Ice Climbers (SSBM): Difference between revisions
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===Pros=== | ===Pros=== | ||
*Advanced players can do massive damage | *Advanced players can do massive damage | ||
*High-damage grab combos, including ones that can | *High-damage [[grab]] combos, including ones that can kill opponents from 0% [[damage]] | ||
*Because the Ice Climbers are actually two character models, players can "desynch" the Ice Climbers, thereby allowing them to perform attacks individually. | *Because the Ice Climbers are actually two character models, players can "[[desynch]]" the Ice Climbers, thereby allowing them to perform attacks individually. | ||
*A variety of edgeguarding options | *A variety of [[edgeguarding]] options | ||
*Strong ground game | *Strong ground game | ||
*Very long | *Very long [[wavedash]] | ||
*Opponents have trouble grabbing an Ice Climber because the other Climber can interrupt the thrower | *Opponents have trouble [[grab|grabbing]] an Ice Climber because the other Climber can interrupt the thrower | ||
===Cons=== | ===Cons=== | ||
*Slow | *Slow [[dash]]; reliant on [[wavedashing]] for speed | ||
*Nana can be killed at low %s when ICs are seperated | *Nana can be killed at low %s when ICs are seperated | ||
*Nana can be unresponsive at times | *Nana can be unresponsive at times | ||
*Popo loses many of his advantages when Nana dies, such as his ability to combo and kill as effectively | *Popo loses many of his advantages when Nana dies, such as his ability to [[combo]] and kill as effectively | ||
*Ice Climbers are awkward when forced to fight in the air | *Ice Climbers are awkward when forced to fight in the air | ||
*Easily disrupted by projectiles | *Easily disrupted by [[projectile|projectiles]] | ||
*Single Ice Climbers are floaty and vulnerable to air combos and juggling | *Single Ice Climbers are floaty and vulnerable to air [[combo|combos]] and [[juggling]] | ||
*Low ranged | *Low ranged | ||
==Special Techniques== | |||
===Desynching=== | |||
:''Main Article: [[Desynching]]'' | |||
'''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. | |||
[[Category:Characters]] | [[Category:Characters]] | ||
[[Category:Characters (SSBM)]] | [[Category:Characters (SSBM)]] |
Revision as of 22:23, November 27, 2006
Template:Character Ice Climbers are characters in SSBM.
Pros & Cons
Pros
- Advanced players can do massive damage
- High-damage grab combos, including ones that can kill opponents from 0% damage
- Because the Ice Climbers are actually two character models, players can "desynch" the Ice Climbers, thereby allowing them to perform attacks individually.
- A variety of edgeguarding options
- Strong ground game
- Very long wavedash
- Opponents have trouble grabbing an Ice Climber because the other Climber can interrupt the thrower
Cons
- Slow dash; reliant on wavedashing for speed
- Nana can be killed at low %s when ICs are seperated
- Nana can be unresponsive at times
- Popo loses many of his advantages when Nana dies, such as his ability to combo and kill as effectively
- Ice Climbers are awkward when forced to fight in the air
- Easily disrupted by projectiles
- Single Ice Climbers are floaty and vulnerable to air combos and juggling
- Low ranged
Special Techniques
Desynching
- Main Article: Desynching
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.