SMK hit the nail on the head.
People feel the need to remove this tactic because it is regarded as an "infinite", and that is all that matters to them. I will for the sake of proper discussion ignore my disrespect to those with said train of thought and focus on what is actually important.
First of all, lets look at the fact. What infinites have we removed?
1: King Dedede's standing CG on six characters; Mario, Luigi, Samus, Bowser, Donkey Kong, and King Dedede on a ledge.
2: Grab Release infinites, such as Marth on Ness, Yoshi on Wario, et cetera.
3: Wall infinites, such as King Dedede's CG.
Some major differences between these examples in which were removed, and the IC "infinites" some are proposing to get rid of:
1: Nana/Popo/CPU must be alive.
2: Nana/Popo/CPU must be near Popo when the grab is initiated.
Unlike King Dedede, or other said characters, IC have requirements other than simply grabbing the opponent in order to have the "infinites" start, let alone work. This also means there are a multitude of exploiting options to prevent these requirements from being met, and thus avoiding the "infinite" from taking place.
Also, I'd like to outline that the IC also have significantly inferior grab range to many of the other characters who hold an infinite on another character. Characters like Marth, Charizard, Yoshi, and especially King Dedede far exceed the grab range and grab game of the IC. This also holds weight in the differences between the IC and other characters with potential "infinites".
Now, what are the
reasons for removing the other infinites? Obviously it isn't because "infinites are gay". We would be stupid to assume this,
right? So what are the reasons?
1: They distort character match ups, and even to the point of potentially threatening the viability of characters in a tournament setting.
2: They limit the options for viable stages.
Fair enough reasons right? I think so. Now, lets look at some other facts.
Ice Climbers never presented the problem of limiting stages with their "infinites", since they can be used basically anywhere. So the main issue was the problems presented with specific character match ups; specifically characters who couldn't effectively defeat or combat their shield game. Lets look at some of their best match ups:
King Dedede
Falco
Fox
Just to name a few. I am by no means an IC expert, but I do know that these three character struggle immensely against the IC. Now, the reason for the inclined match up against these characters is simple: they have no need to approach, and the opponent has no viable approach tactic. Why do they have no viable approach tactic?
The shield is too powerful. IC out camp all three of these characters with Ice Blocks, and when they close the distance, they have no effective spacing tool that is either fast enough or long enough of reach for them to be safe at a close quarters to avoid being grabbed. All the IC is required to do is camp with Blizzard, and shield attacks when the opponent takes a risk (which has to be done in order to actually win).
Characters who do well against the IC usually tend to be fast characters with effective spacing tools, and the means to avoid being out camped. Some examples:
Meta Knight
Marth
Meta Knight is by far the worst fear of an IC main, and Marth is likely the second best bet. I've mained both characters extensively, and know they do really well in this match up. The reason is because (excluding the fact that they can avoid camping from afar) they have fast tools in close quarters that keep them safe from the shields that are so powerful, and can shield pressure effectively.
Ice Climbers, currently, are not dominating vBrawl, despite them having an "infinite" on
every character. They sit on the
bottom of C Tier on the
SBR-B Brawl Tier List v2.0, and are ranked 10th currently in Ankokus
Character Rankings List. This clearly outlines that not only are they not a threat to the meta game, but they are not even a dominating force, despite the tactics available to them.
"But this isn't vBrawl Ulevo, this is Brawl Plus" you say. Well correct you are! So what are the outlining differences here? Well, lets look at some of the reasons why the Ice Climbers CG's were arguably effective in vBrawl.
- Low shield stun, allowing for power shield grabs
- Low shield push back, allowing for dash grabs after a quick shield drop
- No methods to reduce attack lag, allowing for opportunities to grab from approaching opponents
As you can clearly see, with vBrawls mechanics, this can be quite troublesome. However,
all of these problems are no longer a factor in Brawl Plus. Shield stun is increased, meaning Ice Climbers can no longer grab properly spaced or shuffled attacks. There shields push them back farther than before, meaning their abysmal grab range out of a dash and dash speed is even less useful. Lets also not forget that characters now have on the majority
50% less lag on aerial attacks than before, and have higher gravity and faster dash speed, increasing the mobility (and maneuverability) of almost every character.
Essentially what I am outlining is that Ice Climbers
are clearly better in vanilla Brawl than they are in Brawl Plus, and yet they are barely in the C Tier status in vBrawl. They are significantly
worse in Brawl Plus (in their grab game, and in other areas as well), and yet this has yet to be considered by many players. Despite this, players are prompting the choice to be made to remove the infinite when this would clearly make them worse than they clearly are, and are suggesting to provide buffs in other areas to substitute in which we wouldn't even have any idea as to how well they provide for the character.
Or if you want the short form,
removing the infinite is competitively pointless at this time, and will only serve to hurt the character. For those of you wanting to get rid of the tactic for the IC because it is "gay", I strongly suggest you reevaluate your entire reasoning on this, as it has yet to come to fruition as to
why this should be done in any logical manner at all.
Don't get grabbed.