Ice Climbers (SSBM): Difference between revisions
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*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 [[projectile|projectiles]] | *Easily disrupted by [[projectile|projectiles]] | ||
*Single Ice Climbers are floaty and vulnerable to air [[combo|combos]] and [[juggling]] | *Single Ice Climbers are [[floaty]] and vulnerable to air [[combo|combos]] and [[juggling]] | ||
*Low ranged | *Low ranged | ||
Revision as of 12:40, November 29, 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.