- This article is about the Ice Climbers' appearance in Super Smash Bros. Melee. For other uses, see Ice Climbers. Also, for the CPU Mode, see NANA (CPU Mode).
|Debut||Ice Climber (1985)|
Announced at E3 2001, Ice Climbers (Ice Climber; アイスクライマー, Aisu Kuraimā) are playable characters in Super Smash Bros. Melee. Despite being two characters, only one is directly controlled by the player. The other is computer-controlled, in a manner mimicking the player. While usually Popo is the player-contrlled character, some of their costumes switch them, effectively allowing to play as Nana. It is also their first reappearance in any game after 16 years of absence from their first appearance in Ice Climber.
They currently rank 8th on the official tier list thanks to their amazing camping game, solid aerial and ground game, but primarily due to their extensive and intricate grab game that can completely shut down opponents once it begins. However, if Nana is KO'd, Popo cannot use special moves correctly and is somewhat helpless during recovery.
The Ice Climbers have the unique property of being a "two in one" character, as Popo and Nana must work together very well in order to be an effective fighter. Nana can be unresponsive at times and killed at low damage when she is separated from Popo, but she can also be somewhat of a shield for some attacks. The Ice Climbers's attacks are generally fairly short-ranged. Even so, advanced players can do massive damage with the Ice Climbers due to their strong ground game. On the downside, the Ice Climbers are awkward when forced to fight in the air. The Ice Climbers's projectile, Ice Shot, is good for edgeguarding and can't be avoided by ducking because it is a ground hugging projectile. However, Popo and Nana are easily disrupted by opponents' projectiles.
The Ice Climbers have the second lowest traction when they aren't fighting on ice, where they have the highest. This makes them have a very long wavedash, but it also makes approaching difficult. The Ice Climbers have good, powerful juggling tactics, but they themselves are vulnerable to air combos and juggling due to being floaty. Their Up Special Move, Belay, travels great distance, but it can often kill Nana. The Ice Climbers can do an infinite grab known as Wobbling (which is generally tournament legal) and the freeze glitch (which is not tournament legal).
Where the Ice Climbers really shine is grabs. Although their grab range isn't impressive, they still have high-damage grab combos, including ones that can kill opponents from 0% damage. They also have some of the best chaingrabs in the game. The Ice Climbers themselves are difficult to grab because since only one can be grabbed, the one that isn't grabbed can interrupt the thrower. A professional Ice Climbers player should make the most of their grabs in order to perform well.
- Note: A majority of the move summaries refer to the combined damage of the two climbers; one of the climber's attack is usually 1% less than the leader's. Total damage refers if both the climbers' hammers connect, as they both usually do the moves in sync.
- Neutral Attack - Two hammer swings in front. 2-1% first hit, usually adds up to 3%, then both Climbers do 3% on the next hit.
- Dash Attack - Leap and swing hammers in front. The landing has some ending lag, but both climber's hits add up to an impressive 17%, for a dash attack.
- Forward Tilt - A similar swinging motion in front as their Neutral Attack, only slightly slower with more knockback and damage. 7% and 8%, adds up to 15% if both hits connect.
- Up Tilt - The climbers twirl their hammers in a somewhat short-ranged but highly damaging way above themselves. Many hits, usually does around 21-24% damage if most or all hits connect.
- Down Tilt - A sluggish swing to the floor. One of the climber's less damaging moves even with both their damages combined; 4% then 5%, 9% total if both climbers connect.
- Forward Smash - Somewhat quickly brings their hammers up and brings them down. 12% and 14%, adds up to 26% uncharged, 15% and 16% fully, adding up to 31%. Great knockback.
- Down Smash - Swirl their hammers below them in a 360° style. Fast but somewhat short ranged, good for tight spacing. 11% and 12%, 23% total uncharged, 16% and 14% fully, adding up to 30%. Good sideways knockback.
- Up Smash - Swings their hammer in an arch above them quickly. 10% and 11%, 21% total uncharged, 15% and 13%, 28% total fully charged. Excellent killer at higher damages.
- Note: Only the IC that grabs the ledge can use the Ledge Attack, because the other cannot hang onto the ledge. The partner usually makes an additional jump to get back on stage, though.
- Ledge Attack - Brings him/herself up and swings his mallet in a similar way to their Forward Smash. 7% damage.
- 100% Ledge Attack - Slowly gets up and thrusts his/her mallet forwards. 10% damage.
- Floor Attack - Gets up and spins their hammers. ~4-6 per IC, ~9-13% total.
- Neutral Aerial - Twirl around in the air. Short ranged, but good for air-spacing and following up with Neutral Aerial if predicted right. 8% damage.
- Forward Aerial - Hold their hammers up and bring them down in a similar fashion to their Forward Smash. Can spike if sweetspotted. 10% and 10%, adds up to 20%.
- Back Aerial - Turns around and swings their hammers in a similar fashion to their forward tilt. 10% and 11%, 21% total.
- Up Aerial - Thrust their hammers above them like their Up Tilt, only with one hitbox per climber. Both do around 8% each, adding up to 16, sometimes 18%.
- Down Aerial - They hold their mallets below them and fall downwards. Can be angled, has long duration and some landing lag, though L-cancelling helps. 7-9% per climber, though usually only one hits.
Grabs & ThrowsEdit
- Pummel - The most damaging pummel in the game. Both climbers pummel the foe for 1-2% per pummel, and the damage adds up quickly due to their fast pummeling speed.
- Forward Throw - Takes the foe and swings their mallets in a Bat-like way, launching the foe forward. 4%, and 5%.
- Up Throw - Bash the foe above themselves. Powerful for a throw, though its power costs them combo follow-ups. 5% and 6%.
- Down Throw - Takes foe and slams them harshly into the ground. Only the lead Ice Climber attacks, doing only 5% damage, though the foe is usually knocked right in front of the IC, leading into many quick combos.
- Back Throw - Takes foe and flings them behind with one hand. 7% damage.
|Ice Climbers' Special Moves|
|Standard Special Move:||Ice Shot|
|Side Special Move:||Squall Hammer|
|Up Special Move:||Belay|
|Down Special Move:||Blizzard|
|1: In Super Smash Bros. Brawl only.|
Desynching is a technique that involves separating the two Climbers' animations and controlling them individually, allowing them to do different techniques at the same time.
In addition to the normal trophy about Ice Climbers as a character, there are two trophies about them as a fighter, unlocked by completing the Adventure and All-Star modes respectively with Ice Climbers on any difficulty:
- Ice Climbers:
- That's Popo in the blue and Nana in the pink. These two stars of the game Ice Climber have scaled many an ice summit in their mountaineering careers. Back in their glory days, they chased eggplants, cucumbers, and other vegetables that inexplicable fell from frosty summits where a condor reigned supreme. They're rarely seen apart.
- Ice Climber (10/85)
- Ice Climbers (Smash Red):
- This unique twosome fights together as a team. Your score will not be affected if the CPU-controlled character is KO'd, but a lone Ice Climber won't be able to use teamwork moves, which mini-glaciers out of their hammers, while Squall Hammer is at it's strongest when Nana and Popo combine their strength.
- Ice Climbers (Smash Blue):
- The colors of the Ice climbers' parkas denote who's in the lead: Nana's in pink and orange, while Popo's in green or blue. their hairstyles are also slightly different. Belay allows them to cover great distances, but doesn't give foes the chance to target their landing. Blizzard is best used in close quarters; in the fray, Nana and Popo sometimes freeze opponents.
- Changing the language to Japanese changes the Ice Climbers name to "Ice Climber", taking out the 'S' at the end of their name. This happens because in Japanese language, there are no "plural" words.
- The Ice Climbers are tied with Ganondorf for the world record in the Home-run Contest and are the only character other than Ganondorf to reach the max distance. Unlike Ganondorf however, the Ice Climbers have to exploit the Freeze glitch in order to be able to reach these distances.
- The Ice Climbers are the first fighters in Super Smash Bros. history to wield a weapon besides a sword.
- The Ice Climbers have the highest matchup average out of all the high-tier characters, having a 65:35, the same as Marth, who ranks 5th on the current tier list.
- When choosing the "Red" costume for the Ice Climbers, Nana's parka is purely red on the Character Select Screen, but is maroon while battling on stages.