257
edits
mNo edit summary Tag: Mobile edit |
|||
Line 17: | Line 17: | ||
The Ice Climbers are ranked 56th out of 82 on the ''Ultimate'' [[tier list]], placing them at the end of B- tier. This is an extreme drop from their previous placement in ''Brawl'', ranking 2nd out of 38, and is by far their worst placement in the series to date. The Ice Climbers are known for having some of the greatest damage output across the cast, which is supplemented by their quick frame-data and excellent KO potential. Their relatively small size and low [[crouch]] also makes him rather hard to hit; their crouch especially allows them to avoid most grabs and some attacks. Even then, their hammers are [[disjointed hitbox]]es, giving them good range for their size. Their grab game still remains among the best across the cast; [[forward throw]] and [[back throw]] can leave the opponent in very unfavorable positions, while [[up throw]] and [[down throw]] can start combos at lower precents and KO at very high precents. Finally, their [[special move]]set boasts flexible versatility: [[Squall Hammer]] and [[Blizzard]] can both start/extend combos, [[Ice Shot]] is a decent zoning tool, and [[Belay]] is an excellent [[recovery]] for both climbers. | The Ice Climbers are ranked 56th out of 82 on the ''Ultimate'' [[tier list]], placing them at the end of B- tier. This is an extreme drop from their previous placement in ''Brawl'', ranking 2nd out of 38, and is by far their worst placement in the series to date. The Ice Climbers are known for having some of the greatest damage output across the cast, which is supplemented by their quick frame-data and excellent KO potential. Their relatively small size and low [[crouch]] also makes him rather hard to hit; their crouch especially allows them to avoid most grabs and some attacks. Even then, their hammers are [[disjointed hitbox]]es, giving them good range for their size. Their grab game still remains among the best across the cast; [[forward throw]] and [[back throw]] can leave the opponent in very unfavorable positions, while [[up throw]] and [[down throw]] can start combos at lower precents and KO at very high precents. Finally, their [[special move]]set boasts flexible versatility: [[Squall Hammer]] and [[Blizzard]] can both start/extend combos, [[Ice Shot]] is a decent zoning tool, and [[Belay]] is an excellent [[recovery]] for both climbers. | ||
However, if the partner is gone, the remaining climber will be drastically weakened, especially in terms of raw power and recovery. The fact that the partner has less endurance and flawed [[artificial intelligence]] compared to the leader further amplifies this issue. In addition, the Ice Climbers both have rather poor endurance, as their moderately light [[weight]] makes them susceptible to early KOs. Their poor mobility, as well as a lack of reliable projectiles, hoists a lot of problems in the [[neutral game]]. Despite having disjoints, their range is still relatively lackluster, giving them trouble approaching and fighting those that can outrange | However, if the partner is gone, the remaining climber will be drastically weakened, especially in terms of raw power and recovery. The fact that the partner has less endurance and flawed [[artificial intelligence]] compared to the leader further amplifies this issue. In addition, the Ice Climbers both have rather poor endurance, as their moderately light [[weight]] makes them susceptible to early KOs. Their poor mobility, as well as a lack of reliable projectiles, hoists a lot of problems in the [[neutral game]]. Despite having disjoints, their range is still relatively lackluster, giving them trouble approaching and fighting those that can outrange them. Finally, while covering considerable distance, their [[recovery]] is rather predictable and situational, as Belay and Squall Hammer travel rather linear distances, while their poor [[air speed]] and [[falling speed|floatiness]] make them vulnerable to edgeguarding. | ||
Overall, while not as dominating as before, the duo still retain the tools to beat out every matchup once their [[desynching|desynced]] combos and [[zero-to-death]]s have been fully mastered. As such, they still maintain excellent success in competitive play due to the efforts of players such as {{Sm|Harasen}}, {{Sm|Futari no Kiwami Ah~!}} and especially {{Sm|Big D}}. | Overall, while not as dominating as before, the duo still retain the tools to beat out every matchup once their [[desynching|desynced]] combos and [[zero-to-death]]s have been fully mastered. As such, they still maintain excellent success in competitive play due to the efforts of players such as {{Sm|Harasen}}, {{Sm|Futari no Kiwami Ah~!}} and especially {{Sm|Big D}}. |
edits