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==Attributes== | ==Attributes== | ||
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 a | 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 a small bodies, above average [[jump]]s, below 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 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, 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 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 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 | 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. | ||
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, 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. | 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, 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]] | 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 KO's 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 when autocanceled. | ||
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. 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 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 KO's. | 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. 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 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 KO's. | ||
An important part of playing Ice Climbers is learning how to consistently perform a tech called [[ | 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 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 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 | 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 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 it's 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. It's 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 {{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 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 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. | 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 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 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 | 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]]''== |
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