Super Smash Bros. Ultimate

Ice Climbers (SSBU): Difference between revisions

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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 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 an extreme drop from their 2nd out of 38 ranking in ''Brawl'', and is their worst placement in the series by far.
The Ice Climbers are ranked 51st out of 82 on the tier list, putting them at the top of the C+ tier. This is a huge drop from their 2nd out of 38 ranking in ''Brawl'', and their worst placement in the series. The Ice Climbers serve as an unconventional close-quarters combat character due to their tag-team mechanic, which allows the duo to get away with certain unfavorable situations since the partner climber causes hitlag upon shielding or taking an attack. With proper execution, they possess some of the highest damage outputs of the entire cast in terms of both raw power and combo abilities, alongside solid frame data which allows them to take on an aggressive playstyle in spite of their poor mobility. The Climbers themselves aren't too susceptible to combos due to their short stature and low falling speed, while the partner climber is capable of disrupting combo attempts by their opponent. These advantages grant the Ice Climbers a formidable advantage state and punish game, as one mistake has the potential to lead to heavy damage or a [[zero-to-death combo]], while also making their disadvantage state difficult to capitalize on if their opponent is unable to KO the partner climber quickly.
 
Despite all their strengths, the Ice Climbers have glaring flaws, mainly coming from the vulnerability of the partner Ice Climber and the loss of a few important tools between the transition from ''Brawl'' to ''Ultimate''. Universal changes to prevent [[chain-grab]]bing make cheesing opponents much harder, especially since the partner climber cheers while the main climber throws an opponent. The partner climber was also made to panic when their leader is grabbed, making previously near-guaranteed grab escapes far less reliable. While they boast significant damage output and KO potential, it becomes heavily diminished if the partner is KO'd. This is not an uncommon occurrence, either, since they take 1.02× more damage and knockback and deprioritize most attempts to defend themselves if separated. Their main recovery methods, Belay and Squall Hammer, are also drastically weakened if the partner is KO'd during the stock, to the point that Squall Hammer no longer provides any height and Belay becomes nearly useless. With these handicaps on the table, defending the partner climber is essential to the character's success. It is also notoriously difficult to use the duo at their strongest, as their most formidable [[advanced technique]]s, such as [[Desynching]], require high technical skill and are difficult to perform consistently. Finally, the climbers have some innate issues such as a lack of range and an aforementioned low approach speed, alongside a mediocre out of shield game without the help of a partner.
 
Overall, the Ice Climbers have many unique advantages possessed by no other character, with an extremely high skill ceiling, many advanced techniques and potentially high payout; however, the loss of their most abusable tricks from previous games and the technical skill required to perform optimally with them have led to very low usage rates and representation at top-level play. Nonetheless, they 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==
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==Attributes==
==Attributes==
The Ice Climbers are a pair of [[weight|middleweight]]s, (weighing the same as {{SSBU|Lucario}}, {{SSBU|Wolf}}, {{SSBU|Villager}}, {{SSBU|Mythra}}, and {{SSBU|Steve}}), with a moderately short height, above average [[jump]]s, average [[air speed]] and [[air acceleration]], with 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 seven 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, they will deal 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 on their own, the two's power combined can make them formidable.
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.
 
Most of the Ice Climbers' grounded moveset is fairly quick and disjointed, allowing for versatile use. Their [[neutral attack]] is fast, 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. [[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. [[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. [[Down tilt]] is one of their quickest grounded moves, acting as a strong semi-spike at high percentages, and making follow-ups into [[dash attack]] or similar very easy. Dash attack starts off moderately slow, but sends opponents above the leader for quick transitions into Up aerials, similarly to up tilt. However, it has very low knockback growth, making it only useful in starting aerial combos.


Complimenting 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 it's 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, but is particularly slower in it's start-up and ending, making it situational. It hits in a wide area directly above the Ice Climbers, and can KO at about 120%. [[Down smash]] launches opponents at a diagonal angle, and is the weakest of the duo's smash attacks. Each Climber swings in one direction, allowing this move to catch rolls and surprise opponents who may be approaching from behind. However, if only the leader is currently on stage, 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' aerials are all strong options and are the basis of most of their combos. [[Neutral aerial]] is short ranged, and has 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. [[Forward aerial]] is a disjointed hammer swing, which deals heavy damage and has moderate ending lag. The partner's version of the move has a sweetspot that hides a very strong spike that can net a KO impressively early if used at mid percentages, and acts as the Ice Climbers' main [[edgeguard]]ing tool. [[Back aerial]] can be a useful move for its quickness, large, disjointed hitbox, and respectable knockback. It is deceptively strong offstage as such, and when used properly, it can allow for a [[stage spike]] and particularly useful edgeguard. It also is safe on shield, the partner Climber's attack actually being positive on shield. Up aerial is the duo's strongest aerial and one of their best KO options when on the stage. The move has excellent juggling capabilities at low percent, and KO's 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 are trying to juggle them. Despite having little KO potential outside of very high percentages, 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 Ice Climbers' [[special]]s all have somewhat 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, 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 attacked with a strong enough attack, the projectile's ownership will change, allowing it to harm the Ice Climbers if collided with. Their [[side special]], [[Squall Hammer]], is a respectable move for racking up damage and is relatively safe on shield or cross-ups. 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 amount of air, the partner Climber is completely intangible until pulling up the leader, and auto-grabs any ledges within range. The leader also has a very situational, but strong hitbox on the way up, allowing for a 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 punish tool that freezes opponents in their tracks and deals significant 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 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 specific situations and can help to create openings for additional combos or surprise KO's.
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.


An extremely important part of playing Ice Climbers is learning how to consistently perform a tech called [[desynching]]. Desynching is an advanced technique that allows a player to manipulate the partner Ice Climber into acting slower 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 it's 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 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.


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 it's effectiveness. However, while it is not as potent as it once was, the Ice Climber's grab game is still respectable. 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 Climber's grab is the shortest ranged grab in the game, making it risky to attempt to grab in the first place. [[Forward throw]] is a basic throw that has moderately strong base knockback and causes [[tumble]] from 0%, which allows it to open options for a tech chase. Back throw has very strong base knockback, while it's knockback scaling has been decreased, making it difficult to use in either combos or as a KO option, but useful in desyncs. [[Up throw]] is similar, in which it has very limited uses, but notably allows quick access to juggling with up aerial. [[Down throw]] is by far the duo's best grab. It's main use is to initiate aerial combos, desync combos, and juggles, all of which can be devastating. The Ice Climbers' neutral, forward, back, and up aerials 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.
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.


Despite all their strengths, the Ice Climbers have a few glaring flaws, mainly coming from the vulnerability of the partner Ice Climber and the loss of a few important tools between the transition from ''Brawl'' to ''Ultimate''. While having decent damage output and KO potential, it becomes heavily diminished if the partner is KO'd, and the fact that the partner takes more damage and knockback further compounds this problem. When separated, the AI guides the partner back to the leader and 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 makes previously near-guaranteed grab escapes no longer possible. 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 main recovery method, Belay, is also incredibly situational. If the partner is unable to reach the ledge, it can put the leader at a disadvantage, even if they make it back to the stage. Since the partner flings the leader much higher, it is possible to overshoot the ledge, leaving the leader unable to defend themselves while descending helplessly onstage. Should the CPU Ice Climber get KO'd during the stock, the remaining Ice Climber will have drastically reduced damage output, KO ability, and recovery, with Belay becoming practically useless and Squall Hammer losing a good deal of distance (whereas with both Ice Climbers they are excellent recovery moves).  
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 partner Ice Climber, the duo's moveset comes with it's own problems. 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, specifically against the likes of {{SSBU|Marth}} or {{SSBU|Sephiroth}}, while Blizzard's range has been nerfed significantly and is dangerous to use liberally. 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, 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. Desyncing in itself can also have it's 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 increase in reaction time between the leader and the partner; 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 be come difficult to return to neutral or even win trade offs without having to take serious risks. 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.
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 inherent complexity of controlling two characters at once can be difficult to understand for new players, and combined with their low traction, 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.
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]]''==
The Ice Climbers were previously infamous for having some of (if not) the most powerful damage racking capabilities thanks to [[wobbling]] in ''Melee'' and infinite [[chain grab]]s 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 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 significantly 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]] 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.
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.
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.
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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.
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 drastically 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 to ''Ultimate''.
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}}
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|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=The Ice Climbers swing their hammers horizontally. Has high knockback growth, being able to KO at around 80%-90% at the ledge on most characters.
|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)
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|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, swinging their hammers in front of themselves. It deals mostly vertical knockback that can start combos, but has weak knockback and is ineffective for KOing.
|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}}
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|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=The Ice Climbers swing their hammers horizontally behind themselves. 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=The Ice Climbers swing their hammers above themselves in an arc. An excellent juggle tool that can quickly rack up damage both desynced and synced, and can even function as a KO confirm from down throw at around 70% on most characters.
|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=The Ice Climbers hold their hammers below themselves and fall downward. A [[stall-then-fall]], though with a slower traveling speed than similar attacks of its kind; additionally, it is unable to [[meteor smash]] at all, unlike most attacks of its kind. The hitbox covers most of the Ice Climber's body, making it good for punishing opponents who attempt to juggle. As a result, it is usually used as a niche landing option.
|dairdesc=The Ice Climbers hold their hammers below themselves and fall downward. A [[stall-then-fall]], 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. The leader's grab range is the shortest in the game.
|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.
|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=The leader knocks the opponent away with their hammer.
|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%
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|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=The leader lifts the opponent over their head with both hands and slams them on the ground. The Ice Climbers' only throw with KO potential, it can KO middleweights at around 214% on Final Destination. It is also effective for starting combos, especially when desynced.
|dthrowdesc=The leader lifts the opponent over their head with both hands and slams them on the ground. 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%
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|nsname=Ice Shot
|nsname=Ice Shot
|nsdmg=3.5-2.2% (ice chunks), 3.5% (hammers)
|nsdmg=3.5-2.2% (ice chunks), 3.5% (hammers)
|nsdesc=Each Ice Climber summons a small stalagmite of ice and hits it with their hammer, causing it to slide along the ground, gradually shrinking as it travels. It bounces off walls and shields. If attacked by an opponent, the ice rebound and will hurt the Ice Climbers if they touch it. The ice can freeze opponents at high percents. The first midair use will pop the Ice Climbers up slightly.
|nsdesc=Each Ice Climber summons a small stalagmite of ice and hits it with their hammer, causing it to slide along the ground, gradually shrinking as it travels. It bounces off walls and shields. If attacked by an opponent, the ice 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 swinging their hammers upward, which launches opponents away. By repeatedly tapping the special move button, the Ice Climbers will rise in the air, allowing them to recover. This, however, also renders them [[helpless]]. If only one Climber is present, the move deals less damage and reduced knockback, and gains less height. Squall Hammer is usually used as a method to begin desyncs, and can trap opponents between each Ice Climber once a desync is achieved.
|ssdesc=The Ice Climbers stand back-to-back while spinning around an axis with their hammers outstretched, hitting opponents multiple times. The attack is concluded with them swinging their hammers upward, which launches opponents away. By repeatedly tapping the special move button, the Ice Climbers will rise in the air, allowing them to recover. This, however, also renders them [[helpless]]. If only one Climber is present, the move deals less damage and 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 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 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. Each Ice Climber becomes [[helpless]] after the move is used.
|usdesc=The leading Ice Climber throws the partner the air with a rope. The partner then pulls the leader upwards. If there is a nearby edge, the partner will target it, and then proceed to pull the leader to the ledge as well. While rising, the partner is invincible, allowing for a safe recovery for both Ice Climbers; 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)
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|fsname=Iceberg
|fsname=Iceberg
|fsdmg=13% (peak, rising), 11%/9%/7% (iceberg), 16% (Polar Bear), 5% (Condor)
|fsdmg=13% (peak, rising), 11%/9%/7% (iceberg), 16% (Polar Bear), 5% (Condor)
|fsdesc=The Ice Climbers summon a rotating iceberg to rise up from the center of the stage. For the duration of the Final Smash, it can be moved left and right. The range of how far it can move is shown by the mist. The iceberg deals damage to opponents who touch it: the closer they are towards the top, the more damage they take. Towards the base of the iceberg is a Polar Bear, which has high launching power. A Condor also appears, flying above, which the Ice Climbers can grab onto. This allows the iceberg to be more easily controlled without worry of self destruction, although the partner will be at risk of potentially being pushed offstage if they fail to grab it. Upon ending, the iceberg will lower itself, and the Condor will fly off to the side of the stage.
|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.
}}
}}


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===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 tier list, and improving performances from dedicated players led to them rising up to 51st on the second 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==
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*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.
*When one Ice Climber gets KO'd off the top blast line, the other Ice Climber has a greater chance of being KO'd the same way. For example, if the leader were to get [[Screen KO]]'d, the partner likely would as well, instead of the usual completely random chance.
*If {{SSBU|Sephiroth}} uses [[Shadow Flare]] against the AI-controlled Ice Climber, they will flinch and take the initial damage, but the shadowy orbs that normally follow from this attack will not appear.
*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]

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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").