In exchange, the Ice Climbers have a poor grab range that makes starting the chain grab very tough.įor further two-in-one hijinks, it is even possible to "desynch" the CPU partner by confusing it with erratic movement (such as dash-dancing), putting the player in control of both Climbers for as long as they are capable of maintaining it. Such strings create long and extremely damaging chain grabs capable of being performed at nearly any percent, on nearly any stage. In the middle of the throw animation, the player can gain control of the CPU Climber, commanding him/her into performing a forward-air spike, while once again bringing the original, player-controlled Climber in for a new grab. For example, the lead Ice Climber can grab onto one opponent and use the forward throw. Many would consider the Ice Climbers to be "the King and Queen of all Chain Grabs" due to the fact that their two-in-one property allows a variety of chain-grab options. With all this in mind, they wouldn't seem like the best character choice in the world, if it weren't for the following. With both Climbers present, KOing generally isn't too much of a problem, although their Smashes are actually better at racking up the damage than at KOing. With weak throws, small hammers, and slow aerials in general, the Ice Climbers can usually only manage one or two good hits in close before they need to resort to Ice Shots or Blizzard again. The Icies aren't very good at using their standard arsenal of attacks for combos, normally speaking. If a player is feeling adventurous, the Belay special is a powerful KO move should the second Climber connect with the opponent, but it is generally an ill-advised use of the move given that it separates the Climbers and puts them into a helpless animation. Squall Hammer is a pretty decent advancing move with good priority, damage, and speed, spinning the Icies around each other in a forward-moving hammer attack. Blizzard, the down special, can freeze opponents and even cover both sides if the partner is present, or alternatively can be made to cover one side if performed while jumping with the partner, giving the attack more power. Their standard special move, Ice Shot, is a projectile fired by each Ice Climber which slides along the ground, making it impossible to avoid by crouching/crawling. The Ice Climbers are great at dealing damage when together, have okay attack speed, and possess a few interesting attacks in their arsenal. Should the CPU Climber get KOed during the stock, the remaining Climber will have drastically reduced damage output, KO ability, and recovery, with Belay becoming practically useless and Squall Hammer loses a good deal of distance (whereas with both Climbers they are excellent recovery moves). In these scenarios, it is advisable to stick to and protect the partner, even if it puts the player in additional danger. However, they can easily be separated by strong enough attacks. In addition, their unique property also makes them much harder to grab (when one Ice Climber gets grabbed, the partner can simply counterattack), and conversely allows them to have a superior grab game entirely unique to them (see "chain-grabbing and dysynching" below). Because of this, the Ice Climbers are able to grab two different items and are even able to grab two separate characters. The Ice Climbers are lightweight characters that have the unique property of being a "two in one" character, wherein the game considers each Climber to be a unique character in its own right.
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