< SSBM | Ice Climbers
No edit summary |
No edit summary |
||
Line 10: | Line 10: | ||
*'''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. | *'''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. | ||
| cons= | | cons= | ||
*'''Reliance On | *'''Reliance On Secondary Climber''' - Once separated from the primary climber, the secondary climber is entirely controlled by an AI that tends to be stupid and often predictable. If the secondary climber is killed early, the character is significantly weakened 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, bad startup, or a mix of these. This causes them to generally struggle to challenge many character's approach games directly as well as approach characters on platforms. }} | *'''Poor diagonal hitboxes''' - Ice Climber's moves that have diagonal hitboxes are generally rather poor. They often have bad range, bad active frames, bad startup, or a mix of these. This causes them to generally struggle to challenge many character's approach games directly as well as approach characters on platforms. }} |
Revision as of 21:07, 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 |
---|---|
|
|