15 Ice Climbers

First appearance :
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 !




  • Not well known
  • High damage output
  • Good juggling game
  • Disjoint moves


  • Tough without Nana
  • Poor mobility
  • Poor framedata
  • Bad neutral game
  • Lot of work



  • icône de donkey-kong
Combo food


  • icône de link-enfant
  • icône de simon
  • icône de mega-man
Projectiles' zoner
  • icône de amphinobi
  • icône de pikachu
  • icône de samus-sans-armure
Speed and combos  



  • The opponent can't escape
  • Easily find the grab on it


  • Blocks ledgetrap and desynch
  • Nana gets mad on Kalos


Pro Tips


coup spécial de Ice Climbers coup spécial de Ice Climbers

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.


    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.

  • Contextual Options

    Quick Moves

    Safe on Shield

    OOS Options


    Neutral Air

    Up Air

    Forward Air

    Neutral Air

    Back Air

    Neutral Air

    Up Air

    Back Air


    Before leaving

    Last tips

    Until the summit

    It’s important to know how to play the Ice Climbers at the maximum of their abilities, and so it will be important to master all of their advanced techniques, even if not all will be viable in-game against a good player, however, it will allow to extend the movement options of the character and to grant him access to more, well needed, tools. Be careful however not to always desynchronise without thinking. It’s important to know when to use it but don’t always try to do it and adapt to the situation.

    Milestone by milestone

    You will need to master their Neutral and don’t blindly rush seeing as the character doesn’t have an actual Neutral. You will need to be patient and find an opening and don’t always try to land a grab. Even if the latter can lead to very interesting situations, IC’s grab in itself is very bad and slow, meaning that it’s better not relying on it.


    Be careful as well not to go too far and know when to stop in a juggle situation or a ledgetrap. Once again, the poor mobility of the character means that you can’t cover all landings and that you will sometimes have to give up the interaction. If you input a full hop with an Up Air and that your opponent avoids it for example, you won’t be able to land quickly enough to continue pressuring your opponent. And seeing as the juggle is one of the essential aeras of this character, you have to know how to do it well.

    In a nutshell

    The pleasure you will get from playing the Ice Climbers will come from the fact that they’re different, they have a totally different playstyle than the others, they’re unique. Being able to desynchronise Nana gives an additionnal layer to the game, as you play while controlling two characters, even if one of them is sometimes surprising. Moreover, it’s a character who requires a lot of creativity and can grant gorgeous outcomes with their grab combos when they’re mastered. And, the fact that the character isn’t played a lot is a considerable advantage because it will give the upper hand over your opponent ! To put it in a nutshell, an atypical character who deserves some some interest for their unique gameplay and their sometimes unpredictable aspect.

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