.
  • Right: Nana hides behind Popo, only showing her face as Popo shifts from left to right.
The second half of the track that plays when Popo or Nana grab the feet of the Condor at the end of a bonus stage in Ice Climber.

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Ice Climbers players (SSBU)

  • Canada Big D - 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.
  • Japan Harasen - 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 Umebura SP 9 and 25th at the supermajor DELTA 4.
  • Japan Futari no Kiwami Ah~! - 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 Kagaribi 8 and Seibugeki 12.
  • Japan Kie - Co-mains Ice Climbers with Peach and was considered the best Ice Climbers player in Japan during the early metagame. Placed 2nd at Sumabato SP 3, 3rd at Sumabato SP 4, 4th at Sumabato SP 15, 7th at Sumabato SP 2, and 25th at Umebura Japan Major 2019. Ranked 52nd on the Japan Player Rankings.
  • Japan murasat - 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 Kagaribi and Seibugeki 8.

Tier placement and history[edit]

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 grabs, 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 Big D, Kie, murasat, Daiki and ???? 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.

Classic Mode: Duos for Days[edit]

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 Master Hand and Crazy Hand are fought regardless of the difficulty.

Round Opponent Stage Music
1 Link (SSBU) Link and Zelda (SSBU) Zelda Great Plateau Tower Main Theme - The Legend of Zelda: Breath of the Wild
2 Ryu (SSBU) Ryu and Ken (SSBU) Ken Suzaku Castle Ryu Stage
3 Villager (SSBU) Villager and Isabelle (SSBU) Isabelle Smashville Title Theme - Animal Crossing: Wild World (Brawl)
4 Donkey Kong (SSBU) Donkey Kong and Diddy Kong (SSBU) Diddy Kong Jungle Japes Jungle Level (Melee)
5 Palutena (SSBU) Palutena and Pit (SSBU) Pit Palutena's Temple Title Theme - Kid Icarus
6 Mario (SSBU) Mario and Peach (SSBU) Peach Princess Peach's Castle Main Theme - New Super Mario Bros.
Bonus Stage
Final Master Hand and Crazy Hand Final Destination Master Hand / Crazy Hand

Credits roll after completing Classic Mode. Completing it as the Ice Climbers has Ice Climber (Brawl) accompany the credits.

Role in World of Light[edit]

Finding the Ice Climbers in World of Light

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 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.

Fighter Battle[edit]

No. Image Name Type Power Stage Music
15
Ice Climbers SSBU.png
Ice Climbers
Grab
Grab
7,500 Summit (Ω form) Ice Climber (Brawl)

Spirit[edit]

The Ice Climbers' fighter spirit can be obtained by completing Classic Mode. 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.

In Spirit Battles[edit]

Conditions in italic aren't listed on the Spirit Battle preview screen.

As the main opponents[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
114
SSBU spirit Freezie.png
Freezie Mario Bros. Series Ice Climbers Ice Climbers (SSBU)
Grab
1,600 Mario Bros. (Battlefield form) •Item: Freezie •The enemy starts the battle with a Freezie Mario Bros.
373
SSBU spirit Mr. Frosty.png
Mr. Frosty Kirby Series Ice Climbers Ice Climbers (SSBU) (80 HP)
Shield
2,200 Dream Land (Battlefield form) •Hazard: Ice Floor •The floor is frozen
•The enemy's ice and water attacks have increased power
Stamina battle
Ice Cream Island
457
SSBU spirit Lapras.png
Lapras Pokémon Series Ice Climbers Ice Climbers (SSBU)
Shield
3,800 Wuhu Island (Rocks at sea) •Buoyancy Reduced •You can't swim Pokémon Red / Pokémon Blue Medley
531
SSBU spirit Kyurem.png
Kyurem Pokémon Series Ice Climbers Ice Climbers (SSBU)
Shield
4,700 Summit (Battlefield form) •Hazard: Ice Floor •The floor is frozen
•Timed battle (1:30)
•The enemy favors special moves
Battle! (Reshiram / Zekrom)
860
SSBU spirit Cyrus & Reese.png
Cyrus & Reese Animal Crossing Series Ice Climbers Ice Climbers (SSBU)
Shield
9,400 Smashville •Item Tidal Wave
•Hazard: Low Gravity
•Gravity is reduced
•Certain items will appear in large numbers after a little while
2:00 a.m. - Animal Crossing: Wild World Reese (Nana), Cyrus (Popo)
878
SSBU spirit Ice Man.png
Ice Man Mega Man Series Ice Climbers Ice Climbers (SSBU) (140 HP)
Shield
4,600 Summit (Battlefield form) •Hazard: Ice Floor •The floor is frozen
•The enemy's ice and water attacks have increased power
•The enemy has super armor and is hard to launch or make flinch
Stamina battle
Ice Man Stage
1,099
SSBU spirit Duon.png
Duon Super Smash Bros. Series •Giant Ice Climbers Ice Climbers (SSBU) (150 HP)
Attack
4,100 Halberd (Ship deck) •Item: Shooting Types Stamina battle
•The enemy's shooting items have increased power
•The enemy is giant
Boss Battle Song 1 Duon's gun side (Nana) and sword side (Popo)
1,137
olaf
Olaf Advance Wars Series Ice Climbers Ice Climbers (SSBU)
Shield
2,200 Summit (Battlefield form) •Move Speed ↓
•Hazard: Ice Floor
•The floor is frozen
•You have reduced move speed after a little while
•The enemy starts the battle with a Steel Diver
Filled with Hope
1,308
SSBU spirit Caroline & Justine.png
Caroline & Justine Persona Series Ice Climbers Ice Climbers (SSBU)
Shield
9,700 Kalos Pokémon League (hazards off) •Sudden Damage •You take serious damage after a little while
•Timed battle (1:00)
Aria of the Soul

As minions[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
607
SSBU spirit Condor.png
Condor Ice Climber Series Ridley Ridley (SSBU) (80 HP)
Ice Climbers Ice Climbers (SSBU) (80 HP)
Neutral
4,500 Summit (Battlefield form) •Hazard: Ice Floor •Defeat the main fighter to win
•The floor is frozen
•Timed stamina battle (1:00)
Ice Climber (Brawl) Ice Climbers

Alternate costumes[edit]

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.

Alternate costume (SSBU)
Ice Climbers (SSBU) Ice Climbers (SSBU) Ice Climbers (SSBU) Ice Climbers (SSBU) Ice Climbers (SSBU) Ice Climbers (SSBU) Ice Climbers (SSBU) Ice Climbers (SSBU)

Gallery[edit]

Fighter Showcase Video[edit]

Trivia[edit]

  • One of the Ice Climbers' preview pictures shows them using Blizzard against a Metroid, 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.
  • Hitting the accompanying Ice Climber will not cause controllers to shake if the vibration setting is turned on. This applies to everything from normal attacks, throws, or Final Smashes.
  • 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.
  • 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.
    • The animation itself mimics how hitstun animations worked from Smash 64 to Brawl.
    • The freeze itself is a reference to the duo's dying animation in Ice Climber, in which they freeze for a brief moment after touching an enemy.
  • 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.[1] 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 fur trim.
    • 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.
  • 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.
  • 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. 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 Wii Fit Trainer, Pokémon Trainer, Villager, Inkling, Hero, Zombie, Enderman, and the Mii Fighters.
  • 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.
  • 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 "なな (nana)".[2]
  • 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 Falco.
  • If Nana is the leader, the Ice Climbers' knockback voice clips won't play for unknown reasons.
  • The Ice Climbers' 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 Sora's reveal trailer after everyone has been turned back into trophies are actually two Popos.
  • During Palutena's Guidance regarding the Ice Climbers, 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 Super Smash Bros. for Nintendo 3DS.
  • When functioning as the partner climber, Popo and Nana are the only characters capable of dashing 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 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[edit]

  1. ^ [1]
  2. ^ 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").