Ice Climbers (SSBB): Difference between revisions

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==Attributes==
==Attributes==
The Ice Climbers are [[weight|lightweight]] characters that have the unique property of being a "two in one" character, wherein the game considers each Climber to be a unique character in its own right.  The follower is always slightly weaker than the leader, but only the follower can meteor smash with his/her forward aerial. The Ice Climbers are able to grab two different items and are even able to grab two separate characters.  In addition, their unique property also makes them much harder to grab (when one Ice Climber gets grabbed, the partner can simply counterattack, making them immune to chain-grabs), and conversely allows them to have a superior grab game entirely unique to them (see "chain-grabbing and dysynching" below).  However, they can easily be separated by strong enough attacks.  In these scenarios, it is advisable to stick to and protect the partner, even if it puts the player in additional danger.  Should the CPU Climber get KOed during the stock, the remaining Climber will have drastically reduced damage output, KO ability, and recovery, with [[Belay]] becoming practically useless and [[Squall Hammer]] loses a good deal of distance (whereas with both Climbers they are excellent recovery moves).  
The Ice Climbers are [[weight|lightweight]] characters that have the unique property of being a "two in one" character, wherein the game considers each Climber to be a unique character in its own right.  The follower is always slightly weaker than the leader, but only the follower can meteor smash with his/her forward aerial. The Ice Climbers are able to grab two different items and are even able to grab two separate characters.  In addition, their unique property also makes them much harder to grab (when one Ice Climber gets grabbed, the partner can simply counterattack, making them immune to chain-grabs), and conversely allows them to have a superior grab game entirely unique to them (see "chain-grabbing and desynching" below).  However, they can easily be separated by strong enough attacks.  In these scenarios, it is advisable to stick to and protect the partner, even if it puts the player in additional danger.  Should the CPU Climber get KOed during the stock, the remaining Climber will have drastically reduced damage output, KO ability, and recovery, with [[Belay]] becoming practically useless and [[Squall Hammer]] loses a good deal of distance (whereas with both Climbers they are excellent recovery moves).  


The Ice Climbers are great at dealing damage when together, have decent attack speed, and possess a few interesting attacks in their arsenal.  Their standard special move, [[Ice Shot]], is a projectile fired by each Ice Climber which slides along the ground, making it impossible to avoid by crouching/crawling.  [[Blizzard]], the down special, can freeze opponents and even cover both sides if the partner is present, or alternatively can be made to cover one side if performed while jumping with the partner, giving the attack more power.  [[Squall Hammer]] is a pretty decent [[approach attack]] with good priority, damage, and speed, spinning the Icies around each other in a forward-moving hammer attack.  If a player is feeling adventurous, the Belay special is a powerful KO move should the second Climber connect with the opponent, but it is generally an ill-advised use of the move given that it separates the Climbers and puts them into a helpless animation. A creative little addition to their character, is that the Ice Climbers are not affected by the conditions of [[slippery]] surfaces such as ice, and they won't slide on it. This is due to the fact that they are wearing cleats. Oddly, their cleats do not affect their traction on normal surfaces, as it's second-lowest in the game ([[Luigi (SSBB)|Luigi]] has the lowest).
The Ice Climbers are great at dealing damage when together, have decent attack speed, and possess a few interesting attacks in their arsenal.  Their standard special move, [[Ice Shot]], is a projectile fired by each Ice Climber which slides along the ground, making it impossible to avoid by crouching/crawling.  [[Blizzard]], the down special, can freeze opponents and even cover both sides if the partner is present, or alternatively can be made to cover one side if performed while jumping with the partner, giving the attack more power.  [[Squall Hammer]] is a pretty decent [[approach attack]] with good priority, damage, and speed, spinning the Icies around each other in a forward-moving hammer attack.  If a player is feeling adventurous, the Belay special is a powerful KO move should the second Climber connect with the opponent, but it is generally an ill-advised use of the move given that it separates the Climbers and puts them into a helpless animation. A creative little addition to their character, is that the Ice Climbers are not affected by the conditions of [[slippery]] surfaces such as ice, and they won't slide on it. This is due to the fact that they are wearing cleats. Oddly, their cleats do not affect their traction on normal surfaces, as it's second-lowest in the game ([[Luigi (SSBB)|Luigi]] has the lowest).
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Many would consider the Ice Climbers to be "the King and Queen of all [[chain grab|Chain Grab]]s" due to the fact that their two-in-one property allows a variety of chain-grab options.  For example, the lead Ice Climber can grab onto one opponent and use the [[forward throw]].  In the middle of the throw animation, the player can gain control of the CPU Climber, commanding him/her into performing a forward-air spike, while once again bringing the original, player-controlled Climber in for a new grab.  Such strings create long and extremely damaging chain grabs capable of being performed at nearly any percent, on nearly any stage.  In exchange, the Ice Climbers have a poor grab range that makes starting the chain grab very tough.
Many would consider the Ice Climbers to be "the King and Queen of all [[chain grab|Chain Grab]]s" due to the fact that their two-in-one property allows a variety of chain-grab options.  For example, the lead Ice Climber can grab onto one opponent and use the [[forward throw]].  In the middle of the throw animation, the player can gain control of the CPU Climber, commanding him/her into performing a forward-air spike, while once again bringing the original, player-controlled Climber in for a new grab.  Such strings create long and extremely damaging chain grabs capable of being performed at nearly any percent, on nearly any stage.  In exchange, the Ice Climbers have a poor grab range that makes starting the chain grab very tough.


For further two-in-one hijinks, it is even possible to "desynch" the CPU partner by confusing it with erratic movement (such as [[dash-dancing]]), putting the player in control of both Climbers for as long as they are capable of maintaining it.  Once the partner is desynched, the player can have it perform any move while the main Climber is in the middle of one, providing for all sorts of possible attack strategies that can be exceedingly difficult for opponents to escape from (alternating [[Blizzard]], alternating [[Ice Shot]]).  While desynched, the partner Climber has restrained movement within an invisible box around the main Climber; should he/she be separated or removed from this box, the CPU will take over again. This invisible box makes it so that if you desync yourself from the AI so that it charges a smash attack and you start walking or running away, the AI will slide in your direction while charging the smash. A unique thing that you can do when desynced is that if you desync the AI to charge a smash attack, your belay while cancel the AI's charging sequence and teleport it into the belaying sequence.
For further two-in-one hi jinks, it is even possible to "desync" the CPU partner by confusing it with erratic movement (such as [[dash-dancing]]), putting the player in control of both Climbers for as long as they are capable of maintaining it.  Once the partner is desynced, the player can have it perform any move while the main Climber is in the middle of one, providing for all sorts of possible attack strategies that can be exceedingly difficult for opponents to escape from (alternating [[Blizzard]], alternating [[Ice Shot]]).  While desynced, the partner Climber has restrained movement within an invisible box around the main Climber; should he/she be separated or removed from this box, the CPU will take over again. This invisible box makes it so that if you desync yourself from the AI so that it charges a smash attack and you start walking or running away, the AI will slide in your direction while charging the smash. A unique thing that you can do when desynced is that if you desync the AI to charge a smash attack, your belay while cancel the AI's charging sequence and teleport it into the belaying sequence.




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*Pummel - Headbutt. 1% per hit.
*Pummel - Headbutt. 1% per hit.
*Forward Throw - Hit with hammer. If you walk slightly forward with the partner climber (see below) before using, he/she can grab the enemy again RIGHT after you use the attack, making this a [[chain grab]]. If used near the edge and combined with your partner using a short hop then Forward Air, it can kill at 50%. 8%.
*Forward Throw - Hit with hammer. If you walk slightly forward with the partner climber (see below) before using, he/she can grab the enemy again RIGHT after you use the attack, making this a [[chain grab]]. If used near the edge and combined with your partner using a short hop then Forward Air, it can kill at 50%. 8%.
*Back Throw - Spin around and hit with hammer. The player can use the other Ice Climber to turn around and regrab the enemy much in the fashion of the chain grab with the Forward Throw. This does not cause movement of the Ice Climbers like the latter chain grab as the enemy is thrown back and forth between the Ice Climbers. 6%.
*Back Throw - Spin around and hit with hammer. The player can use the other Ice Climber to turn around and re-grab the enemy much in the fashion of the chain grab with the Forward Throw. This does not cause movement of the Ice Climbers like the latter chain grab as the enemy is thrown back and forth between the Ice Climbers. 6%.
*Up Throw - Throw upwards then smash with hammer. 6%.
*Up Throw - Throw upwards then smash with hammer. 6%.
*Down Throw - Spike on ground. Is another chain grab, but you don't need both climbers to execute this one. With both climbers present the other Climber can quickly grab the enemy as they bounce off the ground which will last as long as the player can manage unlike the other chain grab with Down Throw which breaks after certain percents. 6%.
*Down Throw - Spike on ground. Is another chain grab, but you don't need both climbers to execute this one. With both climbers present the other Climber can quickly grab the enemy as they bounce off the ground which will last as long as the player can manage unlike the other chain grab with Down Throw which breaks after certain percents. 6%.