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This article is about Ice Climber's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Ice Climbers.
Ice Climbers
in Super Smash Bros. Ultimate
Ice Climbers SSBU.png
IceClimberSymbol.svg
Universe Ice Climber
Other playable appearances in Melee
in Brawl

Availability Unlockable
Final Smash Iceberg
Ice Climbers (SSBU)
Back in the battle after a ten-year absence! There are two of them, so does that make them twice as strong as other fighters?
Super Smash Blog, Super Smash Bros. Ultimate Official Site

The Ice Climbers (アイスクライマー, Ice Climber) are playable characters in Super Smash Bros. Ultimate. They were confirmed on June 12th, 2018. The Ice Climbers are classified as fighter #15.

The Ice Climbers are once again voiced by Sanae Kobayashi, with her portrayal from Brawl being repurposed for Ultimate.

How to unlock

Complete one of the following:

  • Play VS. matches, with the Ice Climbers being the 10th character to be unlocked.
  • Clear Classic Mode with Link or any character in his unlock tree, being the second character unlocked after King K. Rool.
  • Have the Ice Climbers join the player's party in World of Light.

With the exception of the third method, the Ice Climbers must then be defeated on Summit.

Changes from Super Smash Bros. Brawl

The Ice Climbers have been considerably nerfed from the transition from Brawl to Ultimate. The changes to Ultimate's mechanics hinder the Ice Climbers more than every other returning Brawl veteran, as they no longer have access to their devastating chain-grabs. To further compound this, Popo's grabs are considerably slower, Nana can no longer grab, and she is unable to act when Popo grabs an opponent or when Popo has been grabbed by an opponent (unless she is in the air). Besides the clear nerfs to their grab game, the base damage output on many of their moves has also decreased and many of their attacks connect less reliably when they are together due to reduced hitlag. Nana also no longer performs Blizzard behind Popo when used on the ground and Blizzard itself is less effective as a spacing tool due to it being almost useless when used at max range as well as it having increased ending lag. Nana is launched much easier than Popo and the AI's intelligence has been downed and will likely self-destruct, making it harder for each of them to stay together.

Despite their nerfs, the Ice Climbers have seen a few buffs. As with almost every other returning veteran, their mobility has been considerably increased and Nana is now faster than Popo, making it harder to separate them. Some of their moves, including forward smash, down smash, and forward aerial have higher KO power, and the Ice Climbers have superior combo potential due to the removal of hitstun canceling and the weakening of SDI. This is further complimented by the fact that desynching remains a very powerful tool so desyncs can be used to give the Ice Climbers highly effective combos. Some of their moves also have increased damage output (which is further complimented by the 1v1 damage multiplier).

Nevertheless, the Ice Climbers are significantly less effective than in Brawl, although to what extent is unknown, especially since they are difficult to play at a high level and it is unknown how far their desync combos can be developed and applied into competitive matches.

Aesthetics

  •   Both Ice Climbers always face the screen regardless which direction either of them turn, making both their stances mirrored.
  •   The Ice Climbers gain additional detail due to the game's graphical improvements. The duo now wear coats with detailed furry lining, and their boots and hammers are covered in powdered snow. They have slightly smaller heads, and the proportions of their facial features and bodies have also been adjusted.
  •   Like other fighters, Nana is more expressive than ever before. She cheers Popo on when he throws an opponent, and panics in place when he is grabbed or stunned. Popo will do the same if the roles are reversed. They will also have a panicked expression whenever one of the climbers are hurt normally (e.g., Popo or Nana gets hurt alone and one watches when they aren't grabbed).
  •   Either Ice Climber now hangs onto the ledge with one hand instead of two.
  •   Sidestep animation has been altered, showing them resting their hammers on their shoulder while looking back.
  •   The Ice Climbers have a new idle pose of them turning to look behind themselves. It replaces the animation of them dropping their hammers then lifting them back up.
  •   The Ice Climbers only jump once when using up taunt as opposed to three times.
  •   Their victory theme has been shortened to only contain the second half.

Attributes

  •   Like all characters, both of the Ice Climbers' jumpsquat animations now take three frames to complete (down from 4).
  •   The Ice Climbers walk faster (0.96 → 1.008 (Popo), 1.1088 (Nana)).
  •   The Ice Climbers dash faster (1.388 → 1.53 (Popo), 1.683 (Nana)). Their initial dash is also faster (1.4 → 1.68).
  •   The Ice Climbers' air speed is faster (0.7708 → 0.83 (Popo), 0.8715 (Nana)).
  •   The Ice Climbers' falling speed is faster (1.2 → 1.3).
  •   The partner climber has higher air acceleration (0.09 → 0.0945).
  •   The partner climber is now faster than the leader. This helps them keep up if the two are separated.
    •   This however makes desyncing slightly more difficult.
  •   The removal of chain grabbing harshly reduces the Ice Climbers' damage racking and KO abilities.
  •   The partner's AI is worse as the partner has more difficulty recovering and making it back to the leader which can lead into the partner self destructing.
  •   The duration enemies are frozen from the Ice Climbers' ice attacks are much longer, allowing for easier unavoidable followups at high percentages. At very high percentages, it can even freeze them long enough to be unable to recover from near the ledge.
  •   Ice Climbers arguably benefit the most from the reintroduction of wavedashing because of their very low traction, significantly increasing their approach and mobility, as well as giving them more mixups with grabbing and attacking opponents.

Ground attacks

  • Neutral attack:
    •   Neutral attack can now lock opponents.
    •   Neutral attack does less damage (11% → 9.6%).
    •   Second hit of neutral attack has more ending lag (frame 20 → 30) and both hits have a shorter duration (frames 4-7 (hit 1), 4-6 (hit 2) → 4-5 (both)).
  • Forward tilt:
    •   The partner's forward tilt deals less damage (7% → 6.75%).
    •   Forward tilt has a shorter duration (frames 9-12 → 9-10).
  • Up tilt:
    •   The final hit of up tilt has a longer duration (frame 23 → 24-27) and has more combo potential due to the removal of hitstun canceling.
    •   Up tilt deals less damage (17% → 15.4%) and the final hit has more startup lag (frame 23 → 24).
  • Down tilt:
    •   Down tilt deals higher knockback improving its edgeguarding pontential.
    •   The partner's down tilt now deals consistent damage (4%/5% → 4.5%) making it deal more damage at close range but makes it deal less damage at the tip of the hammer.
    •   Down tilt has more ending lag (frame 27 → 31) and connects less reliably at higher percents when both climbers are present.
  • Dash attack:
    •   Dash attack deals more damage (10% → 10.5%) and has a longer duration (frames 11-12 → 11-14).
    •   Dash attack causes less hitlag making it connect far less reliably at higher percents when both climbers are present.
  • Forward smash:
    •   Forward smash has less startup lag and a longer duration (frames 12-13 → 11-13). It also has less ending lag (frame 49 → 47) and deals much more knockback.
    •   Forward smash has less range and no longer has a sweetspot which deals more damage (23% → 21%).
  • Up smash
    •   Up smash has less startup lag (frame 13 → 12).
    •   Up smash no longer has sweetspots and it has more ending lag (frame 48 → 50).
  • Down smash:
    •   Down smash is now a sweep that hits one side. The partner will use the same attack facing the other way.
    •   Down smash covers more horizontal ground when together. It also has less ending lag (frame 44 → 41) and has more KO potential.
    •   Down smash only hits on one side when solo. It is also drastically harder to connect with both climbers and even if it does, its maximum damage output is much lower (41% → 22.7%).

Aerial attacks

  •   All aerials have less landing lag (15 frames → 7 (neutral/back), 20 frames → 10 (forward), 30 frames → 14 (up), 42 frames → 20 (down).
  •   The Ice Climbers can no longer use two back or up aerials in a short hop.
  • Neutral aerial
    •   Neutral aerial connects less reliably when both climbers are present especially at higher percents.
  • Forward aerial:
    •   The partner's sourspot forward aerial deals more damage (7% → 9%) improving its KO potential when both climbers are present. The removal of meteor canceling also improves the sweetspot's reliability.
  • Back aerial:
    •   Back aerial deals less damage (19% → 17.5%) and connects less reliably when both climbers are present especially at higher percents.
  • Up aerial:
    •   The Ice Climbers have a new up aerial: an upwards hammer swing in a horizontal arc. Compared to the old up aerial, it provides much more horizontal range and hits in front of them, covering them more efficiently than before.
    •   New up aerial deals less damage (17% → 15.75%), has more startup lag, a shorter duration (frames 6-23 → 7-11) and more ending lag (frame 30 → 36) compared to the previous one. It also has less vertical range making it much harder to connect against grounded opponents.
  • Down aerial:
    •   Down aerial deals more damage (13% (clean), 8% (late) → 14%/11%).
    •   The Ice Climbers now bounce up before performing down aerial similar to Sheik's down aerial.
    •   Down aerial has more startup lag and a shorter duration (frames 9-51 → 12-51) and the sweetspot is harder to land.

Throws/other attacks

  •   Grabs have more startup (frame 6 → 8 (standing), frame 8 → 10 (dash/pivot)) and ending lag (frame 30 → 40 (standing), frame 40 → 48 (dash), frame 40 → 41 (pivot)).
  •   Nana cannot act while Popo is held by an opponent's grab, and enters a panicking animation instead.
  •   Nana is unable to grab at all, and will taunt during Popo's throw. These changes prevent chain grabs and locks the Ice Climbers were infamous for in previous titles.
    • If Nana is still in midair in the above situations, she can act, but it is unknown to what extent.
  •   Up throw does more damage (6% → 8%).
  •   Down throw now has Popo grab the opponent with both hands, lift them up in the air, and slam them on the ground.
    •   The changes to hitstun canceling improve down throw's combo potential beyond lower percents.
    •   The removal of chain grabbing hinders down throw's damage racking potential at lower percents even with a solo climber.

Special Moves

  • Ice Shot:
    •   Ice shot deals more damage (6% → 14% (close), 4% → 7% (far)) and has less ending lag (frame 60 → 56).
    •   Ice shot makes a different sound effect.
    •   Ice Shot has more startup lag (frame 17 → 18) and now damages the Ice Climbers when it's reflected back by a normal attack.
  • Squall Hammer:
    •   Squall Hammer now ends with a strong hit that deals high upward knockback after the initial spin if Popo and Nana perform the move in sync. Performing the move solo ends with a weaker hit that deals mild diagonal damage and knockback. The move also has less startup (frame 12 → 10) and ending lag (frame 90 → 78).
    •   Desynced Squall Hammer can be used to trap opponents between both Ice Climbers.
    •   Squall Hammer now makes a twinkling sound effect when used.
    •   Squall Hammer grants much less vertical distance with mashing.
    •   Squall Hammer doesn't auto grab the ledge anymore.
  • Belay:
    •   Belay covers slightly more distance with a solo climber and the solo climber has more control while using it.
    •   When both climbers are present, the solo climber covers more vertical distance but less horizontal.
    •   Belay now has unique sound effects once used rather than their regular jump sound, presumably taken from their original game Ice Climber.
    •   The partner's hitbox on Belay can be out prioritized. If it is, then the leader will rise no higher than when he does this move solo.
    •   Belay has a smaller hitbox making it harder to land against grounded opponents.
  • Blizzard:
    •   Both Ice Climbers aim Blizzard forwards on the ground, similarly to their aerial version in previous games. This increases its damage output when used on the ground, but means that Blizzard can no longer hit opponents behind them hindering its spacing potential.
    •   Blizzard freezes opponents for a longer period of time.
    •   Blizzard's maximum damage output is lower (33% → 31.5%) and it has more ending lag (frame 80 → 85). It also no longer causes hitstun or freezes opponent when used at far range removing its ability to lock and hindering its spacing potential.
  • Iceberg:
    •   Iceberg now spins and features a teetering Polar Bear that launches opponents with greater knockback. During the move, a Condor will circle around the top of the screen, which the lead Ice Climber can grab onto, and it will also deal damage to opponents that touch it.
    •   When paired, the Ice Climbers no longer make a "clapping" sound upon activating Iceberg.
    •   Iceberg lasts a shorter duration. This makes it less threatening to opponents, but also makes it less likely to lose Nana.
    •   Iceberg can now be moved across the stage.

Update History

  1.2.0 Ice Climbers have been affected in the 1.2.0 update.

Classic Mode: Duos for Days

The Ice Climbers fight two characters from a given universe in each stage.

Round Opponent Stage Music
1 Link and Zelda Great Plateau Tower Main Theme - The Legend of Zelda: Breath of the Wild
2 Ryu and Ken Suzaku Castle Ryu Stage
3 Villager and Isabelle Smashville Title Theme - Animal Crossing: Wild World (Brawl)
4 Donkey Kong and Diddy Kong Jungle Japes Jungle Level (Melee)
5 Palutena and Pit Palutena's Temple Title Theme - Kid Icarus
6 Mario and Peach Princess Peach's Castle Main Theme - New Super Mario Bros.
Bonus Stage
Final Master Hand and Crazy Hand Final Destination Master Hand / Crazy Hand

Role in World of Light

Although the Ice Climbers do not appear in the World of Light opening cutscene, they were vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light.

The Ice Climbers are unlocked in the southern portion of the snowy mountain area. Unlocking them eliminates the ice paths so they can be traversed in both directions as well as opening a path to the hidden forest.

Alternate costumes

Nana becomes the leading, player-controlled character when using the 5th, 6th, 7th, and 8th costumes shown below. The stock icons and character select portraits change to reflect this.

 
               

Gallery

Character Showcase Video

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Trivia

  • One of the Ice Climber's preview pictures show them using Blizzard against a Metroid, referencing the species' weakness to cold in the Metroid series.
  • The Ice Climbers, R.O.B., and Cloud are the only fighters that cannot receive a series bonus since they don't have any primary spirits from their own series.