SSBM/Ice Climbers/Introduction: Difference between revisions

From SuperCombo Wiki
(Created page with "==Introduction== They rank 8th on the tier list (in the B tier), highly accredited to the usage of Wobbling and Desynching and the fact that the fighter is literally "two-in-o...")
 
(added "poor diagonal hitboxes" con)
Line 12: Line 12:
*'''Reliance On CPU Climber''' - The non-player controlled CPU Ice Climber is a very important part of the Ice Climbers as a character, however the AI has a tendency to be very stupid, and if the CPU Climber is killed early, the player is left with a neutered version of the character, with many of their strengths and techniques no longer being usable until the next stock
*'''Reliance On CPU Climber''' - The non-player controlled CPU Ice Climber is a very important part of the Ice Climbers as a character, however the AI has a tendency to be very stupid, and if the CPU Climber is killed early, the player is left with a neutered version of the character, with many of their strengths and techniques no longer being usable until the next stock
}}
}}
*'''Poor diagonal hitboxes''' - Ice Climber's moves that have diagonal hitboxes are generally rather poor. They often have bad range, bad active frames, or a mix of both. This causes them to generally struggle to challenge many character's approach games directly.

Revision as of 00:47, 25 July 2022

Introduction

They rank 8th on the tier list (in the B tier), highly accredited to the usage of Wobbling and Desynching and the fact that the fighter is literally "two-in-one", which helps the climbers rack up damage, combo, and KO opponents; this gives the Ice Climbers one of the best grab games in Melee. Additionally, good players can quickly rack up damage with the two, and they have good approach options on the ground, due to disjointed hitboxes and two decent projectiles. The two also have a very long and floaty wavedash, aiding their approach tremendously. The Ice Climbers, however, have a poor air game, and their floatiness causes them to be vulnerable to juggling and combos.

Strengths Weaknesses
  • Devastating Grab Game - While both Nana and Popo are still alive, the Ice Climbers are capable of dealing devastating amounts of damage through their hand-offs, which if performed correctly can potentially lead to very early kills
  • Strong Burst Movement - The Ice Climbers' superb wavedash allows for them to slide across the stage very quickly, and can help them secure punishes from very large distances, alongside allowing them to escape dangerous situations when in need
  • A supporting character - Nana, aside from being necessary for recovery, chaingrabs, and giving decent damage, helps in other ways. She can make attacks on her own, which mostly matters when you're getting grabbed. This makes Ice Climbers entirely immune to chaingrabs until Nana dies.
  • Reliance On CPU Climber - The non-player controlled CPU Ice Climber is a very important part of the Ice Climbers as a character, however the AI has a tendency to be very stupid, and if the CPU Climber is killed early, the player is left with a neutered version of the character, with many of their strengths and techniques no longer being usable until the next stock
  • Poor diagonal hitboxes - Ice Climber's moves that have diagonal hitboxes are generally rather poor. They often have bad range, bad active frames, or a mix of both. This causes them to generally struggle to challenge many character's approach games directly.