Kage Me
Smash Ace
*did not steal this idea from the Pokémon Trainer boards*
Ratings are given on a scale from 1 to 10, with + or - to specify further. Miscellaneous is used to describe any special notes outside of the main use(s).
Now discussing the dash attack.
Jab attack
Ratings are given on a scale from 1 to 10, with + or - to specify further. Miscellaneous is used to describe any special notes outside of the main use(s).
Now discussing the dash attack.
Jab attack
F-tiltPopo: 3%, 4%
Nana: 2%, 2%
Range: Average
Knockback: Low
Uses: Clearing, combo interruption.
Description: The Ice Climbers swing their hammers, then back. This attack comes out fast, and gives you some breathing room. Best used defensively.
Misc.: If your Climbers are desynched, you can jab once and use the other Climber to grab during hitstun.
Rating: 6+
U-tiltPopo: 10%
Nana: 7%
Range: High (second only to Blizzard)
Knockback: Medium
Uses: Spacing, primarily.
Description: The Climbers swing their hammers forward in a horizontal arc. When you use this move, chances are you're fighting a character with good range. It's one of your best moves to punish improper spacing.
Misc: This move can be angled up and down. It's also somewhat easy to desynch from it.
Rating: 6
D-tiltPopo: 12%
Nana: 6%
Range: Average (only hits above them)
Knockback: Medium-low
Uses: Damage racking, stopping approaches from the air.
Description: The Climbers hold up their hammers and spin them. It'll interrupt many aerial attacks and rack up a good bit of damage. It can also chain into itself, u-smash and u-air.
Misc: At low percentages, this has potential to lead into a grab.
Rating: 8+
Dash attackPopo: 6%
Nana: 5%
Range: Average
Knockback: Medium
Uses: Gimping, edgeguarding
Description: The Climbers swing their hammers along the ground. It'll semi-spike your opponent with average power. Against some characters, this means KOs in the 40% range. Freakin' A.
Misc.: This is the Ice Climbers' only semi-spike. Remember that if your opponent recovers from below, this will go over their heads - literally. Incidentally, this is SoPo's most reliable KO attack if followed up with edgeguarding or edgehogging.
Rating: 8
F-smashPopo: 6%
Nana: 4%
Range: High
Knockback: Medium-low
Uses: Setting opponents up for juggling, breaking brickwalls
Description: The Climbers swing their hammers upward during their dash. There's quite a speed boost when you use your dash attack, and it's often enough to surprise your opponents. This pops them into the air at a mostly vertical trajectory, and leads into u-airs that way. However, if used too frequently, it's easily punished.
Misc.: This move has surprising priority, so it can be used to break many jab combos easily and set the opponent up for a change in pace - f-tilt works better for breaking their wall, but it just knocks the opponent away instead of letting you actually counter. It's also a lot less laggy than a running u-smash.
Rating: 6-
U-smashPopo: 12~18%
Nana: 9~14%
Range: Average
Knockback: High
Uses: Killing, damage racking, punishing
Description: The Ice Climbers draw their hammers back and swing them in an arc over their heads to the ground. This move will probably be used for surprise kills and punishing more than anything else. Many opponents will actually fear your u-smash and grabs so much that they'll stay "out of range". This move is the perfect solution at high percentages.
Misc.: This hits behind you, if your opponent is close and large enough. Knockback in increased when you hit with the head, rather than the handle.
Rating: 8
D-smashPopo: 11~15%
Nana: 9~13%
Range: Average-high
Knockback: Very high
Uses: Killing, anti-air defence
Description: The Climbers swing their hammers in an overhead arc. This is arguably the Ice Climbers' best kill move on-stage, and it's usually your best choice when finishing a chaingrab. If you're playing a game without many chaingrabs, definitely save this move to avoid it going stale. An exception can be made for strong aerial characters like Peach and Jigglypuff: against those, go all out with u-smash and use f-smash as your finisher.
Misc.: When finishing your chaingrabs, try to position Nana so that she can b-throw the opponent into your charged u-smash. This move has a hitbox on both sides of the Ice Climbers.
Rating: 9+
Popo: 12~16%
Nana: 8~12%
Range:
Knockback:
Uses:
Description: The Ice Climbers sweep their hammers across the floor. Hits on both sides.
Misc.:
Rating: