Ice Climbers (SSBU)
Ice Climbers in Super Smash Bros. Ultimate | |
---|---|
Universe | Ice Climber |
Other playable appearances | in Melee in Brawl |
Availability | Unlockable |
Final Smash | Iceberg |
The Ice Climbers (アイスクライマー, Ice Climber) are playable fighters in Super Smash Bros. Ultimate. They were confirmed on June 12th, 2018. Although they are a team, the Ice Climbers are collectively classified as Fighter #15.
The Ice Climbers are once again voiced by Sanae Kobayashi, with her portrayals from Super Smash Bros. Melee and Super Smash Bros. Brawl being repurposed for Ultimate.
How to unlock
Complete one of the following:
- Play VS. matches, with the Ice Climbers being the 10th characters to be unlocked.
- Clear Classic Mode with Link or any character in his unlock tree, being the 2nd characters 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.
Attributes
The Ice Climbers are a pair of middleweights (weighing the same as Lucario, Wolf, Villager, Mythra, and Steve) that are the archetypical tag team characters, though each Climber is a unique character in their own right. The partner (Nana, by default) has higher mobility attributes (walking, dashing, air and fall speeds, gravity, and air acceleration), but at the same time takes more damage and knockback than the leader (Popo, by default). Another unique trait that the partner possesses is their forward aerial's ability to meteor smash. Due to technically being two characters, the Ice Climbers are able to grab two different items. Unlike in previous installments, they are no longer hard to grab and throw unless the partner is the one being grabbed (when the leader is grabbed, the partner will panic). When separated, AI takes control of the partner, and guides them back to the leader. In this scenario, it is advisable to stick to and protect the partner. Should the CPU Climber get KO'd during the stock, the remaining Climber will have drastically reduced damage output, KO ability, and recovery, with Belay becoming practically useless and Squall Hammer losing 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 neutral 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, though it can damage the Climbers themselves if the blocks are attacked. Blizzard, their down special move, can freeze opponents and has both Ice Climbers attacking one side whether on the ground or in midair. Squall Hammer is a decent approach attack with good damage and speed, spinning the Ice Climbers around each other in a forward-moving hammer attack. By mashing the button, they can gain a little height, making it a potential recovery option (albeit not an effective one). Belay, the up special, is a powerful KO move (though not as powerful as in Brawl) should the second Climber connect with the opponent, but it is generally a risky use of the move given that it separates the Climbers and puts them into a helpless animation. It is much more suited for recovery, as well as for saving the separated partner from falling offstage. Although minor, the Ice Climbers nevertheless have a unique fighter ability: their traction is not affected by the conditions of slippery surfaces such as ice, whereas they will slide somewhat on non-slippery surfaces.
One of the Ice Climbers' greatest weakness is their dependability on each other. While having decent damage output and KO potential, it becomes horribly diminished if the partner is KO'd, and the fact that the partner takes more damage and knockback further compounds this problem. When separated, while the AI guides the partner back to the leader, the partner is unable to act and defend themself from any other threats. Because of this, it is important for the leader to hurry back to the partner, though this can potentially lead the leader into dangerous situations as well.
Their main recovery method, Belay, is incredibly situational. If the partner is unable to reach the ledge, than it can put the leader at a disadvantage even if they make it back to the stage. Since the partner flings the leader much higher, it is possible to overshoot the ledge, leaving the leader unable to defend themselves while descending helplessly onstage.
Changes from Super Smash Bros. Brawl
Previously, the Ice Climbers were known for having some of the most infamously powerful damage racking capabilities thanks to wobbling in Melee and infinite chain grabs in Brawl, and additionally achieve a KO from them. Possibly as a result of this, in the transition from Brawl to Ultimate, the Ice Climbers were drastically nerfed. Their grab game was significantly impacted the most; the partner climber can no longer grab or act when the leader is grabbed or throwing someone (except when in the air), the leader's grabs have noticeably more startup and ending lag, and their infamous chain grabs were completely removed.
Outside of this, the Ice Climbers have received a mixed bag. On the nerf side, the base damage output on many of their moves has decreased and many of their attacks connect less reliably when they are together due to reduced hitlag. The partner climber also no longer performs Blizzard behind the leader 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 has increased ending lag. The partner climber is also launched much easier than the leader due to taking increased damage and knockback from attacks, and the AI's intelligence has been reduced leading to more likely self-destructs, making it harder for each of them to stay together. Finally, due to changes in Belay's hitboxes, the move can gain significantly less height if the hitbox is out prioritized, and its overall size is smaller, making it harder to connect against grounded opponents.
However, in terms of buffs, as with almost every other returning veteran, their mobility has been considerably increased and the partner climber is now faster than the leader, making it harder to separate them. Some of their moves, including forward smash, down smash, and forward aerial have higher damage and 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 complemented by the fact that desynching remains a very powerful tool that gives the Ice Climbers highly effective combos. Thanks to improved freezing properties, the Ice Climbers can freeze opponents easier and longer, which can lead to high damage, KOs while edgeguarding, shield pressure, and follow-ups if performed correctly.
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 be applied into competitive matches. Even with the game mechanics giving them multiple benefits, the changes have either weakened or entirely removed the tools that have made the Ice Climbers prominent. Despite this, players such as Big D, Daiki, and ???? have achieved respectable tournament results while using them.
Aesthetics
- Due to Ultimate's graphical improvements, the Ice Climbers gain a sleeker design with more subtle detailing in their hair and parkas, and their overall color scheme is significantly more vibrant and subdued. The duo wear coats with detailed furry lining, similar to Melee. The duo have slightly smaller more proportionate heads, more faint blushes on their cheeks, and slightly thinner eyes on top of losing the purple hue in their eyes. Their boots and hammers also appear to be covered in light powdered snow.
- Both Ice Climbers face the foreground at an angle, instead of facing directly forward. In addition, they always face the screen regardless of which direction either of them turn, making all of their animations mirrored while altering some.
- The Ice Climbers have a new idle pose of them turning to look behind themselves. It replaces the animation of them dropping their hammers and then lifting them back up.
- Like other fighters, the Ice Climbers are more expressive than before: they appear excited when using their specials and forward smash, scowl when shielding and charging their up and down smash, and the partner climber will also panic when the leader is grabbed.
- Nana has received new voice-clips for a few of her moveset, such as her smash attacks.
- The Ice Climbers' spot dodging, air dodging and ledge-hanging animations have changed.
- When air dodging, the Ice Climbers look towards the camera for longer.
- When hanging onto a ledge, the Ice Climbers grab the ledge with their free hand instead of with both hands.
- The Ice Climbers' on-screen appearance has them give each other an enthusiastic high-five, which was waist-height in Brawl. The animation also no longer differs depending on the starting position based on the player's controller port.
- The Ice Climbers only jump once when using up taunt, as opposed to three times.
- At the end of a solo-match, only the leading Ice Climber will be shown inside the losing pane on the results screen. Both Ice Climbers are still shown if the match ends in a No Contest.
- The Ice Climbers' victory pose where they alternate left and right now has them circling their heads around .
- Their victory theme has been shortened to only contain the second half.
- The Ice Climbers' crowd cheer is "I scream, you scream, Ice Climbers!"
- Nana's crowd cheer is no longer the back-sound of the menu if she is currently the leader.
- The Ice Climbers' knockback-based voice-clips will no longer play if Nana is the leader.
- The Ice Climbers has been updated with universal features introduced in Smash 4.
- The Ice Climbers has a Boxing Ring title, a Palutena's Guidance conversation, and two additional alternate costumes.
- Their black costume has slightly been modified: Nana's parka is now brown instead of black. Additionally, their costumes have been re-ordered; the Nana-leading costumes now occupy the second half of their costumes instead of the even-numbered costumes and they also show her in front while Popo is in the back, which is how their costumes were ordered in Melee
- The Ice Climbers' voice-clip numbers in Sound Test are numbered individually (i.e. "Popo: Voice [number]"/"Nana: Voice [number]"), similar to other team-based fighters as well as the Mii Fighters, Assist Trophies, Poké Ball Pokémon and bosses.
- The Ice Climbers has a Boxing Ring title, a Palutena's Guidance conversation, and two additional alternate costumes.
- The sound effects of the partner are quieter. This is best heard when they are either Star or Screen KO'd.
Attributes
- Like all characters, both of the Ice Climbers' jumpsquat animations take 3 frames to complete (down from 4).
- The partner climber is generally faster than the leader. This helps them keep up if the two are separated.
- If either Ice Climber lands a hit, the other one takes a small amount of hitlag, regardless of whether their attack connects or not.
- This makes desynching slightly more difficult to perform.
- The partner Ice Climber sustains 1.02× times the damage and knockback from attacks, making them slightly easier to separate and KO.
- The partner now stands slightly behind the leader, in addition to being slightly in the z-axis. This reduces their grounded moveset's range, minus down smash due to hitting behind the partner.
- The partner has a longer delay (4 frames → 6), causing some of the partner's attacks to miss but also improving their combo and frame-trapping potential.
- The Ice Climbers walk faster (0.96 → 1.008 (leader), 1.1088 (partner)).
- The Ice Climbers run faster (1.388 → 1.53 (leader), 1.683 (partner)).
- Their initial dash is noticeably faster (1.4 → 1.68).
- The Ice Climbers' air speed is faster (0.7708 → 0.83 (leader), 0.8715 (partner)).
- The Ice Climbers' falling speed is faster (1.2 → 1.3).
- The Ice Climbers' gravity is slightly higher (0.077 → 0.082), although it is lower relative to the cast.
- As with all returning veterans, the Ice Climbers have much more traction (0.035 → 0.077), although it is still the second lowest in the game.
- The following Ice Climber's air acceleration is slightly higher (0.09 → 0.0945).
- Forward roll has less ending lag (FAF 31 → 30).
- Forward roll grants less intangibility (frames 4-19 → 4-15).
- Back roll has more startup with less intangibility (frames 4-19 → 5-16) and more ending lag (FAF 31 → 35).
- Spot dodge has more startup with less intangibility (frames 2-20 → 3-17).
- Air dodge has significantly more ending lag (FAF 48 → 58)
- Air dodge has less startup (4 → 3).
- The reintroduction of directional air dodging benefits the Ice Climbers more than most of the other returning veterans, as the duo have access to using a secondary recovering option with them or can extend or mix-up their recovery by using one, especially when combined with Belay's long distance as a tether recovery.
- The following Ice Climber now performs a directional air dodge if off-stage when separated from the leader, instead of typically using Belay to recover.
- The introduction of air dodge landing lag glitch benefits the Ice Climbers more than any other returning veteran, as if the duo perform an uninterrupted air dodge and land on the floor in their helpless states after using Squall Hammer, their normal landing lag will get approximately reduced.
- The removal of chain grabbing hinders the Ice Climbers more than any other character, as it drastically reduces their cheesing ability, and zero-to-deaths, while still possible, are now much harder. They also greatly suffer from the ability to tech footstools as it removes their guaranteed lock setups from grabs.
- The following Ice Climber's AI is worse as they have more difficulty recovering and making it back to the leader, which can lead to them self-destructing.
- The duration opponents are frozen from the Ice Climbers' ice attacks are much longer, allowing for easier unavoidable follow-ups at high percentages. At very high percentages, Blizzard and Ice Shot 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.
- The partner Ice Climber's attacks affect the duo's staleness queue; in previous games, they would use the queue but could not alter it. This generally means that the duo's attacks will both stale and refresh twice as quickly.
- When the leader is KO'd by reaching 0 HP during their last stock in Stamina Mode, the partner climber instantly enters the defeat animation regardless of being hit or not, similar to Rosalina's Lumas.
- This consequently removes the partner Ice Climber's ability to intervene the results of opponents, hindering their impact on Stamina battles.
Ground attacks
- Neutral attack:
- Neutral attack can lock opponents and connect both hits together more consistently due to its altered angle (60° → 361°/180°).
- The partner's second hit deals more damage (2% → 2.6%) without full compensation on knockback (45 (base)/100 (scaling) → 60/95), improving its KO potential when combined with the second hit's lowered angle.
- The first hit transitions into the second hit earlier (frame 11 → 10).
- The first hit can be transitioned into the second hit by holding/tapping onto the attack input for 10-30 frames, or by holding onto the button until frame 13, as opposed to tapping the button until frame 11.
- The move deals less damage (3% → 2% (leader hit 1), 4% → 3.5% (leader hit 2), 2% → 1.5% (partner hit 1), 11% → 9.6% (total)).
- Second hit of neutral attack has more ending lag (FAF 20 → 30).
- Both hits have a shorter duration (frames 4-7 (hit 1), 4-6 (hit 2) → 4-5 (both)).
- The first hit has an increased hitlag multiplier (1.0× → 1.3×), giving the opponent more time to SDI it.
- The first hit has gained 2 additional hitstun frames. This allows it to stun opponents longer to connect into the second hit, and thus pressure them more effectively, but also gives them more time to SDI it.
- Forward tilt:
- Forward tilt has less ending lag (FAF 33 → 30).
- The partner's forward tilt deals less damage (7% (non angled) → 6.75%).
- The move has a shorter duration (frames 9-12 → 9-10).
- The partner's forward tilt has an increased hitlag multiplier (0.5× → 1×), matching the leader's.
- Up tilt:
- The final hit of up tilt has more combo potential due to the removal of hitstun canceling.
- The partner's final hit deals less base knockback and more knockback scaling (40 (base), 100 (scaling) → 38, 118), allowing it to combo better from low/medium percents, while also improving its KO potential at very high percents.
- The partner hits two more times, now matching the leader.
- The final hit has more startup lag (frame 26 → 27). With its interruptibility unchanged, this gives the move one less frame of endlag. Combined with a faster jumpsquat, this improves it as a combo starter.
- The looping hits deal more knockback (15 (base), 20 (scaling) → 65/60/20, 10), with the higher knockback hitboxes being used to raise the opponent towards the higher, low knockback hitboxes.
- The move deals less damage (1% (loop hits) → 0.8% (leader loop hits), 0.6% (partner loop hits), 17% → 15.4% (total)).
- Down tilt:
- The partner's down tilt deals consistent damage (4%/5% → 4.5%), making it deal more damage at point-blank range but dealing less damage elsewhere.
- Due to the increased traction across the cast, opponents do not slide back as much upon tripping from down tilt, improving its reliability for starting combos.
- The move connects less consistently at higher percents when both climbers are present due to the partner being more delayed.
- Dash attack:
- The partner's dash attack deals more damage (4% → 4.5%) and has increased knockback scaling (40 → 60).
- The move has a longer duration (frames 11-12 → 11-14).
- The outermost-hitbox has been extended forward (Y offset: 5u → 5u—7.5u), increasing its range.
- Forward smash:
- It has less ending lag (FAF 49 → 47).
- It has more base knockback (30 → 50) and the partner's forward smash has more knockback scaling (118 → 126).
- It has an altered animation where the Ice Climbers don't slam their hammers as far as horizontally, hindering its range. It also no longer hits behind and above the Climbers.
- It no longer provides a sweetspot that deals more damage, reducing its overall maximum damage output (13% → 12% (leader), 10% → 9% (partner), 23% → 21% (both)).
- Up smash:
- Up smash has less startup lag (frame 13 → 12).
- The partner's up smash has more knockback scaling (113 → 126).
- The loss of hitstun canceling improves the move's ability to lead into combos.
- The partner's up smash deals less damage (9%/8% → 8.25%/6.75%).
- It has more ending lag (FAF 48 → 50).
- Down smash:
- Down smash has been reworked: each Ice Climber individually sweep their hammers at specific directions (with the leader sweeping in front, while the partner sweeps behind the leader).
- The move provides more horizontal coverage when together, making it more versatile for punishing rolls and approaches.
- The hitboxes come out sooner (frame 9 → 7), improving its utility as a burst punishing option.
- It deals more damage (12%/10% → 13% (leader), 9%/8% → 9.75% (partner)) and more knockback than the previous sweetspots (30/50 (base), 105/102 (leader scaling), 113 (partner scaling) → 50, 105, 126)
- It has less ending lag (FAF 44 → 41).
- The move only hits on a single side with a solo-climber, making the remaining climber more vulnerable to rolls.
- Due to its altered animation, it is drastically harder to connect with both climbers.
Aerial attacks
- All aerials have less landing lag (15 frames → 7 (neutral/back), 20 → 10 (forward), 30 → 14 (up), 42 → 20 (down).
- The Ice Climbers can no longer perform a two back or up aerials in a short hop due to their increased falling speed, as well as the latter having increased ending lag.
- Neutral aerial:
- The partner's neutral aerial deals more damage (5% → 5.25%).
- The partner's neutral aerial also has less knockback scaling (128 → 120) hindering its KO potential despite its higher damage.
- The move's lowered landing lag improves its utility in combos both desynced and synced.
- The move connects less consistently when both climbers are present, especially at higher percents.
- Forward aerial:
- The partner's sourspot deals more damage (7% → 9%) and has more knockback scaling (100 → 114).
- The removal of meteor canceling improves the partner's sweetspot's reliability.
- The removal of teching for grounded meteor smashes improves the combo potential of the partner's sweetspotted forward aerial onstage, compounded further by its reduced landing lag.
- The partner has less active frames, now matching the leader (19-21 → 19-20).
- Back aerial:
- Back aerial deals less damage (11% → 10% (leader), 8% → 7.5% (partner), 19% → 17.5% (both)) although its knockback was mostly compensated (scaling: 107 (leader), 128 (partner) → 115/138) and connects less reliably when both climbers are present especially at higher percents.
- The partner's attack now has more knockback overall, and is more in-line with the leader's, although it is still a bit weaker.
- Back aerial deals less damage (11% → 10% (leader), 8% → 7.5% (partner), 19% → 17.5% (both)) although its knockback was mostly compensated (scaling: 107 (leader), 128 (partner) → 115/138) and connects less reliably when both climbers are present especially at higher percents.
- Up aerial:
- The Ice Climbers' up aerial has been reworked: an overhead hammer-swing in a horizontal arc. Compared to their previous up aerial, it provides much more horizontal range and hits in front of them, providing more efficient coverage than before.
- It has more knockback scaling (120 (leader), 142 (partner) → 129, 154.8), improving its KO potential despite its lowered damage.
- It deals less damage (10%/9% → 9% (leader), 7%/6% → 6.75% (partner)).
- It has more startup lag with a shorter duration (frames 6-23 → 7-11) and more ending lag (FAF 30 → 36).
- It provides less vertical range compared to the previous one, making it much harder to connect against grounded opponents.
- Down aerial:
- The partner's down aerial deals more damage (5% → 6%).
- It auto-cancels earlier (frame 58 → 54).
- The removal of the stall-then-fall glitch allows the Ice Climbers to land with the move more reliably out of hitstun.
- The Ice Climbers bounce up before performing down aerial, similar to Sheik's down aerial.
- As a result, it has more startup with a shorter duration (frames 9-51 → 12-51).
- Its initial auto-cancel window has been removed.
Throws and other attacks
- Grabs:
- If missing a grab, the leading Ice Climber will receive a surprised expression.
- Their dash grabs grant more horizontal momentum and substantial speed-boost, improving their approaching potential despite their increased ending lag.
- All grabs have more startup (frame 6 → 8 (standing), frame 8 → 10 (dash/pivot)) and ending lag (FAF 30 → 40 (standing), frame 40 → 48 (dash), frame 40 → 41 (pivot)).
- All grabs have smaller hitboxes (4.5/3.5u → 3.6/1.8u (standing), 5.5/3.8u → 2.9/1.45u (dash), 5.5/3.8/3.8u → 3.6/1.8u (pivot)).
- The partner cannot act while the leader is held by an opponent's grab while on the ground, and enters a panicking animation instead (although this can be avoided with desyncs).
- The partner can no longer grab, and will taunt with a cheerful jump during the leader's throw while on the ground. This removes their chain grabs and locks the Ice Climbers were infamous for in previous titles.
- Pummel:
- Pummel deals more hitlag (1 frame → 10 frames), but has drastically less startup (frame 11 → 1) and ending lag (FAF 19 → 7), overall resulting in a 1 frame shorter loop.
- The hitbox has a shorter duration (frames 11-12 → 1).
- Throw:
- All throws no longer have SDI multipliers.
- Back throw and down throw are now weight-independent. This improves their combo ability against heavyweights, but worsens it against lightweights.
- Forward throw:
- The removal of hitstun canceling improves its utility in tech-chasing and setting up an edgeguard.
- The collateral hitbox no longer has fixed knockback (90 → 50 (base)/60 (scaling)).
- The collateral hitbox has a significantly increased hitlag multiplier (0.3x → 1.2×), making it much easier to DI.
- The collateral hitbox is smaller (7.2u → 5.0u), but with an altered positioning (Y offset: 5.6/0u → 6.5/10.0u).
- Back throw:
- The removal of hitstun canceling allows back throw to lead into follow-ups both desynced and synced, as well as improving its ability to set up an edgeguard.
- The removal of chain grabing drastically hinders the move's utility.
- Up throw:
- Up throw deals more damage (2% (hit), 4% (throw), 6% (total) → 3%, 5%, 8%) without full compensation on the throw portion's knockback scaling (28 → 26), making it more reliable for combos at lower precents when combined with the loss of histun canceling, while allowing it to KO slightly earlier.
- The collateral hitbox no longer has fixed knockback (90 → 75 (base)/60 (scaling)), making the throw portion slightly stronger and allowing it to KO at very high precents.
- The collateral hitbox lasts longer (frame 25 → 25-26).
- The collateral hitbox has a significantly increased hitlag multiplier (0.2x → 1.2×), giving the opponent much more time to DI.
- The collateral hitboxes are smaller (7.2/5.76u → 5.0/4.0u), but with altered positionings (Y offset: 5.6u → 6.0u).
- Down throw:
- The leading Ice Climber clinches the opponent with both hands, lift them up in the air before slamming them on the ground.
- The changes to hitstun canceling improve down throw's combo potential beyond lower percents with a solo-climber.
- It deals has higher knockback scaling (100 → 116).
- The removal of chain grabbing hinders down throw's damage-racking potential at lower percents, even with a solo-climber.
- Floor attack:
- The leader's floor attacks deals more damage (6% → 7%).
- The partner's floor attacks deals less damage (6% → 5.25% (front & back), 5% → 3.75% (trip)).
- Edge attack:
- The Ice Climbers ram their hammers horizontally in a straight line, similar to their slow ledge attack in Brawl.
- It deals consistent damage compared to their previous ledge attacks, even though the partner's is weaker (8% (hammer)/6% (body) → 8% (leader), 6% (partner)).
- It deals less damage compared to their old slow ledge attack (10% (hammer), 8% (body) → 8% (leader), 6% (body)).
- The Ice Climbers do not hunch over when performing it, making them easier to punish.
Special moves
- Ice Shot:
- Ice Shot deals more damage (3%-1% → 3.5%-~2.25%).
- It has less ending lag (FAF 60 → 56).
- It can function as a projectile blocker since the sliding ice pieces won't get destroyed by any projectiles, and will cancel them out no matter how powerful they are.
- It has more startup lag (frame 17 → 18).
- Reflected ice chunks can damage the Ice Climbers.
- Ice Shot makes a different sound effect.
- Squall Hammer:
- Solo Squall Hammer ends with a stronger hit that much more knockback (5 (base), 30 (scaling) → 50, 100) and launches at an altered angle (30° → 361°).
- Solo Squall Hammer has less startup (frame 12 → 10).
- Desynced Squall Hammer has more consistent utility to trap opponents between both Ice Climbers.
- Squall Hammer's multihits launch at altered angles (30° → 25/32) and have altered knockback (5 (base), 80 (scaling) → 25/13, 95).
- Duo Squall Hammer deals more damage (2% (hits 1-7), 3% (final hit), 17% (max) → 2.2%, 4%, 19.4%). When combined with the introduction of the 1v1 multiplier, this improves the move's damage-racking ability and the final hit's KO potential.
- All of Duo Squall Hammer's hits come out earlier with slightly less gaps in between (frames 9, 13, 18, 22, 27, 32, 40, 53-54 → 10, 14, 18, 23, 28, 34, 40, 51-52).
- All of Solo Squall Hammer's hits come out earlier (frames 12, 15, 18, 21, 24, 28, 32, 36, 42, 49, 56 (solo) → 10, 15, 21, 28, 37, 49-50). Although it has slightly more gaps in between (combined with the fact that Solo Squall Hammer now has 6 hits instead of 11), it now includes back hitboxes during the move which come out later than the frontal hits (frames 10, 15, 21, 28, 37 → 13, 18, 24, 32, 42) to offset that.
- Squall Hammer grants much less vertical distance with button mashing, worsening its usage for recovery.
- Duo Squall Hammer has more startup (frame 9 → 10) and ending lag (FAF 70 → 78).
- Solo Squall Hammer deals less damage (2%/3% → 1.3%/2% (leader), 0.975%/1.5% (partner)).
- Squall Hammer emits a twinkling sound effect when performed, especially with both Ice Climbers.
- Belay:
- If the partner is separated from the leader off-stage, the partner will perform a directional air dodge to reach the ledge instead of typically using a Belay.
- Belay has increased tether recovering distance.
- The leader is no longer prevented from using the move if it is automatically performed by the partner.
- Belay covers slightly more distance with a solo-climber, and the solo-climber possesses more control while using it.
- Belay has less startup (frame 16 → 13).
- When both Ice Climbers are present, the solo-climber covers more vertical distance, but less horizontal distance, making their recovery slightly more linear.
- The duo's faster air speed and improved aerial mobility nevertheless makes Belay less linear, improving their recovery.
- Belay has a smaller hitbox (7.0u → 6.0u), making it harder to land against grounded opponents.
- Belay uses a unique sound effect rather than regular jump sound from Ice Climber.
- Blizzard:
- Both Ice Climbers aim Blizzard forward while on the ground instead of aiming it in both respective directions, similar to their aerial version in previous installments. This increases its damage output when performed on the ground, but this means that Blizzard can no longer hit the opponents behind them, hindering its spacing potential and overall coverage.
- The universal changes to freezing duration result in Blizzard freezing opponents for a much longer period overall, no longer allowing the opponent to thaw out almost immediately.
- It has more ending lag (FAF 80 → 85).
- It deals less damage at point-blank proximity (2% → 1.8%).
- It also no longer causes hitstun or freezes opponents when further from point-blank proximity, both removing its ability to lock and hindering its spacing potential simultaneously.
- Iceberg:
- Iceberg spins and features a teetering Polar Bear that launches opponents with greater knockback. During the move, a Condor will circle the Iceberg around the top of the screen, which the Ice Climbers can grab onto, and it will also deal damage to opponents that touch it.
- Opponents can no longer damage the iceberg and make it recede.
- Iceberg lasts a shorter duration. While this does make it less obstructive to the following Ice Climber, this makes it overall much easier for opponents to stall out and avoid entirely, while other changes made to the move make it less likely to cause problems for the partner Ice Climber anyway.
- When paired, the Ice Climbers no longer emit a whooshing sound upon activating Iceberg.
- The iceberg no longer has solid terrain, and instead utilizes stronger windboxes to push both opponents and the Ice Climbers out. This overall weakens the move's ability to interrupt recoveries, especially combined with the new vertical knockback, and prevents the Ice Climbers from standing on the peak. However, it also does not obstruct the Climbers as much, nor will it block ledges, making it less likely to cause the following climber to SD. In addition, it can no longer be performed to make the Ice Climbers clip through stage-objects, as this was caused by a pair of merging walls.
- The iceberg can be moved across the stage, although doing so can be risky if the Ice Climbers are not holding on to the Condor.
- Iceberg no longer freezes opponents.
- Iceberg no longer causes platforms to damage the opponents.
Update history
Aside from glitch fixes, the Ice Climbers have received a mix of buffs and nerfs via game updates, but have been buffed slightly overall. Update 2.0.0 improved the partner climber's AI in order to make them follow the leading climber more reliably, though at the cost of making desyncing harder to perform. Aside from this, Belay's edge grabbox was enlarged, which improved its recovery potential.
Following this, the Ice Climbers would not receive any noteworthy changes until update 9.0.0. This update decreased the partner's damage and knockback multipliers, which made them less susceptible to being separated from the leader. Belay was also noticeably improved, thanks to its tether recovery distance being lengthened, and the leader no longer being inadvertently prevented from using it if the partner used it. Aside from these buffs, a few moves received quality of life buffs: dash attack has slightly more range and improved consistency, down smash is slightly stronger, and Squall Hammer will sweetspot edges earlier.
Overall, the Ice Climbers fare mildly better than they did at Ultimate's launch.
- The Ice Climbers have been affected, although the changes are currently unknown.
- The partner Ice Climber's AI has been improved: the partner will now follow the main climber better.
- This makes desyncs even harder to perform.
- The ledgegrab-box for Belay has been increased (X offset: 0u → -1u).
- Fixed a bug that allowed the partner climber to survive after the leader runs out of stocks.
- Partner climber's AI was adjusted.
- The partner climber returns to the leader when grabbing an opponent.
- Scenarios where desyncs would occur have changed.
- The hitlag multiplier of the final hit of the partner climber's up tilt has been increased.
- Iceberg via the FS Meter deals more knockback.
- Ice Climbers recover midair jumps in the same way as other fighters.
- Partner climber will no longer jump when pressing the jump button right after a grab. This removes its combo and 0-to death potential.
- An unknown glitch that launches the partner climber at significant high knockback has been fixed.
- Partner climber is no longer able to ledge trump opponents.
- The partner can now ledge-trump opponents, fixing an issue introduced in 4.0.0.
- Fixed the Buster Wolf freeze glitch that cause Terry and the partner climber to become unable to move while intangible.
- Overall shield size has been increased.
- Pummel has a larger hitbox (4.8u → 5.8u) that is placed further horizontally (Z offset: 6.4u → 7.4u), allowing it to connect more consistently.
- Iceberg:
- Iceberg slows opponents more during startup.
- The Iceberg appears much faster, and the peak's hitbox size was increased.
- The Condor has a larger search radius (8u → 9.5u), making it easier to grab onto.
- The partner climber takes less damage and knockback (1.05× → 1.02×), making them harder to separate.
- The partner climber's AI behavior has been adjusted.
- Dash attack:
- The outer hitbox has been extended forward (Y offset: 5u → 5u—7.5u), increasing its range.
- It has increased hitlag (1× → 1.2×), allowing both climbers' dash attacks to connect more reliably.
- Down smash has more base knockback (45 → 50).
- Squall Hammer sweetspots edges earlier (frame 61/63 → 55/57).
- Belay:
- Belay has increased tether recovery distance.
- The player is no longer prevented from using the move if it is automatically used by the partner climber.
Moveset
- Although the Ice Climbers have among the lowest traction in the game, their traction is completely unaffected by slippery terrain, such as ice.
- The partner Ice Climber will taunt whenever the leader throws an opponent.
For a gallery of the Ice Climbers' hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | leader: 2% partner: 1.5% |
The Ice Climbers swing their hammers horizontally, and then vertically. A great "get off me" tool that does decent damage to boot. | ||
leader: 3.5% partner 2.6% | ||||
Forward tilt | ↗ | The Ice Climbers swing their hammers horizontally. Has high knockback growth, being able to KO at around 80%-90% at the ledge on most characters. | ||
→ | leader: 9% partner: 6.7% | |||
↘ | ||||
Up tilt | leader: 0.8% (hits 1 - 6), 4% (hit 7) partner: 0.6% (hits 1 - 6), 3% (hit 7) |
The Ice Climbers twirl their hammers over their heads. This creates a lingering hitbox that hits multiple times. A useful combo starter that can begin a chain of up aerials. | ||
Down tilt | leader: 6% partner: 4.5% |
The Ice Climbers sweep their hammers across the ground in front of themselves. A steep semi-spike that functions very well as both a poking option in neutral and edgeguarding option, thanks to its quick startup, decent range, and low endlag. | ||
Dash attack | leader: 6% partner: 4.5% |
The Ice Climbers leap forward, swinging their hammers in front of themselves. It deals mostly vertical knockback that can start combos, but has weak knockback and is ineffective for KOing. | ||
Forward smash | leader: 12% partner: 9% |
The Ice Climbers swing their hammers down in front of themselves similar to their original attack in Ice Climber. | ||
Up smash | leader: 11% partner: 8.2% |
The Ice Climbers swing their hammers in an overhead arc. | ||
Down smash | Hammer Sweep | leader: 13% partner: 9.7% |
The Ice Climbers sweep their hammers across the ground in a specific direction (the leader attacks in front, while the partner attacks behind). If the partner is absent, however, this move will only hit on one side. | |
Neutral aerial | leader: 7% partner: 5.2% |
The Ice Climbers spin in place with their hammers outstretched. | ||
Forward aerial | Hammer Slam | leader: 12% partner: 12% (sweetspot), 9% (sourspot) |
Resembles the Ice Climbers' air attack from their original game. They perform a somersaulting overhead swing of their hammers in a manner similar to their forward smash. The partner's hammer has a sweetspot that can meteor smash opponents. | |
Back aerial | leader: 10% partner: 7.5% |
The Ice Climbers swing their hammers horizontally behind themselves. Both hits are extremely safe on shield, with the secondary climber's hit being one of the few moves that is positive on shield. | ||
Up aerial | leader: 9% partner: 6.7% |
The Ice Climbers swing their hammers above themselves in an arc. An excellent juggle tool that can quickly rack up damage both desynced and synced, and can even function as a KO confirm from down throw at around 70% on most characters. | ||
Down aerial | leader: 8% partner: 6% |
The Ice Climbers hold their hammers below themselves and fall downward. A stall-then-fall, but it is unable to meteor smash at all, unlike most attacks of its kind. As a result, it is usually used as a niche landing option. | ||
Grab | — | The leader reaches in front of themselves with their free hand. The leader's grab range is the shortest in the game. | ||
Pummel | 1% | A headbutt. The partner takes no action at all. | ||
Forward throw | 3% (hit), 5% (throw) | The leader knocks the opponent away with their hammer. | ||
Back throw | 6% | The leader throws the opponent behind themselves. | ||
Up throw | 3% (hit), 5% (throw) | The leader tosses the opponent upward and hits them with their hammer. It has the second highest base knockback of any up throw, but the weakest knockback growth, rendering it incapable at KOing, even at very high percents. | ||
Down throw | 6% | The leader lifts the opponent over their head with both hands and slams them on the ground. The Ice Climbers' only throw with KO potential, it can KO middleweights at around 214% on Final Destination. It is also effective for starting combos, especially when desynced. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
leader: 7% partner: 5.2% |
The Ice Climbers swing their hammers around themselves as they get up. | ||
Floor attack (back) Floor getups (back) |
leader: 7% partner: 5.2% |
Same as the frontal floor attack. | ||
Floor attack (trip) Floor getups (trip) |
leader: 5% partner: 3.5% |
Gets up and spins around, hitting with their hammers. | ||
Edge attack Edge getups |
leader: 8% partner: 6% |
The Ice Climbers climb up and slam their hammers in front of themselves. | ||
Neutral special | Ice Shot | 3.5-2.2% (ice chunks), 3.5% (hammers) | Each Ice Climber summons a small stalagmite of ice and hits it with their hammer, causing it to slide along the ground, gradually shrinking as it travels. It bounces off walls and shields. If attacked by an opponent, the ice rebound and will hurt the Ice Climbers if they touch it. The ice can freeze opponents at high percents. The first midair use will pop the Ice Climbers up slightly. | |
Side special | Squall Hammer | both: 2.2% (loop), 4% (last) | The Ice Climbers stand back-to-back while spinning around an axis with their hammers outstretched, hitting opponents multiple times. The attack is concluded with them swinging their hammers upward, which launches opponents away. By repeatedly tapping the special move button, the Ice Climbers will rise in the air, allowing them to recover. This, however, also renders them helpless. If only one Climber is present, the move deals less damage and reduced knockback, and gains less height. Squall Hammer is usually used as a method to begin desyncs, and can trap opponents between each Ice Climber once a desync is achieved. | |
Up special | Belay | 16% (partner) | The leading Ice Climber throws the partner the air with a rope. The partner then pulls the leader upwards. If there is a nearby edge, the partner will target it, and then proceed to pull the leader to the ledge as well. While rising, the partner is invincible, allowing for a safe recovery for both Ice Climbers; additionally, the partner Ice Climber possesses a hitbox that deals powerful vertical knockback, though it is rather difficult to use as a combo finisher due to the difficulty of aiming the partner. Without a partner, the move will grant essentially no distance. Each Ice Climber becomes helpless after the move is used. | |
Down special | Blizzard | both: 1% (far loop), 1.7% (close loop) | The Ice Climbers blow a gust of cold air in front of themselves, potentially freezing opponents. If used on an already frozen opponent, they will remain frozen for slightly longer. With both Ice Climbers present, this move can deal a maximum of 31.5%, though it is also a risky move due to its duration. | |
Final Smash | Iceberg | 13% (peak, rising), 11%/9%/7% (iceberg), 16% (Polar Bear), 5% (Condor) | The Ice Climbers summon a rotating iceberg to rise up from the center of the stage. For the duration of the Final Smash, it can be moved left and right. The range of how far it can move is shown by the mist. The iceberg deals damage to opponents who touch it: the closer they are towards the top, the more damage they take. Towards the base of the iceberg is a Polar Bear, which has high launching power. A Condor also appears, flying above, which the Ice Climbers can grab onto. This allows the iceberg to be more easily controlled without worry of self destruction, although the partner will be at risk of potentially being pushed offstage if they fail to grab it. Upon ending, the iceberg will lower itself, and the Condor will fly off to the side of the stage. |
On-screen appearance
- The Condor flies in with them hanging off its feet. They then jump off while high fiving each other, and the Condor flies off.
Taunts
- Up taunt: They set down their hammers and jump up and down once. This is their victory animation during the results screen in Ice Climber.
- Side taunt: They point their hammers diagonally upward and shout "Yup!", as wind blows behind them.
- Down taunt: They dance in a circle.
Idle poses
- Both twirl their hammers.
- Popo looks backward curiously.
Crowd cheer
Victory poses
- Left: Both jump up and down infinitely. Based on their victory animation in Ice Climber, similar to their up taunt.
- Up: Both nod and high-five one another.
- Right: Nana hides behind Popo, only showing her face as Popo shifts from left to right.
In competitive play
Before release, players were quick to note that the Ice Climbers lost their most powerful tool from Brawl: their infamous zero-to-death chain grab. That, along with changes to gameplay mechanics removing several combo tools, caused players to believe that the Ice Climbers wouldn't be viable, a belief that held on throughout the early metagame. As such, the Ice Climbers’ representation was minuscule.
It wasn't until a few months after Ultimate's release that the Ice Climbers' playerbase started to make breakthroughs, with the few that stuck with them discovering new desync setups and high-damaging combos. This allowed the Ice Climbers to gain better representation as the metagame progressed, with Kie using them as a co-main in Japan. Most notably, Big D picked up the Ice Climbers up and was able to place well at a national level. Despite this success, many players believe that the character's playstyle is too complicated for them to be viable, and the general consensus agrees that the Ice Climbers are in the lower end of mid tier at best and low tier at worst. The new advanced techniques, however, have helped their mains with how little match-up experience there has been from opponents to learn from.
Most historically significant players
Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.
See also: Category:Ice Climbers professionals (SSBU)
- ???? - Co-mains Ice Climbers with Mewtwo. Placed 17th at Holiday Heist 5 and 49th at Frostbite 2020. He is known for his contributions to Ice Climbers' metagame. Currently an honorary mention on the Michigan Power Rankings.
- Big D (#49) - The best Ice Climbers player in the world. Placed 1st at Smash at The Comic Strip: Punching Up, 4th at Battle of BC 3, 17th at Mainstage, 25th at 2GG: Kongo Saga, and 33rd at Let's Make Big Moves with wins over players such as Zackray, ProtoBanham, and Dark Wizzy.
- Daiki - Placed 9th at Seibugeki 4, 25th at Umebura SP 4, 33rd at Umebura SP 6 and 65th at EVO Japan 2020 with wins over ProtoBanham, TKM, and Suinoko.
- Harasen - The best Ice Climbers player in Japan's online metagame. Placed 1st at both Maesuma 221 and Tamisuma SP 249 as well as 6th at SWT: Japan Ultimate Online Qualifier. Offline, placed 25th at Umebura SP 5 and 49th at EVO Japan 2020 wins over Eim, Hikaru, and Abadango. Currently ranked 99th on the Japan Player Rankings.
- Kie - Co-mains Ice Climbers with Peach and is considered the best Ice Climbers player in Japan. Placed 2nd at Sumabato SP 3, 3rd at Sumabato SP 4, 4th at Sumabato SP 15, 7th at Sumabato SP 2, and 25th at Umebura Japan Major 2019. Currently ranked 52nd on the Japan Player Rankings.
- murasat - Known for his contributions to the Ice Climbers' metagame. Placed 13th at Shulla-bra SP 3, 25th at Kagaribi, and 65th at EVO Japan 2020 with wins on Mao and Kishiru.
- Salva - The best Ice Climbers player in Mexico. Placed 13th at both Ragnarok and WeTecThose 9, 17th at Smash Fest to the Sky, and 33rd at Smash Factor 8 with wins over Javi, xLone, and Bernie. Currently ranked 35th on the Mexican Power Rankings.
Classic Mode: Duos for Days
Referencing themselves being duos, Ice Climbers fight two characters from a given universe in each stage. To go with the duo theme, both Master Hand and Crazy Hand are fought regardless of the difficulty.
Credits roll after completing Classic Mode. Completing it as the Ice Climbers has Ice Climber (Brawl) accompany the credits.
Role in World of Light
Although the Ice Climbers have been absent from 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.
Fighter Battle
No. | Image | Name | Type | Power | Stage | Music |
---|---|---|---|---|---|---|
15 | Ice Climbers | 7,500 | Summit (Ω form) | Ice Climber (Brawl) |
Spirit
The Ice Climbers' fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold, but only after Ice Climbers have been unlocked. Unlocking the Ice Climbers in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Their fighter spirit has an alternate version that replaces it with their artwork in Ultimate.
In Spirit battles
Conditions in italic aren't listed on the Spirit Battle preview screen.
As the main opponents
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
114 | Freezie | Mario Bros. Series | •Ice Climbers | 1,600 | Mario Bros. (Battlefield form) | •Item: Freezie | •The enemy starts the battle with a Freezie | Mario Bros. | |||
373 | Mr. Frosty | Kirby Series | •Ice Climbers (80 HP) | 2,200 | Dream Land (Battlefield form) | •Hazard: Ice Floor | •The floor is frozen •The enemy's ice and water attacks have increased power •Stamina battle |
Ice Cream Island | |||
457 | Lapras | Pokémon Series | •Ice Climbers | 3,800 | Wuhu Island (Rocks at sea) | •Buoyancy Reduced | •You can't swim | Pokémon Red / Pokémon Blue Medley | |||
531 | Kyurem | Pokémon Series | •Ice Climbers | 4,700 | Summit (Battlefield form) | •Hazard: Ice Floor | •The floor is frozen •Timed battle (1:30) •The enemy favors special moves |
Battle! (Reshiram / Zekrom) | |||
860 | Cyrus & Reese | Animal Crossing Series | •Ice Climbers | 9,400 | Smashville | •Item Tidal Wave •Hazard: Low Gravity |
•Gravity is reduced •Certain items will appear in large numbers after a little while |
2:00 a.m. - Animal Crossing: Wild World | Reese (Nana), Cyrus (Popo) | ||
878 | Ice Man | Mega Man Series | •Ice Climbers (140 HP) | 4,600 | Summit (Battlefield form) | •Hazard: Ice Floor | •The floor is frozen •The enemy's ice and water attacks have increased power •The enemy has super armor and is hard to launch or make flinch •Stamina battle |
Ice Man Stage | |||
1,099 | Duon | Super Smash Bros. Series | •Giant Ice Climbers (150 HP) | 4,100 | Halberd (Ship deck) | •Item: Shooting Types | •Stamina battle •The enemy's shooting items have increased power •The enemy is giant |
Boss Battle Song 1 | Duon's gun side (Nana) and sword side (Popo) | ||
1,137 | Olaf | Advance Wars Series | •Ice Climbers | 2,200 | Summit (Battlefield form) | •Move Speed ↓ •Hazard: Ice Floor |
•The floor is frozen •You have reduced move speed after a little while •The enemy starts the battle with a Steel Diver |
Filled with Hope | |||
1,308 | Caroline & Justine | Persona Series | •Ice Climbers | 9,700 | Kalos Pokémon League (hazards off) | •Sudden Damage | •You take serious damage after a little while •Timed battle (1:00) |
Aria of the Soul |
As minions
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
607 | Condor | Ice Climber Series | •Ridley (80 HP) •Ice Climbers (80 HP) |
4,500 | Summit (Battlefield form) | •Hazard: Ice Floor | •Defeat the main fighter to win •The floor is frozen •Timed stamina battle (1:00) |
Ice Climber (Brawl) | Ice Climbers |
Alternate costumes
Their 5th, 6th, 7th, and 8th costumes swap Popo and Nana, making Nana controllable. The stock icons and character select portraits change to reflect this. Popo and Nana act separately in terms of their costume's color.
Gallery
Ice Climbers' amiibo.
Ice Climbers on Magicant.
Attacking a Metroid with Blizzard on Final Destination.
Nana grabbed by the Arcade Bunny's claw on Wii Fit Studio.
Striking Captain Falcon with Squall Hammer on Summit.
Popo performing his forward smash on Kongo Falls.
Performing their neutral aerial on Spirit Train.
With Mario, Donkey Kong, Link, Samus, Pit, Villager and Inkling on Battlefield.
Fighter Showcase Video
Trivia
- One of the Ice Climbers' preview pictures show them using Blizzard against a Metroid, referencing the species' weakness to cold in the Metroid series.
- The Ice Climbers and R.O.B. are the only fighters that cannot receive a series bonus, since they don't have any primary spirits from their own series.
- Prior to the update 10.1.0, Cloud also shared this distinction.
- When the leader climber is grabbing and pummeling an opponent, the partner's animation will lag for every pummel hit.
- Hitting the accompanying Ice Climber will not cause controllers to shake if the vibration setting is turned on. This applies for everything from normal attacks, throws, or Final Smashes.
- When played on the world map for World of Light, only the leading Ice Climber appears.
- If the partner is caught in a non-cutscene trapping Final Smash (such as Triforce Slash, Great Aether, or Omnislash) and the leader is KO'd, the partner will disappear, leaving the opponent attacking nothing. A similar situation occurs in Brawl.
- When getting hit from behind, the Ice Climbers' back-hitting/wallbounce hitstun animation causes them to freeze for a brief moment before going into their tumbling animation. This is due to additional frames being added past the final point of the animation.
- The animation itself mimics how hitstun animations worked from Smash 64 to Brawl.
- The freeze itself is a reference to the duo's dying animation in Ice Climber, in which they freeze for a brief moment after touching an enemy.
- When navigating the camera around the Ice Climbers during certain animations, such as their ledge hanging animations, the fur trim on the bottom of their coats and around their wrists seem to detach from their jacket, exposing multiple gaps.[1] There's also gaps when looking at their face in certain angles between the fur trim.
- Additionally, zooming in on Popo's face reveals a gap between his hair and fur trim.
- Also, looking closely at Nana's hair reveals a small gap underneath between her hair and forehead.
- In a Stock or Stamina battle, if the leading Ice Climber gets KO'd, the vanishing effects of the partner does not appear whenever the leader respawns.
- The Ice Climbers, Banjo & Kazooie, and Pyra/Mythra's routes all share the same theme, having dynamic character duos as opponents.
- They also share the same boss, that being Master Hand and Crazy Hand, no matter the difficulty level.
- If one looks closely at one of the Ice Climber's non-leading foot during their tech wall jump animation, it twists the other way during the move. This can be more easily seen if the match is currently slowed down.
- While most other characters have the announcer say "(character) wins!" at the victory screen, the Ice Climbers have the announcer say "Ice Climbers win!" The "(character) win!" audio clip is usually reserved for the Japanese version, though it is most likely used with the Ice Climbers because of their two-in-one nature and name. Rosalina & Luma and Banjo & Kazooie also share this distinction.
- In Spanish, French, German, and Italian, the name tag and voice clip from the announcer on the victory screen is slightly different from the one used on the character select screen, instead featuring a noticeable translation of "the" (los, les, die, and gli Ice Climbers, respectively). This trait is shared with Wii Fit Trainer, Pokémon Trainer, Villager, Inkling, Hero, Zombie, Enderman, and the Mii Fighters.
- In the Ice Climbers' battle portrait, the partner Ice Climber is slightly lower than they are in their full artwork, in order to make their face fully visible. Banjo & Kazooie are the only other fighter with such an edit.
- The Ice Climbers and Lucas are the only playable characters who use sprites as their Fighters Spirit image.
- The AI level for the partner Ice Climber (Nana by default) is 77 out of 100, which is slightly higher than a level 8 CPU (75 out of 100); the non-standard number is likely a pun on Nana's name, as one of the ways to say seven in Japanese is "なな (nana)".[2]
- While most characters have two different set of knockback-based voice clips, the Ice Climbers are the only exception to this rule as they use either their low or high knockback voice clips or remain silent, regardless of their knockback speed.
- Additionally, the Ice Climbers are the only characters that retain their voice clips from Brawl but do not make use of their unused knockback voice clips, a trait shared with Link, Captain Falcon and Ganondorf from Smash 4.
- The Ice Climbers are the only characters who have less dash-to-run frames when performing a pivot dash instead of a regular dash.
- When playing on a custom stage, there's a visual glitch in the Ice Climber's on-screen appearance where the Condor does not disappear and only does so once "GO!" appears on the screen.
- If both Ice Climbers perform a smash attack with the Home-Run Bat, Nana will vocalize first, which is during the windup rather than before the swing. This is a carryover from Brawl, where all characters will grunt during the windup animation. This is shared with Falco.
- If Nana is the leader, the Ice Climbers' knockback voice clips won't play for unknown reasons.
- The Ice Climbers' description on the North American amiibo website is based on their trophy description from Melee.
- The Ice Climbers, Daisy, Duck Hunt, Ken, R.O.B., and Cloud are only non-DLC characters who don't appear in more than one spirit battles from their home series. Dr. Mario doesn't appear in any Mario spirit battles at all. This is not counting Olimar, who appears only in Mockiwi spirit battle as himself, but is fought in other spirit battles as Alph.
- While the Mii Fighters technically represent the Super Smash Bros. universe, they appear in most of Mii-related spirit battles.
- Uniquely, instead of being supported by a clear stand on their amiibo, the Ice Climbers are instead supported by a blue iceberg, which is not present in their official render. The only other characters to have a distinction present in their amiibo that is not present in their official artwork are Mr. Game & Watch (interchangeable poses), Ridley (plastic impact effect), Joker (plastic flame support), Banjo & Kazooie (plastic Jiggy support), and Min Min (plastic gust support).
- The Ice Climbers are the only characters who wield weapons at all times to be affected by stance mirroring.
- Ice Climbers, along with Mario, Donkey Kong, Yoshi, Kirby, Mr. Game & Watch, Pokémon Trainer, R.O.B., Mega Man, Wii Fit Trainer, Pac-Man, Duck Hunt, Bayonetta, and Banjo & Kazooie, are the only fighters with the name of their series being inside of their own names.
- Although Banjo & Kazooie could be considered an exception, as their series uses a hyphen (-) instead of an ampersand (&).
References
- ^ [1]
- ^ Meshima on Twitter: Nana AI level is 77 out of 100, slightly smarter than lv.8 CPU having 75. Probably the number of 77 comes from Japanese pronunciation (7 = "na" or "nana").
Ice Climber universe | |
---|---|
Fighter | Ice Climbers (SSBM · SSBB · SSBU) |
Stages | Icicle Mountain · Summit |
Items | Vegetables |
Enemies | Polar Bear · Topi |
Other | Condor |
Trophies, Stickers and Spirits | Trophies (SSBM · SSBB) · Stickers · Spirits |
Music | Brawl · Ultimate |
Masterpiece | Ice Climber |