![]() Overall, the climbers fairly possess an unorthdox playstyle focused on horizontal and vertical combos characters who focus fighting with hammers and a variety of gadgets that have to do with winter or ice. 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). In this scenario, it is advisable to stick to and protect the partner. When separated, AI takes control of the partner, and guides them back to the leader. 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). Due to technically being two characters, the Ice Climbers are able to grab two different items. Another unique trait that the partner possesses is their forward aerial's ability to meteor smash. 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). 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. Iceberg is very avoidable by most characters and is limited by the Ice Climber's movement, making it one of the worst Final Smashes.The partner climber AI is prone to making poor decisions when separated, including self destructing or air dodging.Has a very high skill ceiling due to the difficulty of effectively desynching.The partner climber will panic if the leader is grabbed, preventing the partner from attacking the grabber. ![]() If the lead Ice Climber is KO'd, the partner climber will also be KO'd.If Nana gets KO'd, Popo will be all on his own, drastically decreasing their damage output and survivability.Ice Shot decreases in size over time and distance.Additionally, distance is greatly reduced if Nana is KO'd. Squall Hammer leaves them helpless after use.Belay is easy to gimp and goes almost nowhere if Nana is KO'd.Both climbers can be holding different Items.It is impossible for opponents to determine what percentage Nana is at.Ice Shot can be used for spacing and zoning, as well as to hit opponents from above.Squall Hammer is a form of horizontal recovery.Belay covers a high distance and can tether to ledges.As a pair, they possess high damage output.Forward aerial is a strong meteor-smash.Blizzard freezes the opponent, allowing them to punish with one of their attacks.During their Final Smash, they can attack the opponents to lure them to the iceberg in order to KO.The Ice Climbers can be desynched to execute attacks in a manner that makes them difficult to dodge or make combos more difficult to escape.
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