15 Ice Climbers
Ice Climbers (1984 - NES)
Ice Climbers is a surprising character with a unique mechanic allowing you to play as two characters which you can separate, and even desynchronize ! The character is thereby stronger if the two characters are present on the stage and can count on their high knockback to hurt a lot !
Characteristics
Strengths
- Not well known
- High damage output
- Good juggling game
- Disjoint moves
Weaknesses
- Tough without Nana
- Poor mobility
- Poor framedata
- Bad neutral game
- Lot of work
Matchups
Favourable
Unfavourable
Stages
Favourable
- The opponent can't escape
- Easily find the grab on it
Unfavourable
- Blocks ledgetrap and desynch
- Nana gets mad on Kalos
Skills
Pro Tips
Features
Ice Climbers is a character possessing two fighters, one being more or less controlled by your actions and the CPU. One of the most important techniques for the Ice Climbers is desynchronising the two characters so that the character controlled by the CPU acts separately, thereby allowing for devastating combos. If you want to desynchronise your characters there are multiple more or less simple techniques. The easiest one comprises of inputing a grab, and right after, holding the special button to input a Neutral B that only Popo will do.
Best moves
DOWN B
This move deals a lot of damage, has decent range and can cancel a bunch of projectiles. If your opponent is at high percent, it can even freeze them which can allow you to combo them even more easily, especially with an Up Tilt. If you desynchronise your Ice Climbers, it allows you to apply pressure on your opponent’s shield because the AI can use the Down B while you move around their shield.
SIDE B
This very useful move is the main approach tool of the character, can start a combo, allows to get back on the stage while mixing-up their approach, to get away as they’re attacking their opponent if the latter is shielding. It’s also the most reliable tool to start a desynchronisation because you have 6 frames during which it’s possible. And if your characters are desynchronised, it’s an additional pressure tool and combo starter.
UP AIR
As for this move, it’s a very good anti-air. It’s a very interesting option to juggle with your opponent because this move has a big disjointed range as well as being quick and powerful. One of best moves of the Ice Climbers especially to launch upwards. So, it’s an excellent move to punish an opponent who tries to get back on stage from the air.
BACK AIR
This move has very low lag, is powerful and even is Popo’s attack is countered, Nana’s one can still hit, which makes this move a rather safe option against a swordfighter or to help getting back to the stage. It’s a tool used a lot to apply pressure in Neutral and at the ledge especially because the move lasts a while, which can even be used to cover a ledge roll while forcing the opponent away.