< SSBM | Ice Climbers
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*'''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 | *'''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 | *'''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. | ||
*'''Big Hammers''' - Despite their small size, Ice Climbers have surprisingly large disjointed hitboxes on many attacks. Well-spaced moves are therefore very likely to beat out opponents' attacks. | *'''Big Hammers''' - Despite their small size, Ice Climbers have surprisingly large disjointed hitboxes on many attacks. Well-spaced moves are therefore very likely to beat out opponents' attacks. |
Revision as of 01:40, 6 April 2023
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.
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