Ice Climbers (SSBU): Difference between revisions

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{{s|wikipedia|Sanae Kobayashi}} voices the Ice Climbers once again in all regions, using a combination of new voice-clips and recycled ones from ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]''.
{{s|wikipedia|Sanae Kobayashi}} voices the Ice Climbers once again in all regions, using a combination of new voice-clips and recycled ones from ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]''.


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


However, if the partner is gone, the remaining climber will be drastically weakened, especially in terms of raw power and recovery. The fact that the partner has less endurance and flawed [[artificial intelligence]] compared to the leader further amplifies this issue. In addition, the Ice Climbers both have rather poor endurance, as their moderately light [[weight]] makes them susceptible to early KOs. Their poor mobility, as well as a lack of reliable projectiles, hoists a lot of problems in the [[neutral game]]. Despite having disjoints, their range is still relatively lackluster, giving them trouble approaching and fighting those that can outrange him. Finally, while covering considerable distance, their [[recovery]] is rather predictable and situational, as Belay and Squall Hammer travel rather linear distances, while their poor [[air speed]] and [[falling speed|floatiness]] make them vulnerable to edgeguarding.
However, if the partner is gone, the remaining climber will be drastically weakened, especially in terms of raw power and recovery. The fact that the partner has less endurance and flawed [[artificial intelligence]] compared to the leader further amplifies this issue. In addition, the Ice Climbers both have rather poor endurance, as their moderately light [[weight]] makes them susceptible to early KOs. Their poor mobility, as well as a lack of reliable projectiles, hoists a lot of problems in the [[neutral game]]. Despite having disjoints, their range is still relatively lackluster, giving them trouble approaching and fighting those that can outrange him. Finally, while covering considerable distance, their [[recovery]] is rather predictable and situational, as Belay and Squall Hammer travel rather linear distances, while their poor [[air speed]] and [[falling speed|floatiness]] make them vulnerable to edgeguarding.
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==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
Near the end of both ''Melee'' and ''Brawl'', the Ice Climbers were considered one of the best characters among the roster due to being known for possessing arguably the greatest damage-racking capability in both installments via [[wobbling]] in the former game and infinite [[chain grab]]bing in the latter game; in particular, the Ice Climbers can even acheive a guaranteed early KO and/or [[zero-to-death]] after using them, although both of those aforementioned tactics required great practice to pull off. Most likely owing to this, the Ice Climbers received a plethora of buffs and nerfs in the transition from ''Brawl'' to ''Ultimate'', being heavily nerfed overall, though not enough to outweigh the buffs they recieved.
Near the end of both ''Melee'' and ''Brawl'', the Ice Climbers were considered one of the best characters among the roster due to being known for possessing arguably the greatest damage-racking capability in both installments via [[wobbling]] in the former game and infinite [[chain grab]]bing in the latter game; in particular, the Ice Climbers can even acheive a guaranteed early KO and/or [[zero-to-death]] after using them, although both of those aforementioned tactics required great practice to pull off. Most likely owing to this, the Ice Climbers received a plethora of buffs and nerfs in the transition from ''Brawl'' to ''Ultimate'', being drastically nerfed overall, although not enough to outweigh their received buffs.


The Ice Climbers' KO potential and damage output have been further improved: a sizeable portion of their moveset, including [[forward smash]], [[down smash]] and [[forward aerial]], inflict more damage while retaining disproportional KO power, while other moves, such as their [[aerial attack]]s and [[up smash]], have increased knockback values as a whole. In addition, all of their throws (sans [[back throw]]) are now capable of KOing at very high precentages, giving the Ice Climbers access to newfound KO options that were previously absent from their kit; this further extends the prevalance of the Ice Climbers' most prominent key strengths in ''Ultimate'', their damage-racking capability and KO potential.  
The Ice Climbers' KO potential and damage output have been further improved: a sizeable portion of their moveset, including [[forward smash]], [[down smash]] and [[forward aerial]], inflict more damage while retaining disproportional KO power, while other moves, such as their [[aerial attack]]s and [[up smash]], have increased knockback values as a whole. In addition, all of their throws (sans [[back throw]]) are now capable of KOing at very high precentages, giving the Ice Climbers access to newfound KO options that were previously absent from their kit; this further extends the prevalance of the Ice Climbers' most prominent key strengths in ''Ultimate'', their damage-racking capability and KO potential.