Ice Climbers (SSBM): Difference between revisions

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:''Nana redirects here. For the CPU Mode, see [[NANA (CPU Mode)]].''
'''Ice Climbers''' (アイスクライマー, ''Aisu Kuraimā'', simply '''Ice Climber''' in Japan) are characters in SSBM.
'''Ice Climbers''' (アイスクライマー, ''Aisu Kuraimā'', simply '''Ice Climber''' in Japan) are characters in SSBM.



Revision as of 02:23, July 1, 2007

Template:Character

Nana redirects here. For the CPU Mode, see NANA (CPU Mode).

Ice Climbers (アイスクライマー, Aisu Kuraimā, simply Ice Climber in Japan) 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
  • Immune to low traction surfaces, such as ice
  • Can do an infinite grab known as Wobbling (generally tournament legal).
  • Can perform the freeze glitch (not tournament legal).
  • Have some of the best chain throws in the game.
  • Are unaffected by traction-changing landscapes

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
  • Have poor traction

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.