An excellent juggling tool, use this move to rack up damage on opponents in disadvantage. Ice Climbers' up air comes out quick and has very little endlag. Ice Climbers' back air is very safe on shield (-3), and has decent range, making it a good tool for pressuring shields. The move is -5 on shield, making it relatively safe when spaced. It has somewhat slow startup, but pretty low endlag for a spike, so it is a good move to aim for an early offstage KO with. Ice Climbers' forward air has a meteor hitbox on it, so it can be used offstage for spikes. While it doesn't have the best range, it is -4 on shield, making it a good poking tool. The entire area around their body becomes a hitbox, so it is a good get-off-me tool up close, and can also be used to edgeguard. Neutral Air is the Ice Climbers' fastest aerial. (← or → Opposite of the direction you are facing + A while airborne) (Hold ← or → in the direction you are facing + A while airborne) Like most down smashes, it comes out fairly quick, and can be used to cover rolls. If both Ice Climbers are alive, they will both attack in different directions. After freezing an opponent with blizzard (down B), you can follow up with an up smash, which will KO in some cases. Ice Climbers' up smash is another powerful move, which will send opponents upward. Ice Climbers' forward smash deals great damage and knockback, and if both climbers' attacks connect, it can KO very early. It is good for poking an opponent from a distance since it comes out so quick, and can even edgeguard an offstage opponent in some scenarios. Ice Climbers' down tilt has similar range to forward tilt, but deals less damage. Ice Climbers' up tilt sends opponents upward, which can combo into up air, etc. At higher percents, it has good knockback, and can even KO. Forward Tiltįorward tilt sends an opponent away, and can be used to keep opponents from getting in too close. Ice Climbers' dash attack sends opponents upward, which can lead into combos. At 4 frames of startup, it's a decent get-off-me tool. When possible, shield grabbing is the best punish for unsafe moves, as Ice Climbers can convert a lot off of a single grab.Ī two part attack where both climbers swing their hammer forward. For opponents attacking from above, up smash is a decent option. It won't be able to punish everything, so exert caution when using it on safely spaced moves. Ice Climbers don't have any extremely quick out of shield options, with their fastest one (nair) coming out in 9 frames. Ice Climbers Frame Data and Moveset Best Out of Shield Options Move If your opponent is unable to SDI out of it, this combo can deal a ton of damage. This one involves desyncing by using down special right after a down throw. Down Throw→Down Special→Short Hop Down Special→Short Hot Down Special→Short Hop Down SpecialĪnother low percent combo. This is a rather tough one to pull off, so be sure and practice in training mode. It involves desyncing by using a forward roll right after down throw. If up air is quickly performed 2 times in a row, you will desync.ĭown Throw→Foward Roll→N-air→Side Special→Down Throw→F-airĪ combo for opponents at low percents. Ice Climbers can be desynced with an up air. The second the opponent is thrown to the ground, if you perform another move, you will desync. Ice Climbers can be desynced with down throw. How to Make Ice Climbers Desync Down Throw Desync ・Terrible recovery when separated, and very weak overall when alone ・Acting as a pair gives them large hitboxes ・Very powerful attacks when together (attacks hit twice) See Our Tier List Here! Ice Climbers' Strengths and Weaknesses Strengths When alone, Ice Climbers' recovery, damage output, and KO power are all significantly reduced, so it's vital to make sure your opponent does not take out your partner. While together, they are a rather powerful duo, but if Nana (the AI controlled partner) is KO'ed, then Popo will be alone and severly limited in his gameplan. Ice Climbers are a high execution character, with lots of potential if enough practice is put in, including learning how to desync them (shown below). While they no longer can wobble or chain grab opponents like in previous games, they still have deadly combo potential, and can deal massive damage when attacking simultaneously. When they are together, they will do whatever moves you input, and when separated, Nana will be controlled by the CPU until the pair reunites. Ice Climbers in Smash Ultimate have the unique property of being two characters that function as one.
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