Ok, here's the idea for a new Ice Climbers.
[COLLAPSE="Ice Climbers"]First off, the Ice Climbers ALWAYS move in unison except in certain conditions. You cannot K.O. Nana outside of these conditions.
Grabs:
Completely revamped. The throws play an important part in the Ice Climbers dealing damage and scoring K.O.s. Because of a grab break mechanic (which everyone seems fine with), the old chain grabs are eliminated. So, in return you get this stuff.
Up, Back, and Forward Grabs: Nana can act while the throw goes on so doing a forward throw at the edge and following it up with Nana's FAir is a deadly technique. However, these throws are DI-able, and Nana can be killed if she guesses the DI incorrectly.
EDIT: Just looked on the wiki, and apparently the Nana technique was already possible. Oh well.
Down Grab: Now, the Ice Climbers toss the opponenet to the ground, forcing a hard knockdown on the opponent and the opponent can followup with the normal stuff and tech rolling (can you do the latter now? I don't remember). This comes into play for the next technique.
Down B: Blizzard Ring
This is essentially a mix of the Squall Hammer and the current Blizzard. The duo spins around creating a, well, ring of a blizzard. The blizzard doesn't "release" until a set period of time. When it does, the opponent is trapped in a flurry surrounding them. There are two versions to this: The normal version and the Smash version. The inputs for these are like Samus' missile and super missile, but downward.
The difference between the two is the length it takes for the ring to release. This ring, combined with the new down grab give the Ice Climbers an incredibly powerful okizeme game. The opponent is forced to guess which ring was used. If the opponent guesses wrong, the Ice Climbers can follow up with a combo or repeat the process once more, creating a vortex, or a blizzard as it may be appropriate in this context.[/COLLAPSE]
So where did this idea come from? Well, I was thinking of a way to retain the infamous chain grab concept, but considerably more balanced. So, I was thinking of the Ice Climbers having a vortex, which is when the opponent is knockdown and must guess which way to escape or be trapped in it until they get it right. So, I was thinking of something that would allow the vortex to happen in a way that was, for the most part, already possible in current Smash games. This is when I thought about Millia Rage of Guilty Gear's Tandem Top and how that limits wakeup options. So, I thought it'd be perfect since I wanted to make their vortex a blizzard.
For Millia action, watch this video. You'll see her Tandem Top (the ring) used considerably to get an idea.