Super Smash Bros. Melee

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{{ArticleIcons|ssbm=y}}
{{ArticleIcons|melee=y}}
{{disambig2|the Ice Climbers' appearance in ''Melee''|the characters more generally, see [[Ice Climbers]]; for the CPU Mode, see [[NANA (CPU Mode)]]; and for other uses of "Ice Climber"|Ice Climber}}
{{disambig2|the Ice Climbers' appearance in ''Melee''|the characters more generally, see [[Ice Climbers]]; for the CPU Mode, see [[Debug menu (SSBM)#CPU Modes|NANA]]; and for other uses of "Ice Climber"|Ice Climber}}
{{Infobox Character
{{Infobox Character
|name         = Ice Climbers
|name = Ice Climbers
|image       = [[File:Iceclimbermelee.jpg|Ice Climbers]]
|image = [[File:Ice Climbers SSBM.jpg]]
|game         = Melee
|game = SSBM
|ssbgame1     = SSBB
|ssbgame1 = SSBB
|ssbgame2 = SSBU
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier         = B
|tier = B+
|ranking     = 8
|tierPAL = C
|ranking = 8
|rankingPAL = 8
}}
}}
Announced at [[E3]] 2001, '''Ice Climbers''' ('''Ice Climber'''; アイスクライマー, ''Aisu Kuraimā'') are playable characters in ''[[Super Smash Bros. Melee]]''.
The '''Ice Climbers''' ({{ja|アイスクライマー|Aisu Kuraimā}}, ''Ice Climber'') are playable characters in ''[[Super Smash Bros. Melee]]''. Previously never officially voice-acted in any official capacity prior to ''Melee'', they are both voiced by [https://en.wikipedia.org/wiki/Sanae_Kobayashi Sanae Kobayashi] in the game, who would go on to voice them in subsequent ''Smash Bros.'' installments.


They rank 8th on the tier list (in the B tier), highly accredited to the usage of [[Wobbling]] and [[Desynching]] and the fact that the fighter is literally "two-in-one", which helps the climbers rack up damage, combo, and KO opponents. They're also the only characters that can perform infinites in tourney play (without a wall).
They rank 8th on the tier list (in the B+ tier). Among the Ice Climbers' strengths are their devastating grab game. When both Popo and Nana are alive, the Ice Climbers can land a zero-to-death on any character in the game off of a grab through [[wobbling]], and can perform hand-offs in settings where wobbling is banned to achieve nearly as punishing results. They are immune to chain grabs and some other combo setups, as if one Climber gets grabbed, the partner can hit them out of the grab at any time. The Ice Climbers have access to fast and powerful smash attacks, great disjoint on their hammer moves, such as up aerial and back aerial, and one of the longest [[wavedash]]es in the game, aiding their offensive capabilities. They also can perform various techniques through [[desyncing]], which allows the player to control both Climbers at different times; when combined with their [[Blizzard]] projectile, this makes the Ice Climbers especially difficult to break through defensively. Their unique attributes and threat of an instant KO off of a grab forces other characters to adopt unique and often frustrating playstyles against the Ice Climbers.
 
However, the Ice Climbers are crippled by the difficulty of keeping both Climbers together at the same time. The Ice Climbers can easily be separated when hit by most attacks, which gives the opponent an opportunity to freely KO the CPU-controlled Climber, leaving the player with just one Ice Climber until they lose a stock. A single Ice Climber, known as "[[Sopo]]", loses access to its grab punishes and has one of the lowest damage outputs and worst recoveries in ''Melee''. The Ice Climbers also are hindered by their low [[traction]], which causes them to slide farther across the stage when hit in shield, limiting their ability to land shieldgrabs and other punishes. Despite their threat of a zero-death, the Ice Climbers tend to lose against most other top tiers, as opponents can KO the partner climber to make wobbling difficult. This includes an especially poor matchup against {{SSBM|Peach}}, as her float canceling techniques allows her to attack the Ice Climbers from the air without much fear of getting punished. Additionally, the Ice Climbers' low gravity and air speed makes them vulnerable to air stalling and evasion tactics, such as by the aforementioned Peach or {{SSBM|Jigglypuff}}. Regardless, the Ice Climbers have strong matchups against the majority of the cast, and can hold their own against most high and top-tiers.


==Attributes==
==Attributes==
[[File:Iceclimbers.jpg|thumb|right|]]
The Ice Climbers have arguably the most unusual fighting style in all of ''Melee''; the player is tasked with controlling two characters at once, and their fighting potential becomes considerably worse should Nana (or Popo depending on which costume is selected) be KOed. Outside of this, their unique physics make them difficult to use; they boast an above average jumping height alongside low air and falling speed, and their traction is also among the lowest in the game.
''This assumes one is playing with Popo as the leader, and Nana as the follower.''
 
As a result of this quirk, the Ice Climbers have among the most powerful ground-based approaches in the game. Disjointed hitboxes, a variety of useful tilts and smashes, and a long, floaty wavedash give the Ice Climbers a wide variety of options on the ground. Their most powerful tool on the ground is their [[grab]]; despite having below-average grab range, they boast low knockback throws, giving them significant chain throwing potential. They can also perform the [[Wobbling]] infinite out of a grab, which is the most powerful single technique in the game if players can master it. In addition, the presence of Nana allows players to significantly rack up damage on opponents when they grab them. The presence of Nana also makes grabs and chain throws against Popo difficult to utilize, as she can potentially attack opponents during their grab to break it. Furthermore, the Ice Climbers have among the best projectiles in the game, [[Ice Shot]]; it is a ground-based projectile that limits the opponent's approach options, and falls off edges very quickly, allowing it to cover various low recovery options. While short-ranged, [[Blizzard]] can also have approaching applications, as Popo and Nana face the same direction when the attack is used during a short-hop; it can also be used as a reliable tool to rack up damage off a grab if Nana uses it while Popo pummels. The Ice Climbers also have the ability to perform the [[Freeze glitch]], which prevents their opponent from moving in any capacity when performed. Due to its [[broken|game-breaking]] potential, the tactic is banned in tournaments.
 
The Ice Climbers' [[desynch]]ing techniques also have powerful ground-based applications. Since it essentially allows the control of both Climbers to some degree, experienced players can force Nana to perform certain tasks while Popo is occupied. This includes grabbing opponents immediately after Popo has thrown them (known as a hand-off) and attacking them while Popo keeps them locked in place, among other powerful benefits. Desynching, however, requires significant practice to use consistently, making the Ice Climbers one of the most technically demanding characters in the game.
 
Despite a powerful ground-based approach, they have a difficult aerial approach. A high jumping height, low falling speed, slow, laggy aerials, and the second lowest air speed in the game (behind only {{SSBM|Luigi}}) give the Ice Climbers a poor [[SHFFL]]. Their low aerial and falling speeds also make pursuing airborne enemies extremely difficult. Some of the Ice Climbers' aerials have powerful applications; their down aerial keeps the enemy mostly in place due to its set knockback, allowing Popo to regrab if Nana uses it after a throw, and their neutral and back aerials are good spacing tools, with the latter having reliable KOing ability under 150%. However, due to their poor air speed and falling speed, and only one situational meteor (their forward aerial), their air game does not complement their powerful ground game overall. These various traits also give the Ice Climbers a below-average edgeguarding game, and they lack an extremely effective off-stage option. In addition, the Ice Climbers have the second worst traction in the game; similar to Luigi, this makes them highly reliant on wavedashing to approach, and technical errors, such as mistimed [[air dodge]]s, can set them up for significant punishment. Owing to their slightly below-average weight and low falling speed, the Ice Climbers are also highly vulnerable to being KOed from the upper blast line.
 
Players who use the Ice Climbers must also know how to prevent themselves from losing Nana, as when she is KOed, Popo cannot fight nearly as effectively. As the Ice Climbers' attacks were designed to be two-in-one, Popo's attacks alone lack damage racking ability, making it much harder to accumulate percentage on the opponent despite the power of his smash attacks. Popo also cannot perform nearly as many chaingrabs without Nana, and cannot Wobble by himself, greatly reducing the threatening nature of their usual grabs. In return, Popo is left vulnerable to chaingrabs and throw setups himself due to his low air speed and falling speed, and is limited in his recovery options; he is forced to recover with [[Squall Hammer]], which travels only horizontally. Unfortunately, most high-tiered characters have attacks, such as Fox's [[shine]] and Peach's forward aerial, that can easily separate Popo from Nana. Their recovery, while long, is prone to endangering Nana, as she can either miss the ledge entirely or be left vulnerable against edgeguarders. All of these flaws require Ice Climbers players to be situationally aware and abuse their powerful ground and grab games to prevent their Climbers from being separated and KOed.
 
==Version history==
'''NTSC 1.02'''
*{{bugfix|Fixed the [[Ice Climbers on fire glitch]].}}
'''PAL'''
*{{bugfix|Fixed the [[Freeze glitch]].}}
 
==Moveset==
[[File:IceClimbersAerialAttacksSSBM.png|thumb|The Ice Climbers' aerial attacks.]]
''For a gallery of the Ice Climbers' hitboxes, see [[Ice Climbers (SSBM)/Hitboxes|here]].''
:''Note: A majority of the move summaries refer to the combined damage of the both Ice Climbers; with the partner usually dealing 1% less than the leader due to [[stale move negation]].''
 
:''Note: Although both Ice Climbers can perform a ledge attack, they cannot perform it at the same time, as only one character is allowed on the ledge at a time.''
 
{{MovesetTable
|game=SSBM
|neutralcount=2
|neutralname=Pound ({{ja|たたきおろし|Tataki Oroshi}}, ''Strike Down'') / Upswing ({{ja|たたきあげ|Tataki Age}}, ''Strike Up'')
|neutral1dmg=1-2%
|neutral2dmg=3-4%
|neutraldesc=A horizontal swipe followed by an upward swing.
|ftiltname=Hammer Swing ({{ja|真横たたき|Mayoko Tataki}}, ''Horizontal Swing'')
|ftiltdmg=7-8%
|ftiltdesc=Does a side swing with their hammers with long reach. Can [[wobble]]. Can be angled up or down, but deals the same damage regardless.
|utiltname=Hammer Spin ({{ja|くるくるハンマー|Kurukuru Hanmā}}, ''Spinning Hammer'')
|utiltdmg=0-1% (hits 1-6), 6-7% (hit 7)
|utiltdesc=Twirl their hammers above themselves, being short-ranged, but highly damaging. Can deal up to 21% damage if both Ice Climbers connect all hits and if the move is used fresh. Can [[wobble]] in conjunction with back air.
|dtiltname=Shin Attack ({{ja|スネたたき|Sune Tataki}}, ''Shin Strike'')
|dtiltdmg=4-5%
|dtiltdesc=Swings their hammer low across the ground. One of the Ice Climbers' less damaging moves even with both their damages combined. Can [[wobble]].
|dashname=Scoop ({{ja|すくいあげ|Sukui Age}}, ''Scoop Up'')
|dashdmg=8-9%
|dashdesc=Sweeps upwards with their hammers while coming to a stop. Has some ending lag, but both Ice Climbers' hits add up to an impressive damage output for a dash attack.
|fsmashname=Ice Hammer ({{ja|クイ打ち|Kui Uchi}}, ''Stake Smash'')
|fsmashdmg={{ChargedSmashDmgSSBM|12}}-{{ChargedSmashDmgSSBM|14}} (head), {{ChargedSmashDmgSSBM|9}}-{{ChargedSmashDmgSSBM|10}} (handle)
|fsmashdesc=Lifts their hammers over their heads, then smash them straight down. Great damage and knockback if both Ice Climbers' connect. Can [[wobble]] if staled.
|usmashname=Icicle Crasher ({{ja|つらら割り|Tsurara-Wari}}, ''Icicle Splitter'')
|usmashdmg={{ChargedSmashDmgSSBM|10}}-{{ChargedSmashDmgSSBM|11}}
|usmashdesc=Swings their hammers in an arc over their heads. Excellent for getting KOs at higher percentages.
|dsmashname=Hammer Sweep ({{ja|回転たたき|Kaiten Tataki}}, ''Spinning Strike'')
|dsmashdmg={{ChargedSmashDmgSSBM|11}}-{{ChargedSmashDmgSSBM|12}}
|dsmashdesc=Spins around and sweeps the ground with their hammers. Fast, but somewhat short ranged, good for tight [[spacing]]. Good horizontal knockback. Can [[wobble]] if staled.
|nairname=Icy Whirlwind ({{ja|クライマーターン|Kuraimā Tān}}, ''Climber Turn'')
|nairdmg=7-8%
|nairdesc=Twirls around in the air, hammers extended. Short ranged, but good for aerial spacing and following up with another neutral aerial if predicted right. Can [[wobble]] in conjunction with back air..
|fairname=Hammer Slam ({{ja|ハンマードロップ|Hanmā Duroppu}}, ''Hammer Drop'')
|fairdmg=9-11% (leader), 8-10% (partner)
|fairdesc=Hold their hammers up, then bring them down in a similar fashion to their forward smash. Can [[meteor smash]] if [[sweetspot]]ted, which is located at the handle of their hammers.
|bairname=Reverse Swing ({{ja|ふりむきたたき|Furimuki Tataki}}, ''Turning Strike'')
|bairdmg=11-12% (head), 10-11% (handle)
|bairdesc=Turn around and does a backswing with their hammers. Can [[wobble]]. Fifth most powerful back aerial in ''Melee''.
|uairname=Hammer Reach ({{ja|上突きもどき|Ue Tsuki Modoki}}, ''Mock Up Thrust'')
|uairdmg=8-9% (clean), 7% (late)
|uairdesc=Thrust their hammers above themselves just like their up tilt, but with only one hitbox per Ice Climber.
|dairname=Hammer Ride ({{ja|下突きもどき|Shita Tsuki Modoki}}, ''Mock Down Thrust'')
|dairdmg=8-9%
|dairdesc=Hold their hammers below themselves and fall downwards. Has long duration and some landing lag (though [[L-cancelling]] helps). This attack has extremely low [[set knockback]], and therefore cannot KO grounded opponents at any percentage. It can help prevent air [[juggling]] a bit due to the slightly increased falling speed.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Grabs the opponent. While the lead Ice Climber is holding the opponent, the partner can attack the grabbed opponent, but will take less damage from their attacks (attacks deal half the damage they usually do).
|pummelname=Cold Headbutt ({{ja|つかみずつき|Tsukami Zutsuki}}, ''Grab Headbutt'')
|pummeldmg=3%
|pummeldesc=The lead climber headbutts the opponent, whereas the player has some control over the partner while pummeling. The damage adds up quickly due to [[desynching]].
|fthrowname=Hockey Slapshot ({{ja|ホッケーショット|Hokkē Shotto}}, ''Hockey Shot'')
|fthrowdmg=6% (hit 1), 5% (throw)
|fthrowdesc=Hits opponent forward with their hammer.
|bthrowname=Snow Mt. Throw ({{ja|雪山投げ|Yukiyama Nage}}, ''Snow Mountain Throw'')
|bthrowdmg=8% (collateral), 7% (throw)
|bthrowdesc=Takes opponent and flings them behind with one hand.
|uthrowname=Icicle Toss ({{ja|つかみつらら割り|Tsukami Tsurara-Wari}}, ''Grab Icicle Splitter'')
|uthrowdmg=6% (hit 1), 5% (throw)
|uthrowdesc=Throw opponent upwards, then hits them with their hammer. Powerful, though it's power costs them combo follow ups, for a throw. One of the strongest throws in the game.
|dthrowname=Avalanche Crusher ({{ja|なだれつぶし|Nadare Tsubushi}})
|dthrowdmg=6%
|dthrowdesc=Spins and then slams the opponent on the ground. The attack deals little damage, but the opponent is usually knocked right in front them, leading into many quick combos and [[chaingrab]]s.
|floorfname= 
|floorfdmg=6%
|floorfdesc=Gets up and spins their hammers.
|floorbname= 
|floorbdmg=6%
|floorbdesc=Gets up and swipes their hammers on both sides.
|edgefname= 
|edgefdmg=6% (body), 8% (hammer)
|edgefdesc=Quickly gets up and slams their hammers on the ground.
|edgesname= 
|edgesdmg=8% (body), 10% (hammer)
|edgesdesc=Slowly gets up and thrusts their hammers forward.
|nsname=Ice Shot
|nsdmg=8-9% (hammer), 5%/4% (ice block ground/air)
|nsdesc=Each Ice Climber fires off a block of ice that travel along the ground, bouncing off walls. If used in mid-air, the ice block falls fast until it hits the ground, and they travel very fast down slopes. It's possible for an opponent to become [[frozen]] if they have high damage. Using Ice Shot at very close range can catch enemies with both the ice blocks and the hammers. The ice block can be [[reflect]]ed and [[absorb]]ed. If one ice block gets reflected, the other one can cancel it out.
|ssname=Squall Hammer
|ssdmg=1-4% (loop)
|ssdesc=Both Ice Climbers spin around together while moving along the ground, both their hammers extended. Hits multiple times. It can also be used as a [[recovery]] move by [[Button mashing|mashing]] the [[B button]], this causes them to rise in the air. It gains more distance if both Ice Climbers are present, though with only one Ice Climber, it's their only viable recovery option.
|usname=Belay
|usdmg= 16%
|usdesc=The leading Ice Climber throws the partner in the air with a rope. The partner then pulls the leader upwards, covering great vertical distance. Each Ice Climber will become [[helpless]] after using the move. If only one climber is present, the move gives next to no distance, meaning Squall Hammer should be used instead.
|dsname=Blizzard
|dsdmg= 1-2% (loop)
|dsdesc=Each Ice Climber blows icy wind from their hands, damaging nearby opponents. When the move is used on the ground, the partner will shoot in the direction opposite of the leader. Can rack up damage and [[freeze]] opponents for a small amount of time. The move can be used to perform Blizzobbling, a variation of [[Wobbling]] performed with Blizzard; instead of a tilt, the partner uses Blizzard to damage the opponent while the leader pummels. This attack has [[Priority#Transcendent_priority|transcendent priority]].
}}
 
===Stats===
{{Attributes
|cast = 26
|weight = 88
|rweight = 15
|dash = 1.4
|rdash = 14-18
|run = 1.4
|rrun = 16-20
|walk = 0.95
|rwalk = 18
|trac = 0.035
|rtrac = 25
|airfric = 0.02
|rairfric = 4-9
|air = 0.7
|rair = 25
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.027
|raddaccel = 21
|gravity = 0.1
|rgravity = 12-13
|fall = 1.6
|rfall = 19-21
|ff = 2
|rff = 21-24
|jumpsquat = 3
|rjumpsquat = 1-7
|jumpheight = 35.1
|rjumpheight = 6
|shorthop = 10.65
|rshorthop = 23
|djump = 32.5
|rdjump = 5
}}
 
===[[Announcer]] call===
<gallery>
Ice Climbers English Announcer SSBM.wav|English
Ice Climbers Japanese Announcer SSBM.wav|Japanese
</gallery>
 
===[[Taunt]]===
{{Taunt/SSBM|char=IceClimbers|desc=Points their hammers diagonally upwards and shout "Yup!". A "howling wind" sound effect accompanies the leading Climber's taunt.}}
 
===[[Idle pose]]===
{{Idle|desc=Shakes hammers.|image=Ice Climbers Idle Pose Melee.gif}}


The Ice Climbers have the unique property of being a "two in one" character, as Popo and Nana must work together very well in order to be an effective fighter. Nana can be unresponsive at times and killed at low damage %s when she is separated from Popo, but she can also be somewhat of a shield for some attacks. The Ice Climbers's attacks are generally fairly short-ranged. Even so, advanced players can do massive damage with the Ice Climbers due to their strong ground game. On the down side, the Ice Climbers are awkward when forced to fight in the air. The Ice Climbers's [[projectile]], ice shot, is good for edgeguarding and can't be avoided by ducking because it is a ground hugging projectile. However, Popo and Nana are easily disrupted by opponents' projectiles. The Ice Climbers have the second lowest [[traction]] when they aren't fighting on ice (where they have the highest traction). This makes them have a very long wavedash, but it also makes approaching difficult. The Ice Climbers have good, powerful juggling tactics, but they themselves are vulnerable to air [[combo]]s and juggling due to being floaty. Their up special move, Belay, travels great distance, but it can often kill Nana. The Ice Climbers can do an infinite grab known as Wobbling (which is generally tournament legal) and the [[freeze glitch]] (which is not tournament legal).
===[[Crowd cheer]]===
{{Crowd
|char=Ice Climbers
|game=Melee
|desc-us=Ice-Climber! Ice-Climber!
|desc-jp=Ice-Climber!
|pitch-us=Group chant
|pitch-jp=Group chant}}


Where the Ice Climbers really shine is [[grab]]s. Although their grab range isn't impressive, they still have high-damage grab combos (including ones that can kill opponents from 0% damage). They also have some of the best [[chaingrab]]s in the game. The Ice Climbers themselves are difficult to grab because the one that isn't grabbed can interrupt the thrower.  
===[[Victory pose]]s===
A professional Ice Climbers player should make the most of their grabs in order to perform well with Popo and Nana.
{{Victory/SSBM
|victory-theme=IceClimbersThemeMelee.ogg
|victory-desc=A cover of the music that played whenever the Ice Climbers grabbed the feet of the [[Condor]] at the end of a bonus level in ''Ice Climber''.
|desc-1=Both Ice Climbers excitedly jump up and down five times before stopping in midair.
|desc-2=Both Ice Climbers nod to each other, then give each other a high five.
|desc-3=Standing in front of each other, one Ice Climber moves their head to the left, while the other one moves their head to the right; they then alternate.
|char=Climbers}}


===Moveset===
==In [[competitive play]]==
:''Note: A majority of the move summaries refer to the combined damage of the two climbers; one of the climber's attack is usually 1% less than the leader's. Total damage refers if both the climber's hammers connect, and they both usually do the moves in sync.''
===Most historically significant players===
====Ground moves====
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
=====Normal=====
*[[Neutral attack]]- Two hammer swings in front. 1-2% first hit (usually adds up to 3%), then both Climbers do 4% on the next hit, for a total of 11% damage.
*[[Dash attack]]- Leap and swing hammers in front. The landing has some end lag, but both climber's hits add up to an impressive 17%, for a dash attack.
*[[Side tilt]]- A similar swinging motion in front as their Neutral Attack, only slightly slower with more knockback and damage. 7% and 8%, adds up to 15% if both Climber's hits connect.
*[[Up tilt]]- The climbers twirl their hammers in a somewhat short-ranged by highly damaging way above themselves. Many hits, usually does around 18-21% damage if most or all hits connect.
*[[Down tilt]]- A sluggish swing to the floor. One of the climber's less damaging moves even with both their damages combined; 4% then 5%, 9% total if both climbers connect.


=====[[Smash attack]]s=====
''See also: [[:Category:Ice Climbers players (SSBM)]]''
*[[Side smash]]- Somewhat quickly brings their hammers up and brings them down. 14% and 12%, adds up to 26% uncharged; 19% and 17% fully, adding up to 36%. Great knockback.
*[[Down smash]]- Swirl their hammers below them in a 360° style. Fast but somewhat short ranged, good for tight spacing. 12% and 11%, 23% total uncharged; 17% and 14% fully, adding up to 31%. Good horizontal knockback.
*[[Up smash]]- Swings their hammer in an rapid arc over their heads. 10% and 11%, 21% total uncharged; 15% and 13%, 28% total fully charged. Excellent killer at higher damages.


=====Other attacks=====
*{{Sm|ARMY|USA}} - During his prime, considered one of the three best Ice Climbers players in the world, ranking 20th on the [[MPGR 2018]]. Placed 4th at {{Trn|DreamHack Anaheim 2020}} and 7th at {{Trn|Mainstage}} and {{Trn|GENESIS 7}}. Has beaten {{Sm|Mang0}}, {{Sm|Plup}}, and {{Sm|n0ne}}.
:''Note: only the lead IC can use the ledge attack, because the computer IC cannot hang onto the ledge. The partner usually makes an additional jump to get back on stage, though.''
*{{Sm|Bananas|USA}} - During his prime, considered one of the three best Ice Climbers players in the world, ranking 19th on the [[MPGR 2018]]. Placed 5th at {{Trn|The Big House 8}}, {{Trn|Smash 'N' Splash 5}}, and {{Trn|GENESIS 6}} with wins over {{Sm|Plup}}, {{Sm|Mang0}} and {{Sm|Mew2King}}.
*[[Ledge attack]]- Brings him/herself up and swings his mallet in a similar way to their forward smash. 8% damage.
*{{Sm|ChuDat|USA}} - Widely regarded as the greatest Ice Cimbers player of all time due to his innovation of the character and extensive longevity, playing at a top level from the early days of ''Melee'' all the way up to the large scale [[wobbling]] ban in 2019 (being ranked 2nd worldwide on the 2006 [[Smash Panel Power Rankings]]). He is the only Ice Climbers player to ever win a major, through his 1st place at {{Trn|Pound 2}}. He is also the only Ice Climbers player to ever take a game off {{Sm|Armada}}.
*100% ledge attack- Slowly gets up and thrusts his/her mallet forwards. 10% damage.
*{{Sm|dizzkidboogie|USA}} - Formerly ranked 27th on the SSBMRank in [[SSBMRank 2016|2016]] and [[SSBMRank 2017|2017]]. Has wins over players such as {{Sm|Mew2King}}, {{Sm|Wizzrobe}}, and {{Sm|SFAT}}.
*[[Floor attack]]- Gets up and spins their hammers. 6% for one IC.
*{{Sm|Fly Amanita|USA}} - One of the best Ice Climbers players in the world before retiring, known for his strong [[Sopo]] play and his limited usage of wobbling in tournaments. Placed 7th at {{Trn|EVO 2014}} and 2nd at {{Trn|Press Start}}.
*{{Sm|Nintendude|USA}} - While active, was known as one of the best Ice Climbers players, ranking as high as 17th on the [[SSBMRank 2016]]. Has beaten {{Sm|Mew2King}}, {{Sm|Westballz}}, and {{Sm|Shroomed}}.
*{{Sm|SluG|USA}} - Considered the best Ice Climbers main since the widespread wobbling ban in 2019. Known for defeating multiple top ten players throughout 2022, including {{Sm|Zain}} and {{Sm|Mang0}}, and for his 4th place finish at the {{Trn|Ludwig Smash Invitational}}. His 9th place ranking on the [[SSBMRank 2022]] was the highest global ranking for an Ice Climbers player since Wobbles in 2013, and the highest for a non-wobbling Ice Climbers main since 2011.
*{{Sm|Wobbles|USA}} - Once known as the best solo Ice Climbers main and helped to popularize the term "wobbling". His 2nd place finish at {{Trn|EVO 2013}} (defeating {{Sm|Mang0}}, {{Sm|PPMD}}, and {{Sm|Hungrybox}}) is considered the Ice Climbers' best tournament performance of all time. In addition, his 8th place on the [[SSBMRank 2013]] is the highest ranking for an Ice Climbers player since the start of global rankings in 2013.


====[[Aerial attack]]s====
===Tier placement and history===
*Neutral aerial- Twirl around in the air. Short ranged, but good for air-spacing and following up with neutral aerial if predicted right. 8-15% damage.
The Ice Climbers were once a middle to low-middle tiered character, as in the beginning of ''Melee'', professionals did not discover their powerful grounded presence and threatening [[wobbling]] techniques, as their flaws, such as their poor aerial approach and difficulty in maintaining both climbers, were highlighted more often. With the discovery of the Ice Climbers' [[desynching]] combos and wobbling, more players advocated for their potential, showcased in {{Sm|ChuDat}}, {{Sm|Wobbles}} and {{Sm|Fly Amanita}}’s discoveries. {{Sm|Wobbles}}'s second place finish at [[EVO 2013]] with the Ice Climbers did not change their tier position but finally pushed them into the S tier, where they are at last recognized as a viable character for tournaments alongside the top tiered characters. With the release of the twelfth tier list, they moved up one spot, above {{SSBM|Captain Falcon}}, for the first time. In the thirteenth tier list, the Ice Climbers are ranked 8th, however this placement was determined with the assumption that wobbling is not banned; their viability without wobbling allowed is yet to be assessed. Also, the major advancements for other characters like {{SSBM|Marth}} and {{SSBM|Jigglypuff}} have indirectly worsened the potency of the Ice Climbers due to the increasing gap in potential, especially after the ban on wobbling.
*Forward aerial- Hold their hammers up and bring them down in a similar fashion to their forward smash. Can spike if sweetspotted. 10% and 10%, adds up to 20%.
*Back aerial- Turns around and swings their hammers in a similar fashion to their forward tilt. 12% and 10%, 22% total.
*Up aerial- Thrust their hammers above them like their up tilt, only with one hitbox per climber. Both do around 8-9% each, adding up to 17%.
*Down aerial- They hold their mallets below them and fall downwards. Can be angled, has long duration and some landing lag (though L-cancelling helps). 7-9% per climber, totaling 17% damage. This has extremely low, if not set, knockback.


====[[Grab]]s & [[throw]]s====
===Wobbling Controversy===
*[[Pummel]]- The lead climber pummel the foe for 1-2% per pummel, whereas the player has some control over the partner while pummeling. The damage adds up quickly due to desynching.
{{main|Wobbling}}
*[[Forward throw]]- Takes the foe and swings their mallets in a [[Bat]]-like way, launching the foe forward. 11% in two indiscernible hits.
Wobbling is an advanced technique exclusive to Ice Climbers in ''Melee'' where desyncing the pair, grabbing an opponent, then slightly tilting the control stick forward or down and mashing the attack button at exactly 200 bpm will create an infinite combo that the opponent cannot escape from. This is possible due to the opponent being alternately pummeled and hit with a tilt attack to reset the escape mashing. Techniques with similar effects exist in future installments, but they have different activation prerequisites and are harder to execute. The name was coined by {{Sm|Ken}} after seeing fellow smasher {{Sm|Wobbles}} place 9th in [[NCT2]] after discovering the technique from Japanese tutorial videos online and using it extensively in the tournament. "Wobbler" is a slang term used to refer to an Ice Climbers player who relies heavily on landing a grab to wobble their opponent.<ref>{{cite web|url=https://twitter.com/NintendudeSSB/status/1318601754662100993|title=Nintendude's "wobbler" tweet}}</ref>
*[[Up throw]]- Bash the foe above themselves. Powerful, though it's power costs them combo follow ups, for a throw. 11% in two hits.
*[[Down throw]]- Takes foe and slams them harshly into the ground. Only the lead Ice Climber attacks, doing only 6% damage, though the foe is usually knocked right in front of the IC, leading into many quick combos.
*[[Back throw]]- Takes foe and flings them behind with one hand. 7% damage.


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


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


==[[Matchup]]s==
In early 2019, the pro-ban movement gradually began to take off as local and regional tournament scenes began banning wobbling at their events. On February 8th, 2019, the Tennessee Smash Community made a reddit post announcing that wobbling would be banned at tournaments in several Tennessee cities. The official ruleset limited the Ice Climbers, upon grabbing the opponent, to eight separate attacks before regrabbing; violating these rules would result in a warning, game loss, or set loss at the tournament organizer's discretion.<ref>{{cite web|url=https://www.reddit.com/r/smashbros/comments/aohjcq/tennessee_wobbling_ban_official_post/|title=Tennessee Wobbling Ban: Official Post}}</ref><ref>{{cite web|url=https://www.reddit.com/r/SSBM/comments/anz3xs/wobbling_has_been_banned_in_tennessee_we_hope/|title=Wobbling has been banned in Tennessee. We hope many more will follow suit}}</ref><ref>{{cite web|url=https://tempostorm.com/articles/wobbling-issue-recap|title=The Wobbling Issue: A Recap}}</ref> As news of the ban spread around the ''Melee'' community, other regions began announcing their own bans of various degrees, including Georgia,<ref>{{cite web|url=https://www.reddit.com/r/SSBM/comments/dow3qt/georgia_bans_wobbling/|title=Georgia Bans Wobbling}}</ref> [[Maryland/Virginia]],<ref>{{cite web|url=https://www.reddit.com/r/SSBM/comments/aug2fu/mdva_votes_on_wobbling_ban_implementation/|title=MD/VA Votes on Wobbling Ban Implementation}}</ref> Mississippi,<ref>{{cite web|url=https://www.reddit.com/r/SSBM/comments/av7r8m/mississippi_partially_bans_wobbling/|title=Mississippi partially bans wobbling}}</ref> Chicago,<ref>{{cite web|url=https://www.reddit.com/r/SSBM/comments/cyxike/chicago_has_banned_wobbling_explanation_in/|title=Chicago has banned wobbling (Explanation in comments)}}</ref> and the United Kingdom.<ref>{{cite web|url=https://www.reddit.com/r/SSBM/comments/fej41p/wobbling_has_been_banned_in_the_united_kingdom/|title=Wobbling has been banned in the United Kingdom}}</ref><ref>{{cite web|url=https://www.reddit.com/r/SSBM/comments/aq38wo/usa_wobble_map/|title=USA Wobble Map}}</ref>
{{SSBMMatchupTable|iceclimbers=yes}}
==Special Techniques==


===Desynching===
{{Trn|Get On My Level 2019}} was the first major to officially announce a wobbling ban.<ref>{{cite web|url=https://www.reddit.com/r/smashbros/comments/aqphih/goml_2019_becomes_first_major_tournament_to_ban/|title=GOML 2019 becomes first major tournament to ban wobbling.}}</ref> Throughout 2019 and 2020, various majors announced their own bans of the technique, including {{Trn|Low Tier City 7}},<ref>{{cite web|url=https://www.reddit.com/r/smashbros/comments/brvvyg/wobbling_will_be_banned_at_ltc7/|title=Wobbling will be banned at LTC7!}}</ref> {{Trn|The Big House 9}},<ref>{{cite web|url=https://www.reddit.com/r/smashbros/comments/cq1zvw/wobbling_banned_at_tbh9/|title=Wobbling banned at TBH9}}</ref> [[Tournament:Pound Online|Pound 2020]],<ref>{{cite web|url=https://www.reddit.com/r/smashbros/comments/ew8p1w/wobbling_is_banned_at_pound_2020/|title=Wobbling is banned at Pound 2020}}</ref> and {{Trn|Smash World Tour}}.<ref>{{cite web|url=https://www.reddit.com/r/smashbros/comments/fcilar/smash_world_tour_bans_wobbling/|title=Smash World Tour Bans Wobbling}}</ref> Today, wobbling is banned at most tournaments, although some smaller events may choose to legalize the technique at their own discretion.


{{main|Desynching}}
==In 1-P Mode==
===In {{SSBM|Classic Mode}}===
The Ice Climbers can appear in a one-on-one, as an ally, on a team with {{SSBM|Kirby}}, or as a metal opponent. The Ice Climbers are fought on Icicle Mountain except in the metal battle.


'''Desynching''' is a technique that involves separating the two Climbers' animations and controlling them individually, allowing them to do different techniques at the same time.  
===In [[Adventure Mode]]===
The Ice Climbers' sole appearance is on Stage 10: [[Icicle Mountain]]. The player is initially tasked with navigating the stage for 51 seconds; following this, two pairs of Ice Climbers attack the player. The player must then KO both Ice Climbers pairs to proceed to the next stage.


==Trophies==
===In [[All-Star Mode]]===
===[[Classic Mode]]===
The Ice Climbers and their allies are fought on [[Icicle Mountain]].
''That's Popo in the blue and Nana in the pink. These two stars of the game ''Ice Climber'' have scaled many an ice summit in their mountaineering careers. Back in their glory days, they chased eggplants, cucumbers, and other vegetables that inexplicable fell from frosty summits where a [[condor]] reigned supreme. They're rarely seen apart.''


''Game: [[Ice Climber (game)|Ice Climber]]'' (10/85)
===In [[Event Matches]]===
The Ice Climbers appear in the following Events:


===[[Adventure Mode]]===
*'''[[Event 11: King of the Mountain]]''': The player must survive for 1 minute 2 seconds on Icicle Mountain. Two pairs of Ice Climbers will hinder the player and have unlimited lives.
''This unique twosome fights together as a team. Your score will not be affected if the [[CPU]]-controlled character is [[KO]]'d, but a lone Ice Climber won't be able to use teamwork moves, which mini-glaciers out of their hammers, while Squall Hammer is at it's strongest when Nana and Popo combine their strength.''
*'''[[Event 21: Ice Breaker]]''': The player must KO two Nanas in a one-stock match. The Ice Climbers mainly jump, but they recover if they are knocked off the stage. KOing Popo anytime results in a failure.
*'''[[Event 30: All-Star Match 3]]''': The Ice Climbers are the last opponent the player must fight in this series of staged battles. Their character battles them on the [[Icicle Mountain]] stage, and the player's character has a stock of two lives while the Ice Climbers have one. With a timer of four minutes, the player must defeat them and the other three characters with the overall time and life they have: Kirby, {{SSBM|Pikachu}} and {{SSBM|Ness}}.


===[[All-Star Mode]]===
===[[Congratulations_screen#Super_Smash_Bros._Melee|Congratulations Screens]]===
''The colors of the Ice climbers' parkas denote who's in the lead: Nana's in pink and orange, while Popo's in green or blue.  their hairstyles are also slightly different.  Belay allows them to cover great distances, but doesn't give foes the chance to target their landing. Blizzard is best used in close quarters; in the fray, Nana and Popo sometimes freeze opponents.''
<center>
<center>
<gallery>
<gallery>
File:Ice Climber Trophy Melee.png|Classic, #109
IceClimbersClassicMode.jpg|Classic Mode
File:Ice Climber Trophy (Smash).png|Adventure, #110
IceClimbersAdventureMode.jpg|Adventure Mode
File:Ice Climber Trophy (Smash 2).png|All-Star, #111
IceClimbersAllStarMode.jpg|All-Star Mode
</gallery>
</gallery>
</center>
</center>


==Costume Gallery==
==[[Trophies]]==
[[File:alt-iceclimbers.jpg|frame|center|The Ice Climbers' changeable clothes in ''SSBM'']]
In addition to the normal trophy about the Ice Climbers as characters, there are two trophies about them as fighters, unlocked by completing both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with the Ice Climbers on any difficulty:
 
{{Trophy/Fighter
|name=Ice Climbers
|image=Ice Climber Trophy Melee.png
|mode=Classic
|desc=That's Popo in the blue and Nana in the pink. These two stars of the game Ice Climber have scaled many an icy summit in their mountaineering careers. Back in their glory days, they chased eggplants, cucumbers, and other vegetables that inexplicably fell from frosty summits where a condor reigned supreme. They're rarely seen apart.
|gamelist={{Trophy games|game1=Ice Climber|release1=10/85}}
|game=Melee
}}
{{clrl}}
 
{{Trophy/Fighter
|name=Ice Climbers
|image=Ice Climber Trophy (Smash).png
|mode=Adventure
|desc=This unique twosome fights together as a team. Your score will not be affected if the CPU-controlled character is KO'd, but a lone Ice Climber won't be able to use teamwork moves, which will make for a tough and frantic solo fight. The Ice Shot fires mini-glaciers out of their hammers, while Squall Hammer is at its strongest when Nana and Popo combine their strength.
|gamelist=:B: Ice Shot
:Smash B: Squall Hammer
|game=Melee
}}
{{clrl}}
 
{{Trophy/Fighter
|name=Ice Climbers
|image=Ice Climber Trophy (Smash 2).png
|mode=All Star
|desc-ntsc=The colors of the Ice Climbers' parkas denotes who's in the lead: Nana's in pink or orange, while Popo's in green or blue. Their hairstyles are also slightly different. Belay allows them to cover great distances, but doesn't give foes the chance to target their landing. Blizzard is best used in close quarters; in the fray, Nana and Popo will sometimes freeze opponents.
|desc-pal=The colors of the Ice Climbers' parkas denotes who's in the lead: Nana's in red or orange, while Popo's in green or purple. Their hairstyles are also slightly different. Belay allows them to cover great distances, but doesn't give foes the chance to target their landing. Blizzard is best used in close quarters; in the fray, Nana and Popo will sometimes freeze opponents.
|gamelist=:Up & B: Belay
:Down & B: Blizzard
|game=Melee
}}
{{clrl}}
 
==[[Alternate costume (SSBM)#Ice Climbers|Alternate costumes]]==
Nana becomes the leading, player-controlled character when using the 3rd and 4th costumes shown below. The stock icon and character select portraits for these costumes change to reflect this.
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=4|[[File:Ice Climbers Palette (SSBM).png]]
|-
|{{Head|Ice Climbers|g=SSBM|s=25px}}
|{{Head|Ice Climbers|g=SSBM|s=25px|cl=Green}}
|{{Head|Ice Climbers|g=SSBM|s=25px|cl=Orange}}
|{{Head|Ice Climbers|g=SSBM|s=25px|cl=Red}}
|}
 
==Gallery==
<center>
<gallery>
SSBM Ice Climbers HQ.jpg|Official artwork of Ice Climbers.
SSBMWebsiteIceClimbers1.jpg|[[Taunt]]ing on [[Pokémon Stadium]].
SSBMWebsiteIceClimbers2.jpg|{{SSBM|Donkey Kong}} attacking [[Nana]] on [[Yoshi's Story]].
Ice Climbers Ice Shot Melee.jpg|Using [[Ice Shot]] on Pokémon Stadium.
SSBMWebsiteIceClimbers4.jpg|Multiple Ice Climbers in a [[Coin Battle]] on [[Kongo Falls|Kongo Jungle]].
SSBMWebsiteIceClimbers5.jpg|Using [[Belay]] on [[Fourside]].
SSBMWebsiteIceClimbers6.jpg|Using [[Squall Hammer]] on [[Mute City]].
CaptainFalconClassicMode.jpg|Knocked back by {{SSBM|Captain Falcon}}'s [[Falcon Kick]] on [[Corneria]].
YoshiAllStarMode.jpg|Using Belay on Fourside.
</gallery>
</center>


==Trivia==
==Trivia==
*Changing the language to Japanese on an English ''SSBM'' and ''SSBB'' changes the Ice Climbers name to "Ice Climber" (Notice the missing 'S') because in Japanese language, there are no "plural" words.
*The CPU level of the trailing Ice Climber is equal to the percentage of the leader, divided by 20, rounded down, and then clamped to the interval 1-9.  [http://www.reddit.com/r/SSBM/comments/34ba6b/my_friend_bigvegetabluntz_discovered_a_breakdown/]
*The Ice Climbers are tied with [[Ganondorf (SSBM)|Ganondorf]] for the world record in the [[Home-Run Contest]] and are the only character other than Ganondorf to reach the max distance. Unlike Ganondorf, however, the Ice Climbers have to exploit the [[Freeze glitch]] in order to be able to reach these distances in the Home-Run Contest.
*Changing the language to Japanese on an English copy of ''Melee'' changes the Ice Climbers' name to "Ice Climber", as the Japanese language does not differentiate words as plural like in English.
*The Ice Climbers and Kirby are the first fighters in Smash Bros. history to wield a weapon besides a sword.
*The Ice Climbers are tied with {{SSBM|Ganondorf}} for the world record in the [[Home-Run Contest]], and are the only character other than Ganondorf to have reached the max distance. Unlike Ganondorf, however, the Ice Climbers have to exploit the [[Freeze glitch]] in order to be able to reach these distances in the Home-Run Contest.
*The Ice Climbers are the only starter character from a newly represented universe.
*Even though the Ice Climbers are called "Ice Climbers" in western versions, their chant still says "Ice Climber" (the Japanese name of the character).
*When in the magnifying glass while playing as Nana, she'll have Popo's hair instead of hers.
*Nana's 4th costume has her wear a red coat in her portrait, but it is purple in-game.
*With a total of sixteen years and ten months (at the time of ''Melee''{{'}}s release), the Ice Climbers held the record for the longest time gap between their debut as a playable character in ''Smash'' and their last appearance in their home series (which was also the only appearance), until {{SSBB|R.O.B.}} took the record in ''Brawl''. R.O.B.'s record would in turn be surpassed by {{SSB4|Duck Hunt}} in {{for3ds}}.
*In the poll for possible new characters for ''Melee'', the Ice Climbers ranked ninth among characters from miscellaneous Nintendo games, with only 4 votes, tied with [[Samurai Goroh]] from {{uv|F-Zero}} and the {{uv|Balloon Fight}} protagonist at the bottom of the list.<ref>[http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/PostResult2.html]</ref>
*The Ice Climbers' voice actress, Sanae Kobayashi, was only 21 years old when she recorded her audio for ''Melee''. This makes her the youngest member of the game's voice cast.
 
==References==
{{reflist}}
==External links==
*[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1009/index.html Ice Climbers's page at Smabura-Ken]
{{SSBMCharacters}}
{{SSBMCharacters}}
{{EnemiesAdvSSBM}}
{{EnemiesAdvSSBM}}
{{Ice Climber universe}}
{{Ice Climber universe}}
[[Category:Characters (SSBM)]]
[[Category:Ice Climbers (SSBM)| ]]
[[Category:Ice Climber universe]]
[[Category:Trophies (SSBM)]]
[[es:Ice Climbers (SSBM)]]

Latest revision as of 21:51, November 9, 2024

This article is about the Ice Climbers' appearance in Melee. For the characters more generally, see Ice Climbers; for the CPU Mode, see NANA; and for other uses of "Ice Climber", see Ice Climber.
Ice Climbers
in Super Smash Bros. Melee
Ice Climbers SSBM.jpg
IceClimberSymbol.svg
Universe Ice Climber
Other playable appearances in Brawl
in Ultimate

Availability Starter
Tier B+ (8) (North America)
C (8) (Europe)
Ice Climbers (SSBM)

The Ice Climbers (アイスクライマー, Ice Climber) are playable characters in Super Smash Bros. Melee. Previously never officially voice-acted in any official capacity prior to Melee, they are both voiced by Sanae Kobayashi in the game, who would go on to voice them in subsequent Smash Bros. installments.

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

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

Attributes[edit]

The Ice Climbers have arguably the most unusual fighting style in all of Melee; the player is tasked with controlling two characters at once, and their fighting potential becomes considerably worse should Nana (or Popo depending on which costume is selected) be KOed. Outside of this, their unique physics make them difficult to use; they boast an above average jumping height alongside low air and falling speed, and their traction is also among the lowest in the game.

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

The Ice Climbers' desynching techniques also have powerful ground-based applications. Since it essentially allows the control of both Climbers to some degree, experienced players can force Nana to perform certain tasks while Popo is occupied. This includes grabbing opponents immediately after Popo has thrown them (known as a hand-off) and attacking them while Popo keeps them locked in place, among other powerful benefits. Desynching, however, requires significant practice to use consistently, making the Ice Climbers one of the most technically demanding characters in the game.

Despite a powerful ground-based approach, they have a difficult aerial approach. A high jumping height, low falling speed, slow, laggy aerials, and the second lowest air speed in the game (behind only Luigi) give the Ice Climbers a poor SHFFL. Their low aerial and falling speeds also make pursuing airborne enemies extremely difficult. Some of the Ice Climbers' aerials have powerful applications; their down aerial keeps the enemy mostly in place due to its set knockback, allowing Popo to regrab if Nana uses it after a throw, and their neutral and back aerials are good spacing tools, with the latter having reliable KOing ability under 150%. However, due to their poor air speed and falling speed, and only one situational meteor (their forward aerial), their air game does not complement their powerful ground game overall. These various traits also give the Ice Climbers a below-average edgeguarding game, and they lack an extremely effective off-stage option. In addition, the Ice Climbers have the second worst traction in the game; similar to Luigi, this makes them highly reliant on wavedashing to approach, and technical errors, such as mistimed air dodges, can set them up for significant punishment. Owing to their slightly below-average weight and low falling speed, the Ice Climbers are also highly vulnerable to being KOed from the upper blast line.

Players who use the Ice Climbers must also know how to prevent themselves from losing Nana, as when she is KOed, Popo cannot fight nearly as effectively. As the Ice Climbers' attacks were designed to be two-in-one, Popo's attacks alone lack damage racking ability, making it much harder to accumulate percentage on the opponent despite the power of his smash attacks. Popo also cannot perform nearly as many chaingrabs without Nana, and cannot Wobble by himself, greatly reducing the threatening nature of their usual grabs. In return, Popo is left vulnerable to chaingrabs and throw setups himself due to his low air speed and falling speed, and is limited in his recovery options; he is forced to recover with Squall Hammer, which travels only horizontally. Unfortunately, most high-tiered characters have attacks, such as Fox's shine and Peach's forward aerial, that can easily separate Popo from Nana. Their recovery, while long, is prone to endangering Nana, as she can either miss the ledge entirely or be left vulnerable against edgeguarders. All of these flaws require Ice Climbers players to be situationally aware and abuse their powerful ground and grab games to prevent their Climbers from being separated and KOed.

Version history[edit]

NTSC 1.02

PAL

Moveset[edit]

The Ice Climbers' aerial attacks.

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

Note: A majority of the move summaries refer to the combined damage of the both Ice Climbers; with the partner usually dealing 1% less than the leader due to stale move negation.
Note: Although both Ice Climbers can perform a ledge attack, they cannot perform it at the same time, as only one character is allowed on the ledge at a time.


  Name Damage Description
Neutral attack Pound (たたきおろし, Strike Down) / Upswing (たたきあげ, Strike Up) 1-2% A horizontal swipe followed by an upward swing.
3-4%
Forward tilt Hammer Swing (真横たたき, Horizontal Swing) 7-8% Does a side swing with their hammers with long reach. Can wobble. Can be angled up or down, but deals the same damage regardless.
Up tilt Hammer Spin (くるくるハンマー, Spinning Hammer) 0-1% (hits 1-6), 6-7% (hit 7) Twirl their hammers above themselves, being short-ranged, but highly damaging. Can deal up to 21% damage if both Ice Climbers connect all hits and if the move is used fresh. Can wobble in conjunction with back air.
Down tilt Shin Attack (スネたたき, Shin Strike) 4-5% Swings their hammer low across the ground. One of the Ice Climbers' less damaging moves even with both their damages combined. Can wobble.
Dash attack Scoop (すくいあげ, Scoop Up) 8-9% Sweeps upwards with their hammers while coming to a stop. Has some ending lag, but both Ice Climbers' hits add up to an impressive damage output for a dash attack.
Forward smash Ice Hammer (クイ打ち, Stake Smash) 12%-14% (head), 9%-10% (handle) Lifts their hammers over their heads, then smash them straight down. Great damage and knockback if both Ice Climbers' connect. Can wobble if staled.
Up smash Icicle Crasher (つらら割り, Icicle Splitter) 10%-11% Swings their hammers in an arc over their heads. Excellent for getting KOs at higher percentages.
Down smash Hammer Sweep (回転たたき, Spinning Strike) 11%-12% Spins around and sweeps the ground with their hammers. Fast, but somewhat short ranged, good for tight spacing. Good horizontal knockback. Can wobble if staled.
Neutral aerial Icy Whirlwind (クライマーターン, Climber Turn) 7-8% Twirls around in the air, hammers extended. Short ranged, but good for aerial spacing and following up with another neutral aerial if predicted right. Can wobble in conjunction with back air..
Forward aerial Hammer Slam (ハンマードロップ, Hammer Drop) 9-11% (leader), 8-10% (partner) Hold their hammers up, then bring them down in a similar fashion to their forward smash. Can meteor smash if sweetspotted, which is located at the handle of their hammers.
Back aerial Reverse Swing (ふりむきたたき, Turning Strike) 11-12% (head), 10-11% (handle) Turn around and does a backswing with their hammers. Can wobble. Fifth most powerful back aerial in Melee.
Up aerial Hammer Reach (上突きもどき, Mock Up Thrust) 8-9% (clean), 7% (late) Thrust their hammers above themselves just like their up tilt, but with only one hitbox per Ice Climber.
Down aerial Hammer Ride (下突きもどき, Mock Down Thrust) 8-9% Hold their hammers below themselves and fall downwards. Has long duration and some landing lag (though L-cancelling helps). This attack has extremely low set knockback, and therefore cannot KO grounded opponents at any percentage. It can help prevent air juggling a bit due to the slightly increased falling speed.
Grab Grab (つかみ) Grabs the opponent. While the lead Ice Climber is holding the opponent, the partner can attack the grabbed opponent, but will take less damage from their attacks (attacks deal half the damage they usually do).
Pummel Cold Headbutt (つかみずつき, Grab Headbutt) 3% The lead climber headbutts the opponent, whereas the player has some control over the partner while pummeling. The damage adds up quickly due to desynching.
Forward throw Hockey Slapshot (ホッケーショット, Hockey Shot) 6% (hit 1), 5% (throw) Hits opponent forward with their hammer.
Back throw Snow Mt. Throw (雪山投げ, Snow Mountain Throw) 8% (collateral), 7% (throw) Takes opponent and flings them behind with one hand.
Up throw Icicle Toss (つかみつらら割り, Grab Icicle Splitter) 6% (hit 1), 5% (throw) Throw opponent upwards, then hits them with their hammer. Powerful, though it's power costs them combo follow ups, for a throw. One of the strongest throws in the game.
Down throw Avalanche Crusher (なだれつぶし) 6% Spins and then slams the opponent on the ground. The attack deals little damage, but the opponent is usually knocked right in front them, leading into many quick combos and chaingrabs.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  6% Gets up and spins their hammers.
Floor attack (back)
Floor getups (back)
  6% Gets up and swipes their hammers on both sides.
Edge attack (fast)
Edge getups (fast)
  6% (body), 8% (hammer) Quickly gets up and slams their hammers on the ground.
Edge attack (slow)
Edge getups (slow)
  8% (body), 10% (hammer) Slowly gets up and thrusts their hammers forward.
Neutral special Ice Shot 8-9% (hammer), 5%/4% (ice block ground/air) Each Ice Climber fires off a block of ice that travel along the ground, bouncing off walls. If used in mid-air, the ice block falls fast until it hits the ground, and they travel very fast down slopes. It's possible for an opponent to become frozen if they have high damage. Using Ice Shot at very close range can catch enemies with both the ice blocks and the hammers. The ice block can be reflected and absorbed. If one ice block gets reflected, the other one can cancel it out.
Side special Squall Hammer 1-4% (loop) Both Ice Climbers spin around together while moving along the ground, both their hammers extended. Hits multiple times. It can also be used as a recovery move by mashing the B button, this causes them to rise in the air. It gains more distance if both Ice Climbers are present, though with only one Ice Climber, it's their only viable recovery option.
Up special Belay 16% The leading Ice Climber throws the partner in the air with a rope. The partner then pulls the leader upwards, covering great vertical distance. Each Ice Climber will become helpless after using the move. If only one climber is present, the move gives next to no distance, meaning Squall Hammer should be used instead.
Down special Blizzard 1-2% (loop) Each Ice Climber blows icy wind from their hands, damaging nearby opponents. When the move is used on the ground, the partner will shoot in the direction opposite of the leader. Can rack up damage and freeze opponents for a small amount of time. The move can be used to perform Blizzobbling, a variation of Wobbling performed with Blizzard; instead of a tilt, the partner uses Blizzard to damage the opponent while the leader pummels. This attack has transcendent priority.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 88 1.4 – Initial dash
1.4 – Run
0.95 0.035 0.02 0.7 0.02 – Base
0.027 – Additional
0.1 1.6 – Base
2Fast-fall
3 35.1 - Base
10.65 - Short hop
32.5

Announcer call[edit]

Taunt[edit]

  • Points their hammers diagonally upwards and shout "Yup!". A "howling wind" sound effect accompanies the leading Climber's taunt.
IceClimbers-Taunt-SSBM.gif

Idle pose[edit]

  • Shakes hammers.
Ice Climbers Idle Pose Melee.gif

Crowd cheer[edit]

English Japanese
Cheer
Description Ice-Climber! Ice-Climber! Ice-Climber!
Pitch Group chant Group chant

Victory poses[edit]

A cover of the music that played whenever the Ice Climbers grabbed the feet of the Condor at the end of a bonus level in Ice Climber.
  • Both Ice Climbers excitedly jump up and down five times before stopping in midair.
  • Both Ice Climbers nod to each other, then give each other a high five.
  • Standing in front of each other, one Ice Climber moves their head to the left, while the other one moves their head to the right; they then alternate.
Climbers-Victory1-SSBM.gif Climbers-Victory2-SSBM.gif Climbers-Victory3-SSBM.gif

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Ice Climbers players (SSBM)

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

Tier placement and history[edit]

The Ice Climbers were once a middle to low-middle tiered character, as in the beginning of Melee, professionals did not discover their powerful grounded presence and threatening wobbling techniques, as their flaws, such as their poor aerial approach and difficulty in maintaining both climbers, were highlighted more often. With the discovery of the Ice Climbers' desynching combos and wobbling, more players advocated for their potential, showcased in ChuDat, Wobbles and Fly Amanita’s discoveries. Wobbles's second place finish at EVO 2013 with the Ice Climbers did not change their tier position but finally pushed them into the S tier, where they are at last recognized as a viable character for tournaments alongside the top tiered characters. With the release of the twelfth tier list, they moved up one spot, above Captain Falcon, for the first time. In the thirteenth tier list, the Ice Climbers are ranked 8th, however this placement was determined with the assumption that wobbling is not banned; their viability without wobbling allowed is yet to be assessed. Also, the major advancements for other characters like Marth and Jigglypuff have indirectly worsened the potency of the Ice Climbers due to the increasing gap in potential, especially after the ban on wobbling.

Wobbling Controversy[edit]

Main article: Wobbling

Wobbling is an advanced technique exclusive to Ice Climbers in Melee where desyncing the pair, grabbing an opponent, then slightly tilting the control stick forward or down and mashing the attack button at exactly 200 bpm will create an infinite combo that the opponent cannot escape from. This is possible due to the opponent being alternately pummeled and hit with a tilt attack to reset the escape mashing. Techniques with similar effects exist in future installments, but they have different activation prerequisites and are harder to execute. The name was coined by Ken after seeing fellow smasher Wobbles place 9th in NCT2 after discovering the technique from Japanese tutorial videos online and using it extensively in the tournament. "Wobbler" is a slang term used to refer to an Ice Climbers player who relies heavily on landing a grab to wobble their opponent.[1]

The technique has been controversial since its inception due to its relative ease of use and low risk, high reward nature that would bring whole games to a halt and upset competitors and spectators alike. However, the early Melee communities were more scattered, with every tournament having their own stance on wobbling; some tournaments allowed the technique, while others banned it. Following EVO 2013 (where wobbling was legal), and competitive Melee's ensuing resurgance in mainstream popularity, tournament rulesets generally became more unified, and as a result, wobbling was legal at nearly all tournaments from 2013 to the beginning of 2019. Juggleguy was well-known as a fierce opposer of legalizing wobbling, and he banned it at his events in Michigan, including The Big House. He eventually decided to allow wobbling at his events, arguing that Michigan smashers needed practice fighting against the technique should they choose to compete in other regions.[2]

In 2018, around the time of the release of Super Smash Bros. Ultimate, the discussion regarding wobbling started to grow again, and more and more Melee community members began to support a wobbling ban, beginning to outnumber those that opposed a ban for the first time. The "Platinum Age" saw an increasing amount of top-level Ice Climbers mains using wobbling to make deep bracket runs at major tournaments, including ChuDat, Nintendude, dizzkidboogie, InfiniteNumbers, Bananas, and ARMY, upsetting many players on their way. As wobbling's presence in Melee grew, many players were concerned about the long-term health of the game, arguing that the unpopularity of wobbling would both discourage players from competing and turn away spectators at major tournaments; top players were known to often grow extremely frustrated when fighting the Ice Climbers.[3][4][5] Many top players, including Axe and n0ne, openly supported a wobbling ban.[6][7]

In early 2019, the pro-ban movement gradually began to take off as local and regional tournament scenes began banning wobbling at their events. On February 8th, 2019, the Tennessee Smash Community made a reddit post announcing that wobbling would be banned at tournaments in several Tennessee cities. The official ruleset limited the Ice Climbers, upon grabbing the opponent, to eight separate attacks before regrabbing; violating these rules would result in a warning, game loss, or set loss at the tournament organizer's discretion.[8][9][10] As news of the ban spread around the Melee community, other regions began announcing their own bans of various degrees, including Georgia,[11] Maryland/Virginia,[12] Mississippi,[13] Chicago,[14] and the United Kingdom.[15][16]

Get On My Level 2019 was the first major to officially announce a wobbling ban.[17] Throughout 2019 and 2020, various majors announced their own bans of the technique, including Low Tier City 7,[18] The Big House 9,[19] Pound 2020,[20] and Smash World Tour.[21] Today, wobbling is banned at most tournaments, although some smaller events may choose to legalize the technique at their own discretion.

In 1-P Mode[edit]

In Classic Mode[edit]

The Ice Climbers can appear in a one-on-one, as an ally, on a team with Kirby, or as a metal opponent. The Ice Climbers are fought on Icicle Mountain except in the metal battle.

In Adventure Mode[edit]

The Ice Climbers' sole appearance is on Stage 10: Icicle Mountain. The player is initially tasked with navigating the stage for 51 seconds; following this, two pairs of Ice Climbers attack the player. The player must then KO both Ice Climbers pairs to proceed to the next stage.

In All-Star Mode[edit]

The Ice Climbers and their allies are fought on Icicle Mountain.

In Event Matches[edit]

The Ice Climbers appear in the following Events:

  • Event 11: King of the Mountain: The player must survive for 1 minute 2 seconds on Icicle Mountain. Two pairs of Ice Climbers will hinder the player and have unlimited lives.
  • Event 21: Ice Breaker: The player must KO two Nanas in a one-stock match. The Ice Climbers mainly jump, but they recover if they are knocked off the stage. KOing Popo anytime results in a failure.
  • Event 30: All-Star Match 3: The Ice Climbers are the last opponent the player must fight in this series of staged battles. Their character battles them on the Icicle Mountain stage, and the player's character has a stock of two lives while the Ice Climbers have one. With a timer of four minutes, the player must defeat them and the other three characters with the overall time and life they have: Kirby, Pikachu and Ness.

Congratulations Screens[edit]

Trophies[edit]

In addition to the normal trophy about the Ice Climbers as characters, there are two trophies about them as fighters, unlocked by completing both Adventure and All-Star modes respectively with the Ice Climbers on any difficulty:

Classic Mode trophy
Ice Climbers
That's Popo in the blue and Nana in the pink. These two stars of the game Ice Climber have scaled many an icy summit in their mountaineering careers. Back in their glory days, they chased eggplants, cucumbers, and other vegetables that inexplicably fell from frosty summits where a condor reigned supreme. They're rarely seen apart.
Ice Climber (10/85)
Adventure Mode [Smash] trophy
Ice Climbers [Smash]
This unique twosome fights together as a team. Your score will not be affected if the CPU-controlled character is KO'd, but a lone Ice Climber won't be able to use teamwork moves, which will make for a tough and frantic solo fight. The Ice Shot fires mini-glaciers out of their hammers, while Squall Hammer is at its strongest when Nana and Popo combine their strength.
B: Ice Shot
Smash B: Squall Hammer
All-Star Mode [Smash] trophy
Ice Climbers [Smash]
NTSC The colors of the Ice Climbers' parkas denotes who's in the lead: Nana's in pink or orange, while Popo's in green or blue. Their hairstyles are also slightly different. Belay allows them to cover great distances, but doesn't give foes the chance to target their landing. Blizzard is best used in close quarters; in the fray, Nana and Popo will sometimes freeze opponents.
PAL The colors of the Ice Climbers' parkas denotes who's in the lead: Nana's in red or orange, while Popo's in green or purple. Their hairstyles are also slightly different. Belay allows them to cover great distances, but doesn't give foes the chance to target their landing. Blizzard is best used in close quarters; in the fray, Nana and Popo will sometimes freeze opponents.
Up & B: Belay
Down & B: Blizzard

Alternate costumes[edit]

Nana becomes the leading, player-controlled character when using the 3rd and 4th costumes shown below. The stock icon and character select portraits for these costumes change to reflect this.

Ice Climbers Palette (SSBM).png
Ice Climbers (SSBM) Ice Climbers (SSBM) Ice Climbers (SSBM) Ice Climbers (SSBM)

Gallery[edit]

Trivia[edit]

  • The CPU level of the trailing Ice Climber is equal to the percentage of the leader, divided by 20, rounded down, and then clamped to the interval 1-9. [2]
  • Changing the language to Japanese on an English copy of Melee changes the Ice Climbers' name to "Ice Climber", as the Japanese language does not differentiate words as plural like in English.
  • The Ice Climbers are tied with Ganondorf for the world record in the Home-Run Contest, and are the only character other than Ganondorf to have reached the max distance. Unlike Ganondorf, however, the Ice Climbers have to exploit the Freeze glitch in order to be able to reach these distances in the Home-Run Contest.
  • The Ice Climbers are the only starter character from a newly represented universe.
  • Even though the Ice Climbers are called "Ice Climbers" in western versions, their chant still says "Ice Climber" (the Japanese name of the character).
  • When in the magnifying glass while playing as Nana, she'll have Popo's hair instead of hers.
  • Nana's 4th costume has her wear a red coat in her portrait, but it is purple in-game.
  • With a total of sixteen years and ten months (at the time of Melee's release), the Ice Climbers held the record for the longest time gap between their debut as a playable character in Smash and their last appearance in their home series (which was also the only appearance), until R.O.B. took the record in Brawl. R.O.B.'s record would in turn be surpassed by Duck Hunt in Super Smash Bros. for Nintendo 3DS.
  • In the poll for possible new characters for Melee, the Ice Climbers ranked ninth among characters from miscellaneous Nintendo games, with only 4 votes, tied with Samurai Goroh from F-Zero and the Balloon Fight protagonist at the bottom of the list.[22]
  • The Ice Climbers' voice actress, Sanae Kobayashi, was only 21 years old when she recorded her audio for Melee. This makes her the youngest member of the game's voice cast.

References[edit]

External links[edit]