5/1/2023 0 Comments Ice bros smash![]() Squal Hammer:The controlled Ice Climber spins around like a top and travels forward along the ground for a short moment, with the hammer extended so that opponents are harmed if they come into contact with the hammer. Using Ice Shot at very close range can catch enemies with both the ice blocks and the hammers. If one gets reflected, the other can cancel it out.It is possible for a high-damage opponent to be frozen by Ice Shot, but the chances are slim. If used in mid-air, the Ice Shots fall fast until they hit the ground, and they travel very fast down slopes. With both Climbers, you'll shoot out two Ice Shots. Unfortunately, it shrinks in size as it slides, making long range Ice Shots undesirable.Īlthough this attack only does around 2% damage for each chunk of ice, it can be very useful in attacking and defending if used correctly. This move is mimicked by the CPU Ice Climber if it is with the human-controlled one, so two shots at a time can be shot along the floor. The controlled Ice Climber summons a small stalagmite of ice and hits it with a hammer so that it slides off along the ground, damaging whatever it hits. Back throw- Takes foe and flings them behind with one hand.Only the lead Ice Climber attacks, doing only 6% damage, though the foe is usually knocked right in front of the IC, leading into many quick combos. Down throw- Takes foe and slams them harshly into the ground.Powerful, though it's power costs them combo follow ups, for a throw. Up throw- Bash the foe above themselves.Forward throw- Takes the foe and swings their mallets in a Bat-like way, launching the foe forward.The damage adds up quickly due to desynching. Pummel- The lead climber pummel the foe for 1-2% per pummel, whereas the player has some control over the partner while pummeling.This attack has extremely low set knockback and therefore cannot KO grounded opponents at any percentage. Can be angled, has long duration and some landing lag (though L-cancelling helps). Down aerial- They hold their mallets below them and fall downwards. ![]() Both do around 8-9% each, adding up to 17%. Up aerial- Thrust their hammers above them like their up tilt, only with one hitbox per climber.Back aerial- Turns around and swings their hammers in a similar fashion to their forward tilt.Forward aerial- Hold their hammers up and bring them down in a similar fashion to their forward smash.Short ranged, but good for air-spacing and following up with neutral aerial if predicted right. Neutral aerial- Twirl around in the air.Floor attack- Gets up and spins their hammers.100% ledge attack- Slowly gets up and thrusts his/her mallet forwards.Ledge attack- Brings him/herself up and swings his mallet in a similar way to their forward smash.The partner usually makes an additional jump to get back on stage, though. Other attacks Note: only the lead IC can use the ledge attack, because the computer IC cannot hang onto the ledge. 10% and 11%, 21% total uncharged 15% and 13%, 28% total fully charged. Up smash- Swings their hammer in an rapid arc over their heads.12% and 11%, 23% total uncharged 17% and 14% fully, adding up to 31%. Fast but somewhat short ranged, good for tight spacing. Down smash- Swirl their hammers below them in a 360° style.14% and 12%, adds up to 26% uncharged 19% and 17% fully, adding up to 36%. Side smash- Somewhat quickly brings their hammers up and brings them down.One of the climber's less damaging moves even with both their damages combined 4% then 5%, 9% total if both climbers connect. Down tilt- A sluggish swing to the floor.Many hits, usually does around 18-21% damage if most or all hits connect. Up tilt- The climbers twirl their hammers in a somewhat short-ranged by highly damaging way above themselves.7% and 8%, adds up to 15% if both Climber's hits connect. Side tilt- A similar swinging motion in front as their Neutral Attack, only slightly slower with more knockback and damage.The landing has some end lag, but both climber's hits add up to an impressive 17%, for a dash attack. Dash attack- Leap and swing hammers in front. ![]() 1-2% first hit (usually adds up to 3%), then both Climbers do 4% on the next hit, for a total of 11% damage.
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