andrewajt62
Smash Journeyman
As an IC main in Melee here are my initial thoughts on Ice Climbers:
- I like how most of the melee desyncs work. I have no idea how to do the Brawl desyncs. The nanapult (jumping forward blizzard) seems harder to do but works
- Handoffs timing is very strange and tighter
- Glad up throw to reverse f smash works
- Nana seems pretty much the same, although she can grab the ledge with Popo, has the brawl up b, and can up b on her own.
- The down throw SoPo chaingrab seems to still work on some characters (poor Shiek)
- Melee Up b out of shield desync doesn't work :l. This was used in Melee to have Nana grab the ledge.
- Down throw dair is even more of a joke (completely DI-able in Melee anyway)
- Seems hard to connect a d throw to an up smash. Not even sure if you can now.
- Charging an f smash (with A and analog stick) with Nana while popo is grabbing seems to have different timing, but it's manageable
- The Ice Climbers had awful hitboxes in Melee; I wonder if they are improved in PM?
- Really don't have any chaingrabs
- Having the Brawl graphics is very nice.
- First iteration of the Ice Climbers without an infinite combo
- SoPo side b seems to require more inputs per second (not 100% sure, maybe I'm not used to the graphics. I can still get the full height tho).
Overall seems like Melee Ice Climbers with a few major nerfs and some slight buffs (mostly with Nana). This isn't a changelog or anything I compiled, just my first impressions. I think they aren't as good as Melee but are still viable for competitive PM. The fundamentals are the same (and are still very good, i.e up air, d smash, great potential to rack of damage and KO) but some of their more specific abilities (chaingrabs, infinites) are removed. Although I wish they still had all of their Melee tricks, I think they are still solid and I plan to main them in PM as well.
- I like how most of the melee desyncs work. I have no idea how to do the Brawl desyncs. The nanapult (jumping forward blizzard) seems harder to do but works
- Handoffs timing is very strange and tighter
- Glad up throw to reverse f smash works
- Nana seems pretty much the same, although she can grab the ledge with Popo, has the brawl up b, and can up b on her own.
- The down throw SoPo chaingrab seems to still work on some characters (poor Shiek)
- Melee Up b out of shield desync doesn't work :l. This was used in Melee to have Nana grab the ledge.
- Down throw dair is even more of a joke (completely DI-able in Melee anyway)
- Seems hard to connect a d throw to an up smash. Not even sure if you can now.
- Charging an f smash (with A and analog stick) with Nana while popo is grabbing seems to have different timing, but it's manageable
- The Ice Climbers had awful hitboxes in Melee; I wonder if they are improved in PM?
- Really don't have any chaingrabs
- Having the Brawl graphics is very nice.
- First iteration of the Ice Climbers without an infinite combo
- SoPo side b seems to require more inputs per second (not 100% sure, maybe I'm not used to the graphics. I can still get the full height tho).
Overall seems like Melee Ice Climbers with a few major nerfs and some slight buffs (mostly with Nana). This isn't a changelog or anything I compiled, just my first impressions. I think they aren't as good as Melee but are still viable for competitive PM. The fundamentals are the same (and are still very good, i.e up air, d smash, great potential to rack of damage and KO) but some of their more specific abilities (chaingrabs, infinites) are removed. Although I wish they still had all of their Melee tricks, I think they are still solid and I plan to main them in PM as well.