Project M

Ice Climbers (PM): Difference between revisions

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The '''Ice Climbers''' are a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. They have been modified to focus more on [[desynching]] and standard combat rather than on their [[grab]] infinites from ''Brawl'' and ''Melee''. They have both been made slightly more competent at fighting on their own, without the aid of their partner.  
The '''Ice Climbers''' are a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. They have been modified to focus more on [[desynching]] and standard combat rather than on their [[grab]] infinites from ''Brawl'' and ''Melee''. They have both been made slightly more competent at fighting on their own, without the aid of their partner.  
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==Overview==
The Parka Twins return to the fray with a dizzying array of coordinated grabs and tricks to pummel the competition into submission. The Ice Climbers are a vaunted competitive threat from both Melee and Brawl, and much care has been put into staying true to their roots as the most devastating grapplers in smash. Always better together, these Climbers are ready to put the rest of the cast on ice!
==Desynchronization==
Classic desynchs return with a vengeance. Desynching is the process of acting with each climber individually to cover each other’s weaknesses or overwhelm the competition. In Project M, the Climbers are capable of performing important desynch techniques from both Melee and Brawl. Spotdodge, roll, and grab desynchs return alongside Brawl pivot, dash dance desynchs and more! There are more options than ever to unleash a de-synchronized assault.
==Tag-Teamwork==
One of the defining strengths of the Ice Climbers has always been what happens when they land a grab. While Melee had the Wobbling infinite, Brawl had hand-off chain-grabs from anywhere on the stage. In the interest of balance, both of these have been removed. Despite that, the Ice Climbers retain the most damaging grab game around - with many classic melee chain-grabs making a return. It might not be a stock per grab, but the Climbers aren’t letting anyone off lightly.
==Love, Care, and Friendship==
The rest of their moveset hasn’t been neglected either. Each attack has been reviewed and improved. Care has also been given to keeping Nana close - the Ice Climbers’ biggest asset and vulnerability. They retain Brawl’s Belay mechanics, allowing them to return safely to the stage together. And Nana isn’t helpless on her own anymore either - without Popo she’s capable of recovering by herself, a first for the duo.


==Attributes==
==Attributes==

Revision as of 16:08, March 7, 2015

Stub.png
Ice Climbers
in Project M and Project+
Ice Climbers SSBB.jpg
IceClimberSymbol.svg
Universe Ice Climber
Base game appearance Brawl
Moveset inspiration Ice Climbers (SSBM), Ice Climbers (SSBB)
Alternate costume Polar Bear Climbers
Ice Climbers (SSBB)
Popo and Nana's Polar Bear Costumes in Project M 3.5

The Ice Climbers are a playable character in the Brawl mod Project M. They have been modified to focus more on desynching and standard combat rather than on their grab infinites from Brawl and Melee. They have both been made slightly more competent at fighting on their own, without the aid of their partner.

Overview

The Parka Twins return to the fray with a dizzying array of coordinated grabs and tricks to pummel the competition into submission. The Ice Climbers are a vaunted competitive threat from both Melee and Brawl, and much care has been put into staying true to their roots as the most devastating grapplers in smash. Always better together, these Climbers are ready to put the rest of the cast on ice!

Desynchronization

Classic desynchs return with a vengeance. Desynching is the process of acting with each climber individually to cover each other’s weaknesses or overwhelm the competition. In Project M, the Climbers are capable of performing important desynch techniques from both Melee and Brawl. Spotdodge, roll, and grab desynchs return alongside Brawl pivot, dash dance desynchs and more! There are more options than ever to unleash a de-synchronized assault.

Tag-Teamwork

One of the defining strengths of the Ice Climbers has always been what happens when they land a grab. While Melee had the Wobbling infinite, Brawl had hand-off chain-grabs from anywhere on the stage. In the interest of balance, both of these have been removed. Despite that, the Ice Climbers retain the most damaging grab game around - with many classic melee chain-grabs making a return. It might not be a stock per grab, but the Climbers aren’t letting anyone off lightly.

Love, Care, and Friendship

The rest of their moveset hasn’t been neglected either. Each attack has been reviewed and improved. Care has also been given to keeping Nana close - the Ice Climbers’ biggest asset and vulnerability. They retain Brawl’s Belay mechanics, allowing them to return safely to the stage together. And Nana isn’t helpless on her own anymore either - without Popo she’s capable of recovering by herself, a first for the duo.

Attributes

Changes from Melee to PM

  • Buff Retain a nerfed version of Brawl's desynching.
  • Buff Up tilt links better and hits faster.
  • Buff The AI-controlled partner is much more efficient at recovering when alone, allowing them to live longer horizontally.
  • Buff Retain the mechanic from Brawl where both Climbers can grab the ledge at once.
  • Buff Blizzard deals slightly more damage.
  • Nerf Can no longer wobble, nor use Brawl chaingrabs.
  • Nerf Freeze glitch has been removed.
  • Nerf Ice-based attacks no longer freeze opponents.
  • Change By holding a shield button at the start of a match, one can play as a solo Ice Climber.

Revisions

3.0

  • Change All throws (up, down, forward, and back) release points adjusted to be closer to Melee.
  • Nerf Forward throw hitlag increased.
  • Nerf Up throw hitlag increased.

3.5

  • Buff Shield size increased from 7.5 to 8.5.
  • Change Nana now spot dodges on the same frame Popo does.

Moveset

Up to date as of version 3.0.

Name Damage Description
Neutral attack Pound, Upswing 2%, 4% Each Climber does a swing to the side, and then a swing upwards.
Forward tilt Hammer Swing 8% Each Climber does a side swing with long reach.
Up tilt Hammer Spin 1% Each Spin Each Climber spins their hammer around numerous times. A good finisher when both Ice Climbers are present.
Down tilt Stoop Hammer 5% Each Climber sweeps the front of them with their hammer.
Dash attack Scoop 9% Each Climber sweeps upwards with their hammer, hitting their opponents upward.
Forward smash Hammer Smash 14% Each Climber does a powerful head swing to the ground. Good finisher.
Up smash Icicle Crasher 11% Each Climber does an overhead swing with their hammer.
Down smash Hammer Sweep 12% Each Climber fully sweeps the ground around them with their hammer.
Neutral aerial Icy Whirlwind 8% Each Climber spins around their hammer, hitting anyone near.
Forward aerial Ice Breaker 11% Each Climber warms up a swing, and then meteor smash their opponents. An excellent finisher, especially with both Climbers present.
Back aerial Reverse Swing 12% Each Climber does a hammer backswing.
Up aerial Hammer Reach 9% Each Climber thrusts their hammer upwards.
Down aerial Hammer Ride 9% Each Climber hops onto their hammer and descend downwards to hit their opponent.
Grab Grab Grabs the opponent.
Pummel Cold Headbutt 2% The grabbing Climber hits the opponent with a headbutt. The other Climber uses their Neutral A attack, which helps add damage.
Forward throw Hockey Slapshot 11% The grabbing Climber side swings their opponent with great force.
Back throw Snow Mt. Throw 7% The opponent is thrown backwards, while the other Climber faces backwards.
Up throw Icicle Toss 11% The grabbing Climber throws their opponent upwards, hitting them with an overhead swing. The other climber attempts their Up-Tilt.
Down throw Avalanche Crusher 6% The opponent is hurled into the ground. The other Climber can then begin a Blizzard Combo.
Floor attack (front) Spinning Hammer 6% The Climbers spin their hammer around the ground in front of them.
Floor attack (back) Ice Crack 6% The Climbers hit the ground around them with their hammers.
Floor attack (trip) Clean Sweep 5% The Climbers spin around, sweeping with their hammers.
Edge attack (fast) Hammer Stomp 8% The Climbers stomp the ground forcefully with their hammers.
Edge attack (slow) Slow Swipe 10% The Climbers swipes at the ground with their hammers.
Neutral special Ice Shot 4% - 2% An icicle comes from a small portal, then hit by the Ice Climber. The icicle melts and loses power over time. The icicle can travel farther than Final Destination.
Side special Squall Hammer 2% Each Hit, for a total of 16% per climber. The climbers spin around, hitting opponents with their hammers. It can help regain some horizontal movement in the air, but causes helplessness afterwards.
Up special Belay 16% If a climber hits someone The leading Ice Climber throws the following Climber with a rope. The following Ice Climber then pulls the leader upwards. If there is a nearby edge, the following Climber will target it, leading to a safe recovery for both Climbers. If there is only one Climber, the Climber will get a small hop, then fall into helplessness.
Down special Blizzard 1% Each Hit, for a total of 18% per climber Each Climber blows icy wind , damaging their opponent. No longer freezes the opponent into an ice block.
Final Smash Iceberg 2% Each Hit, 1% when frozen The Ice Climbers summon a huge Iceberg into the middle of the field. Touching the iceberg results in freeze damage, and possibly becoming frozen. Being frozen when pushed off the edge can lead to a fatal death, as the frozen player falls with full speed. Lasts for about 11 seconds.

In competitive play

Notable players

-Discovered and popularized the footstool chaingrab.

Alternate costumes

The Ice Climbers received a costume based on the Polar Bear.

Ice Climbers' alternate costumes in PM

External links