- This article is about the Ice Climbers' appearance in Super Smash Bros. Brawl. For other uses, see Ice Climbers.
The Ice Climbers (also referred as Ice Climber (アイス クライマー Aisu Kuraimā?) in japanese), the pioneer mountaineer duo from Super Smash Bros. Melee, return as playable veterans in Super Smash Bros. Brawl. The duo have been given a significant texture-boost to their characteristic models. Although Popo and Nana fight as a duo, only one is directly controlled by the player. The other is computer-controlled, in a manner mimicking the player. In Melee, the player had the option to change the coloration of the costume and play as Nana, and the option still exists in Brawl. However, the Ice Climbers' positions on the character selection screen portrait will not change.
The duo collectively rank 2nd on the official and current tier list (the highest among the game's veterans available at the start) thanks to their amazing camping game, solid aerial and grounded game, but primarily due to their extensive and intricate grab game that can completely shut down opponents once it begins. The Ice Climbers boast excellent KO potential and damage output, which is supplemented by their solid frame-data. Additionally, the duo have decent range for their size thanks to attacking with their sole melee-oriented weapon, their mallets. Professional Ice Climbers players are known to chain grab opponents from 0% to an inevitable KO with precise usage. However, if Nana is KO'd, Popo cannot make successful usage of their special moveset and is somewhat helpless during recovery, as Squall Hammer travels drastically less distance and Belay is next to virtually useless, and has almost halved fighting prowess. The duo are also burdened with slow mobility and poor endurance due to their lightweight status.
Attributes[]
Strengths[]
- Excellent grab game, possessing an amazing chain grab that is an inescapable zero-to-death.
- High jumping height, which supplements their aerial game and recovery.
- Decent grounded mobility and running speed.
- Devastating KO potential and damage output, even with a solo-climber.
- The Ice Climbers can be desynchronized to execute attacks in a manner that makes them difficult to dodge or make combos more difficult to escape.
- Belay is a tether recovery with considerable distance and range.
- Squall Hammer is an impressive form of horizontal recovery.
- Ice Shot and Blizzard are both excellent spacing and zoning tools, with the latter being capable of dealing massive damage with both Popo and Nana.
Weaknesses[]
- Lightweight and floaty, making them easy to KO, especially Nana if separated.
- Poor air speed (the 5th slowest in the game, in fact).
- The duo's recovery is drastically diminished and their fighting prowess is halved if Nana is defeated. Additionally, Squall Hammer results in helplessness after usage, forcing the move to have precise usage while performed in the air.
- Ice Shot decreases in size over time and distance and can be effected by sloping platforms.
Summary[]
The Ice Climbers are a pair of lightweights that have the unique complexity of being a "two-in-one" character, where the game considers each Ice Climber to be a unique character in their own perspectives. The follower (Nana, by default) is typically slightly weaker than the leader in terms of raw power, but only the follower can meteor smash with their forward aerial. The Ice Climbers are able to grab a pair of different items and are even able to grab two separate characters. In addition, their unique property also makes them much harder to grab (when one Ice Climber gets grabbed, the other Ice Climber can basically counterattack, making them immune to chain grabs). Conversely, this allows them to have a superior grab game extensively unique to them. However, the duo can easily be separated by attacks with high power. In this scenario, it is advisable to stick to and protect the partner, even if it leads the leader (Popo, by default) in additional danger. Should the CPU-controlled Climber get KO'd during the stock, the remaining Ice 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 Ice Climbers, both are excellent recovering tools). Additionally, the duo are burdened with sub-par mobility as well — despite their small size, above-average air acceleration and jumping height, and average dashing and walking speeds, the duo each have the 5th slowest air speed, slow falling speed and low gravity.
As a dynamic duo, the Ice Climbers boast staggering damage output when combined with their great frame-data and excellent combo game, and the duo possess a few interesting attacks in their arsenal. Their standard special move, Ice Shot, is a projectile fired by each Ice Climber which slides along the ground, making it impossible to evade by crouching/crawling. It can even gimp characters with vulnerable and/or linear recoveries as a disruptive edgeguarding tool, and with enough desynching, the duo can throw out a single Ice Shot in a rhythm, making for an intimidating edgeguarding and even a frustrating zoning tool that can serve as a big boon in several matchups. Blizzard, their 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. It is a long-lasting ledge-trapper and combo extender that freezes opponents in their tracks and deals huge amounts of damage at point-blank proximity. Using the attack while an opponent is frozen increases the time being frozen slightly and can allow the duo to make space between them and their opponent if required, or tack on extra damage while frozen. Specifically, this move is especially intimidating when edgeguarding, as it can cover most options out of a ledge getup and freezing an opponent near the edges of a stage can make it easy to nudge them off without means to escape and even recover, leading to a free gimp. It also has priority over some other projectiles and can cancel them if the two collide. Squall Hammer is an outstanding approaching tool with high damage and speed, spinning the Ice Climbers around each other with high maneuverability and mobility, unleashing a flurry of hits ending off with a powerful hit that can KO at higher precents. Belay, their up special, is a powerful KO option should the second Ice Climber connect with the opponent, but it is overall risky to throw out since it separates the Climbers and renders them into helplessness after usage.
A unique ability includes the Ice Climbers not being affected by the conditions of slippery terrain, such as ice, and the duo will not slide on it. This is due to the fact that the Ice Climbers are wearing ice cleats on their shoes. However, their cleats do not affect their traction on traditional surfaces, as it is second-lowest in the game (surpassed by only Luigi).
Chain grabbing and desynching[]
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. For example, the lead Ice Climber can grab onto one opponent and use the forward throw. 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, or grabbing again with the CPU Climber while once again bringing the original, player-controlled Climber in for a new grab. Such strings create long and extremely damaging chain grabs capable of being performed at nearly any percent, on nearly any stage. A down side is that the ice climbers don't have a very good grab range and because of how much they slide it's almost impossible to grab an opponent when they hit your shield unless you powershield his or her attack.
For further two-in-one hi jinks, it is even possible to "desync" 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. Once the partner is desynced, the player can have it perform any move while the main Climber is in the middle of one, providing for all sorts of possible attack strategies that can be exceedingly difficult for opponents to escape from (alternating Blizzard, alternating Ice Shot). While desynced, the partner Climber has restrained movement within an invisible box around the main Climber; should he/she be separated or removed from this box, the CPU will take over again. This invisible box makes it so that if you desync yourself from the AI so that it charges a smash attack and you start walking or running away, the AI will slide in your direction while charging the smash. A unique thing that you can do when desynced is that if you desync the AI to charge a smash attack, your belay will cancel the AI's charging sequence and teleport it into the belaying sequence.
It should be obvious that such techniques are almost impossible to perform in combat, regardless of the player's skill, due to the constant string of precise commands required for the Climbers to move/attack as intended. This level of obscene difficulty is what has prevented any seemingly-unfair IC techniques (outside of wobbling in Melee) from seeing competitive bans, especially given that very few professional players maintain or even use them at tournaments. This lack of appearance has made their tier ranking, and whether or not it should be higher, questionable for the time being. Nevertheless, these techniques are the backbone of playing a good pair of Ice Climber; without them, they aren't particularly great, so it's essential for players who plan on using the Ice Climbers to master them as they are not worthy of their tier placement without these.
Changes from Melee to Brawl[]
The Ice Climbers have been buffed from SSBM to SSBB. Both Ice Climbers can grab on to a ledge at the same time, and Belay can be a Tether Recovery if the partner grabs a ledge first, then the leader reaches up to the ledge. The Ice Climbers' have more attack power for their special moves (Blizzard is especially buffed if the Ice Climbers are next to the opponent), but they have less smash attack power for KOing. The Ice Climbers can become separated easier when attacked, but they are a bit stronger by themselves. The partner can now squall hammer and belay alone, and a lone Ice Climber's Belay gives some slight distance. If the partner hits another character while executing Belay, the move is still completed. The partner AI is significantly advanced (near level 9) so (s)he does not die as easily. The Freeze glitch no longer works, but their back throw can now infinitely hobble.
The Ice Climbers also had some purely cosmetic changes. Their orange costume was removed. With their blue costume, they can look almost exactly the same (one Ice Climber's parka has just a small shade difference). The white one is almost the same, but the gloves are different colors. Lastly, squall hammer now sends off flakes of ice if both Ice Climbers are present.
Moveset[]
This assumes the player is using a costume that doesn't switch Popo and Nana.
Ground Attacks[]
Normal[]
- Standard Attack - Popo/Nana/the climbers swings his/her/their hammer(s) in front of himself/herself/themselves. Popo, first hit 3%, second hit 4%. Nana, 2% both hits. Total, 2%-11%.
- Dash Attack - Popo/Nana/the climbers do/does a short jump and swing his/her/their hammer(s) in front of himself/herself/themselves. Popo, 6%. Nana, 4%. Total, 4%-11%.
- Strong Side - Similar to neutral, but with one hand. Popo, 7%. Nana, 9%. Total, 7%-16%.
- Strong Up - Popo/Nana/the climbers spin(s) his/her/their hammer(s) over his/her/their head(s), dealing multiple hits. Popo, 6 hits of 3%, then 4%. Nana, 4 hits of 1%, then 3%. Total, 1%-17%.
- Strong Down - Popo/Nana/the climbers crouch(es) and sweep(s) his/her/their hammer(s) on the ground in front of him/her/them. Popo, 6%. Nana, 2%-5%. Total, 6%-11%.
Smash[]
- Side Smash - Lift hammers over head, then smash straight down. It looks similar to how they attack in their own game. Leader, 11%-13% uncharged, 16%-18% fully charged. Partner, 9%-10% uncharged, 13%-14% fully charged. Total, 9%-23% uncharged, 13%-32% fully charged
- Up Smash - Swing hammers upwards. Leader, 11% uncharged, 15% fully charged. Partner, 9% uncharged, 13% fully charged. Total, 9%-20% uncharged, 13%-28% fully charged.
- Down Smash - Sweep hammers on the ground all the way around themselves. Because the back swipes' hitboxes extend a bit in front of the climbers and the back and forward swipes are two separate hits, this attack inflicts huge damage if the target is at close range and both climbers are present, making it ideal for Home-run Contest. This is the second most damaging d-smash in the game if both Ice Climbers hit, following Lucas who has the most damaging d-smash. Leader, 12% uncharged, 16% fully charged (-2% if facing opponent at close range). Partner, 8% uncharged, 12% fully charged (strangely, +1% to the back swipe). Total, 8%-41% uncharged, 11%-56% fully charged.
Other[]
- Ledge Attack - Climbs up ledge and swings hammer(s) over their heads. 8% each hit.
- 100% ledge attack- Slowly gets up and swings their hammer low to the ground. 10% each.
- Floor Attack - Popo/Nana/they quickly get(s) up and hammer in both directions. This is surprisingly similar to their Down Smash, in that the back swipes' hitboxes extend a bit in front of them, and the back and forward swipes are two separate hits, making it shockingly powerful at close range (assuming both climbers fell and are in the same position). 6% each hit. Total, 6%-24%.
- Trip Attack - Popo/Nana/they quickly get(s) up and spin(s) around with his/her/their hammer(s) extended. This is surprisingly similar to their Down Smash, in that the back swipes' hitboxes extend a bit in front of them, and the back and forward swipes are two separate hits, making it shockingly powerful at close range (assuming both climbers tripped and are in the same position). 5% each hit. Total, 5%-20%.
Aerial Attacks[]
- Neutral Aerial - The Ice Climbers swing in a circle with hammers outstretched. Leader, 7%. Partner, 5%. Total, 5%-12%.
- Forward Aerial - The Ice Climbers lift their hammers over head then swing forward, like their side smash. If the partner hits (regardless whether Nana or Popo is the partner), the attack will be a meteor smash if sweet-spotted (the sweet-spot is in timing, not area). Leader, 12%. Partner, 7% or 12% if sweet-spotted. Total, 7%-24%.
- Back Aerial - Swing hammers behind themselves. Leader, 11%. Partner, 8%. Total, 8%-19%.
- Up Aerial - Stick hammers above their head. Leader, 10% when it first comes out, 7% during the rest of the attack. Partner, 7% when it first comes out, 5% during the rest of the attack. Total, 5%-17%.
- Down Aerial - A Stall-Then-Fall. Accelerate fall with hammers below themselves. Stall almost unnoticeable. Leader, 8%. Partner, 5%. Total, 5%-13%.
Grabs & Throws[]
- Pummel - Headbutt. 1% per hit.
- Forward Throw - Hit with hammer. If you walk slightly forward with the partner climber (see below) before using, he/she can grab the enemy again RIGHT after you use the attack, making this a chain grab. If used near the edge and combined with your partner using a short hop then Forward Air, it can kill at 50%. 8%.
- Back Throw - Spin around and hit with hammer. The player can use the other Ice Climber to turn around and re-grab the enemy much in the fashion of the chain grab with the Forward Throw. This does not cause movement of the Ice Climbers like the latter chain grab as the enemy is thrown back and forth between the Ice Climbers. 6%.
- Up Throw - Throw upwards then smash with hammer. 6%. Can KO at very high percents near the top blast zones.
- Down Throw - Spike on ground. Is another chain grab, but you don't need both climbers to execute this one. With both climbers present the other Climber can quickly grab the enemy as they bounce off the ground which will last as long as the player can manage unlike the other chain grab with Down Throw which breaks after certain percents. 6%.
The Ice Climbers have many infinite chain grabs with their Forward Throw, Back Throw and Down Throw however these do not receive the attention of other infinite techniques due to the high difficulty of using them and the different timing required for every character and percent per character.
If the controls have been customized, it is possible for the Climbers to use a forward smash twice, making a "smash throw" gimp kill possible.
One unique thing about the Ice Climbers is that while one Ice Climber grabs the opponent, the other can use any move in their entire moveset to attack. And if the partner grabs the opponent and the leader's shield is broken during the grab, the partner is actually played as the leader recovers, though walking distance is limited.
Special Moves[]
Ice Climbers' Special Moves | |||
---|---|---|---|
Melee | Brawl | Ultimate | |
Standard Special | Ice Shot | ||
Side Special | Squall Hammer | ||
Up Special | Belay | ||
Down Special | Blizzard | ||
Final Smash | - | Iceberg |
Taunts[]
- Up: They set down their hammers and jump up and down. In the Ice Climber NES game, this is the victory celebration of the Ice Climbers during the results screen (albeit without the flag). They also do the same when they reach the mountain top in Subspace Emissary.
- Side: They will point their hammers diagonally upward shout "Yup!", as wind blows behind them (same as in Melee, only with different sound effects).
- Down: They dance in a circle.
On-screen appearance[]
- The Condor flies in with them hanging off its feet, then they jump off.
In competitive play[]
The Ice Climbers have one of the best matchup spreads. On the SmashBoards matchup chart the Ice Climbers have the third highest unweighted rank and the second highest weighted rank. The Ice Climbers are soft countered by four characters, have seven even matchups, soft counter 8 characters, counter 10 characters, hard counter 5, and have 2 nearly unloseable matchups. The Ice Climbers' 0-to-death chaingrabs give them an enormous advantage against the rest of the cast. The infinite chaingrab is the easiest and most consistent infinite to perform in the entire game. Their ability to camp from far away with their projectile and their desyncronization abilities make them a threat to any opponent. The Ice Climbers do well against characters that cannot approach while getting grabbed, like King Dedede, Falco, and Olimar. They also do well against heavy or slow characters, and as a result have nearly unloseable matchups against Bowser and Ganondorf. They perform more poorly against characters that have ranged KO moves, like Zero Suit Samus, who can sweetspot her Plasma Whip. The Ice Climbers also perform poorly against floaty characters or characters who specialize in zoning, such as Meta Knight, Toon Link, and Peach. Even the Ice Climbers' disadvantageous matchups are debatable, as many are exaggerated against them due to their top-tier status.
Competitive history[]
In the first year of Brawl's metagame, the Ice Climbers were ranked as high-tier characters, but were not considered a particularly dominant force, given how weak Popo alone is after Nana is KO'd, combined with their unimpressive endurance and poor defense, and their powerful grab tactics being unrecognized at the time. However, Ice Climbers players soon began to utilize their infinite chain grabs, giving them an extremely powerful zero-to-death option against any other character, which shot them up the tier list. Players found dealing with this difficult, as it dramatically changed how players fought the Ice Climbers, with the matchup now revolving around avoiding getting grabbed at all, and the Ice Climbers were able to completely shut down characters who lacked effective means to avoid grabs or separate the Ice Climbers. lain became the character's first top-level player in 2009 and 2010, achieving multiple major top 8 placements, such as Apex 2009 and S.N.E.S. This resulted in the Ice Climbers being considered uncontested top-tiers by the Brawl Back Room's the fourth tier list where they ranked 5th, just short of two years after Brawl's American release. However, the Ice Climbers were held back by their relative lack of top representation compared to other top-tiers, and lain was never able to win a major over other top-tier mains. Additionally, the existence of numerous extremely unfavorable stage counterpicks retained the Ice Climbers in check, preventing them from becoming truly dominant. In the earlier Brawl metagame, multiple stages with scrolling platforms and hazards, such as Rainbow Cruise, Brinstar, and Norfair, were available as counterpicks; these stages favored more air-based gameplay and made it much more difficult for the Ice Climbers to complete a zero-to-death chain grab without getting interrupted by the stage.
As Brawl's metagame further refined, the Ice Climbers' tournament presence continued to grow. The Ice Climbers' worst stages also happened to be Meta Knight's strongest stages; as Meta Knight's dominance over the Brawl scene continued to grow, Rainbow Cruise, Brinstar, and Norfair eventually were banned in all Meta Knight-legal tournaments due to his unmatched aerial prowess on those stages. The other two stages with more minor-moving platforms and hazards, Halberd and Delfino Plaza, also became more frequently banned due to Meta Knight's dominance there, and typically only one of these stages was available as a counterpick, which gave Ice Climbers mains the opportunity to play around this with a stage-ban. These factors allowed the Ice Climbers to truly shine in the Brawl scene. Although lain became inactive, a new wave of even better Ice Climbers players arose from 2011 to 2014. 9B, Vinnie, ESAM, Kakera, and NAKAT quickly became some of the biggest tournament threats in both North America and Japan, achieving multiple first place victories at events such as SumabatoX 6, SKTAR 3, and the MK-banned WHOBO 4 and WHOBO 5; 9B, in particular, was considered by several to be the outright best player in all of Japan. As a result, the Ice Climbers became one of most dominant characters in tournaments behind Meta Knight, and this coincided with their rise to 2nd place on the eighth and final Brawl Back Room tier list in 2013, right underneath Meta Knight in their own tier above the rest of the characters. Some players argued that since the Ice Climbers have access to a zero-death on the entire character that works at all percentages, the duo could be tied for first place with Meta Knight, or could even be outright the game's strongest characters themselves; however, despite these advancements, the Ice Climbers' results never approached Meta Knight's uncontested dominance before the end of Brawl's active competitive life at the release of Smash 4.
The Ice Climbers are among the most disliked characters in Brawl by both casual and competitive players, since they possess a reliable zero-death against any character, something no other character has access to, with several players supporting the ban of the infinite chain grabs in tournaments. Due to the prominent competitive philosophy at the time of Brawl however, zero-death chain grabs were uncommonly singled out for banning in tournament rulesets, and with the definition of what construes an "infinite chain grab" usually being rigid, players of the Ice Climbers could find loopholes to avoid using it while still almost securing stocks with each grab, making opponents' predicaments effectively the same. Some tournaments in the post-Smash-4 era, such as Glitch 2, have banned the Ice Climbers altogether alongside Meta Knight, due to being considered too powerful, especially when Meta Knight is banned, further fueled by their unpopularity among opponents and spectators alike.
Event Matches[]
- Event 11: Yoshi's Rainbow - As the Ice Climbers, KO six Yoshis in the order red, pink, yellow, green, pale blue, blue.
- Event 34: All-Star Battle Melee - The Ice Climbers are one of the eight opponents the player must fight from Super Smash Bros. Melee that return for Brawl.
- Co-Op Event 10: The R.O.B.'s of Tomorrow - Teamed with Lucario, K.O. R.O.B.s of increasing size.
Role In the Subspace Emissary[]
The Ice Climbers make their first appearance in The Glacial Peak, climbing up to the peak together, either potentially in pursuit of the Battleship Halberd or they were just climbing, being completely oblivious to the shootout between the Great Fox and the Battleship Halberd. When Meta Knight passed them going up the mountain, the Ice Climbers angrily took his quick ascent as a challenge and jumped up the mountain with Meta Knight. In the process, the Ice Climbers and Meta Knight warded off a portion of the Subspace Army along their routes with the mountain.
Upon reaching the summit, the Ice Climbers celebrated with their "victory" for managing to reach up to the mountaintop first, until they and Meta Knight encounter Lucario in a meditative stance on the peak of the mountain, who challenges Meta Knight to a sparring duel, while the Ice Climbers spectate from the side in agitation. After the fight, the victor revives the trophicated loser, to the relief of the Ice Climbers. The pair deem each other worthy and shake hands, making an alliance while the Ice Climbers cheerfully watch their reconciliation, being delighted that the two have became friends at last. However, relief is short-lived, as the Halberd suddenly plunges through the red clouds, ramming the Great Fox into the mountain while grabbing it with the ship's Combo Cannon. Although Meta Knight and Lucario managed to have the opportunity to board the Battleship Halberd, the Ice Climbers are ironically knocked back towards the canyon from the impact (along with a multitude of Shadow Bugs raining from the sky), where Marth, the Pokémon Trainer, Lucas and Ike reside. The latter two retreat for the Ice Climbers' landing on the ground, while the drizzling Shadow Bugs from the sky materialize a considerable ambush of the Subspace Army. The Ice Climbers, Lucas, Ike, the Pokémon Trainer and Marth team up to defeat the ambush of the Subspace Army, with the assistance of Mario, Pit, Kirby, Link and Yoshi.
After that, the ten fighters camp out for a while, until noticing an enormous explosion of Subspace Bombs from the Isle of the Ancients. The Battleship Halberd (now under control of Meta Knight, Snake, Lucario, Zelda/Sheik, Peach, Fox, Mr. Game & Watch, and Falco) and the Falcon Flyer (hosting Captain Falcon, Donkey Kong, Diddy Kong, Olimar, Samus, Pikachu and R.O.B.) land, reuniting with the rest of the other fighters, including the Ice Climbers.
After annihilating the Subspace Gunship and invading the Subspace, the Ice Climbers and the other fighters eventually confront Tabuu. Unfortunately, the rest of the fighters have been effortlessly trophicated by Tabuu's off waves, including the Ice Climbers. However, the Ice Climbers and the rest of the other fighters are miraculously revived thanks to the efforts of Kirby, alongside Luigi, Ness, and King Dedede. After completing the Great Maze, the Ice Climbers and the other fighters confront Tabuu once again, and the latter prepares to trophicate the fighters another time by using his off waves, but Sonic shatters his wings, teaming up with the other fighters and eventually defeating Tabuu. In the end, the fighters successfully defeat Tabuu, including the Ice Climbers among them, resulting in the restoration of the World of Trophies and the obliteration of the Subspace.
The Ice Climbers and the other fighters then manage to escape from Subspace, and all the colonies composing the Great Maze (World of Trophies) are restored to their rightful positions in the real world, with the rifts of Subspace all being sealed off, excluding the Isle of Ancients (along with the entire R.O.B. Squad). Because of the plethora of detonated Subspace Bombs engulfing said isle, it is impossible for the Isle of Ancients to return. As such, it is claimed to be permanently erased from existence. Instead, it leaves a giant luminous cross in its place (serving as the eradicated R.O.B. Squad's metaphorical cemetery), where the rest of the fighters look at in triumph and victory, including the Ice Climbers (with Nana peeking to the luminous cross while embracing behind Popo).
Trophy description[]
- The one in blue is Popo, and the one in pink is Nana. They use their incredible jumping powers and hammers to break blocks and climb to the summit. They grab veggies, and if they can catch the condor at the end, they conquer the mountain. Other than breaking blocks, their hammers are good for sending foes flying, climbing down from blocks, and destroying icicles.
- Ice Climber (Nintendo)
Costume Gallery[]
Cheers[]
- A female voice says "Nana!", then a male voice says "Popo!" (when using Popo).
- The rules menu cursor sound plays (when using Nana).
Trivia[]
- Along with Pokémon Trainer, Diddy Kong, and Jigglypuff, the Ice Climbers are one of the only characters to have a unique "Defeated/No Contest" pose different from the traditional hand-clapping, with their head down while rubbing their eyes, making it seem as if they are crying. This pose is a reference to the one the duo make in Ice Climber after failing in a bonus level.
- In Stamina mode, it is possible for the partner to die before the leader. Regardless of whether this happens or not, the partner will lay on the ground motionless, but not blink red.
- The partner can disappear during some Final Smashes if the leader is KO'd, leaving the opponent attacking nothing. Some examples are Ike's, Meta Knight's and, Link's, as seen here.
- Both Ice Climbers must win a microgame in the "WarioWare, Inc." stage to be rewarded.
- The Ice Climbers are one of the only 2 characters (the other being King Dedede) that almost extensively depend on a weapon that is not a sword (their mallets).
- Certain Final Smashes (especially trapping ones) can cause the trailing Ice Climber's special effects to be slowed down under the effect of a Timer (Nana's remain even after the Timer is done).
- Occasionally, the CPU-controlled Popo will taunt when Nana is KO'd, regardless of the status of the rest of the fighters. The reverse can occur, but is rare as Nana will disappear shortly after the KO.
- Popo and Nana's names both define "grandmother" in a pair of different languages (despite Popo being a male). Popo defines "grandmother" in Chinese, and Nana defines it in Spanish.
- The Ice Climbers are potentially the youngest characters in Super Smash Bros. Brawl. Like the Pokémon Trainer, their exact age is not specified, as Toon Link is the only child whose age is known (12 years old). It is certain, however, that Popo and Nana are children, due to their childish voices and genuine appearance.
External links[]
- Ice Climbers' page at Smash Bros. DOJO!!.
- Chain Grab Tutorial
- Ice Climber Character Guide on SWF
- Ice Climbers' hitbox size of each of their moves, shown with Popo
|
Ice Climber universe | ||
---|---|---|
Character | Ice Climbers (Melee · Brawl · Ultimate) | |
Side Characters | Enemies | Polar Bear · Topi (Seal) |
Final Smash | Condor | |
Stages | Icicle Mountain (Infinite Glacier) · Summit | |
Item | Vegetables | |
Music | List of Music (Ice Climber series) | |
Collectibles | Trophies | Melee Trophies · Brawl Trophies |
Stickers | List of Stickers (Ice Climber series) | |
Spirits | List of spirits (Ice Climber series) | |
Masterpieces | Ice Climber |