With weak throws, small hammers, and slow movement in general (slow falling, air, and dash speed), 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 Ice Climbers aren't very good at using their standard arsenal of attacks for continuous hits, normally speaking. Oddly, their cleats do not affect their traction on normal surfaces, as it's second-lowest in the game ( Luigi has the lowest). This is due to the fact that they are wearing cleats. A creative little addition to their character is that the Ice Climbers are not affected by the conditions of slippery surfaces such as ice, and they won't slide on it. If a player is feeling adventurous, the Belay special is a powerful KO move should the second Climber connects 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 approach attack with good damage and speed, spinning the Ice Climbers 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 decent attack speed, and possess a few interesting attacks in their arsenal. 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 loses 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, 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, making them immune to chain-grabs), and conversely allows them to have a superior grab game entirely unique to them (see "chain-grabbing and desynching" below). The Ice Climbers are able to grab two different items and are even able to grab two separate characters. The follower is always slightly weaker than the leader, but only the follower can meteor smash with his/her forward aerial. The Ice Climbers are midweight 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. Neutral special projectile decreases in size over time and distance and can be effected by sloping platforms.Squall Hammer leaves them helpless after use.Recovery is easy to gimp and is severely weakened if Nana is defeated.
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