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The Sleepy Ice Climbers Gameplay and Neutral Discussion Thread

Winter

Smash Rookie
Joined
Dec 26, 2018
Messages
16


Let's discuss how to play the sleeper hit of Ultimate: the Icies! This discussion is going to focus on general gameplay and only bring up desyncs in service of gameplay or as a way to build on top of good fundamentals. There are several guides that focus on desyncs or specific combos, and this is not one of those!

The Chilly Winds of Change
The overal net-net here is that the ice climbers have lost the wobbling and chain grabbing of the past, and now have faster movement, better specials, better aerials, and a buffer system that improves the reliability of desyncs. In short, they traded all the stuff banned in Melee for an overall better kit. And desyncs, well, I don't think the developers even know what that system allows for, and every week something new is posted to twitter or discord that looks just broken.

The Ice Climbers still have glaring weaknesses that are easier for new players to fall prey to, making them one of the least accessible characters.

What Separates the Nanas from the Popos
There are a number of weaknesses that need to be either mitigated or avoided for the Ice Climbers. Coming to terms that your dash attack is sort of crap is something that players either do early, or they don't main the Ice Climbers. Here are the i

Cooperating with Your Secondary
The hardest part of playing the ice climbers is learning how to cooperate with your secondary climber. I don't mean how to work around your stupid secondary climber, I literally mean cooperate with them. When your secondary climber is separated from your primary climber, you will often find yourself getting killed by their actions- your secondary climber will not act in an intuitive way to a player unfamiliar with their goals.

However, nonintuitive doesn't mean nondeterministic. All those stocks Nana takes from you are, unfortunately, your fault. Your secondary climber will act in an almost entirely deterministic and predictable way- dependent on their constraints and goals. This means you need to keep track of your secondary's constraints, like if they've used their double jump. This can be determine by watching them like a hawk, and also looking for the tell-tale stink lines that mean the double jump is expended.

However, this is great news! This means once you learn how your secondary operates, you can learn to cooperate with their actions reliably. You can also get the benefit of knowing how Nana acts, which most opponents will not have any guess about.

Your Secondary's Goals
Your secondary climber has two goals when separated from your primary. The first is to match the X and Y position of your primary climber, in that order. If you ever see Nana running back and forth on a stage instead of running to the edge to go around it, this is why- X position matters more. The way to deal with this is to drift beyond the ledge if Nana is still on stage, and then stall while she catches up.

The second goal is to prioritize getting back to stage if the secondary climber is off stage, and if the ledge is closer than the primary ice climber. This will look like Nana abandoning you 9 times out of ten and lose you stocks and games. However, if you expect this behavior, you'll know that you can recover high and your secondary will catch up by going to the ledge, or you can go low and stall long enough for your secondary to catch up and help you belay. This second goal is new in version 2.0.0.

Working With Nana in Action
Knowing this, you can get Nana to come save you if you use all your tools to delay an inevitable seeming death:
https://www.youtube.com/watch?v=bfjerT0ZlfM

Let's break that down:
1. Nana tries to match Popo's X coordinate and runs left.
2. Nana she catches the ledge, because it is close and she can't help herself.
3. Nana, having satisfied both the X coordinate and affixed to the close by ledge, then drifts down to catch up to Popo's Y coordinate.
4. Catching up to Popo enough to be part of his animations, Nana then teleports the final distance to be part of a belay.
(meanwhile, Popo uses all of his tools to stall his fall, specifically an ice block first and then his double jump second).

Some of Their Kit Ain't the Best (and some is Just Bad)
Ice Climbers have the worst grab distance in the game, a very slow grab overall, and no kill throws except at very high percents. They also have a very slow and highly telegraphed dash attack. Their movement speed is good but still too slow to punish a wide variety of attacks that cover a lot of ground (I'm looking at you, Yoshi's down-special). Their smash attacks, while very powerful and fast, are still outpaced by many other characters' smashes and short range. Landing kills can be a challenge, and Ice Climbers have only a few options to close out stocks when opponents are at kill percents- however their ability to rack up damage quickly expands the number of kill moves in their arsenal.

Overall, these weak areas in their kit need to be worked around and avoided.

Specials
Ice Shot
A relatively weak projectile as it will reflect when hit by almost any move, and after X amount (4?) are on the field no more will come out until the existing ice shots are off the stage or destroyed. It will go under most arrows and several other projectiles, and will for some reason beat out any charged shot (Samus', Lucario's, etc).

Does more damage the less distance the ice shot has traveled when it hits.

The first aerial ice shot will include a little hop, making it a great movement mixup delaying a high recovery to stage (and throwing out a projectile to the opponent waiting for you down below), as well as a great under-stage fall delay tool to allow your secondary climber an extra couple of beats to catch up to you.

Squall Hammer
A very fast burst and damage option, which is highly controllable horizontally and partially vertically depending on how much you mash the special button to generate lift. The move also increases the Ice Climbers horizontal speed, making them considerably faster horizontally, and when performed in the air without any lift will fall considerably faster than fast falling.

Only one frame out of every three allow for lift, so the overall lift of squall hammer is meaningful but somewhat anemic (frame perfect execution still won't reach the platforms in battlefield). This move is safe on shield when spaced correctly. This includes moving the squall hammer to max distance, and performing one press of special at the end while pulling back- making considerable distance between the opponent and the Ice Climbers by the time the animation finishes and shield stun lag is complete.

Squall hammer has relatively good end lag when grounded and downright awful landing lag when the animation is completed in the air. When the move is performed in the air, the Ice Climbers will go into free fall until they touch ground or catch a ledge. Unfortunately, squall hammer off the edge of the stage is a very common way to SD, even at high level play.

It also does stupid damage, and the final move on hit will knock the opponent upward, often leading to utilt or at mid percents uair combos.

As a solo move, the squall hammer is easier to use lsi and di to get out of, particularly by getting knocked up and out of the path of additional hits. This also makes some desync combos less consistent, as good DI/LSI can help players avoid the very common solo squall hammer > grab combo.

Belay
Amazing vertical height, very gimpable, acts as a tether when performed within the same zip code as a ledge, and overall the biggest mixed blessing of the ice climbers. Leaves the primary ice climber in free fall after performing, and will whiff and only boost the height of a solo ice climber a little bit if done in the air without a secondary to belay.

The secondary ice climber is thrown up first, and acts as a projectile which will kill at kill percents and often will kill at high percents (as the hitbox connects by necessity above ground level)

Aerials
Uair
One of the best in the game, there it doesn't outprioritize dairs in many cases it will outrange it horizontally, giving safe options for juggling in almost all matchups. It also does stupid amounts of damage, and at low-mid percents will combo into itself, and on stages with low platforms can easily juggle into itself 3 times making for 4x upairs with both upairs connecting a true combo (short hop upair, double jump upair to platform, short hop upair off platform, double jump upair), which brings an insane amount of damage.

Nair
Excellent tool for the neutral, nair has good frame data, technically two separate hitboxes in front and behind, and knocks opponents sideways or up depending on the hitbox that connects.

Bair
One of the Ice Climbers primary kill moves, bair has good frame data and even has a hitbox starting in the middle of the ice climber extending all the way to the tip of the mallet.

Fair
Another kill move, however much slower and very hard to time correctly as a landing short hop aerial (needs to be performed later than as a buffered short hop aerial, but significantly before the peak of the short hop). Good use of landing short hop fair is menacing, as the move does plenty of damage and knockback. Notably, the secondary climber has a spike hitbox on her fair at the head of the mallet, in the range of about 30 degrees above level to level, which will only spike if hit after the primary ice climber hits a fair or if the primary ice climber doesn't land a fair at all.

Out of Shield Options
The best out of shield option the Ice Climbers have is an out of shield jab desync, which leads to combos, hard punishes, and the possibility of breaking a shield if not correctly managed. Outside of jab desync, the ICs rely primarily on buffered short hop aerials like nair, and also the option of the technically challenging but highly rewarding buffered jump > squall hammer, which has relatively good frame data and all the benefits of squall hammer like increased mobility, a multi-hit attack, lots of damage, and the ability to sync your climbers when they are close enough to teleport Nana.

A Quick Note on Desyncs
The easiest and most important desyncs to learn for ice climbers are alternating special attacks, which in addition to being performed due to natural separation and rejoining of the Ice Climbers, can be performed on demand via the aerial landing lag method [Smesty - Beginner Ice Climber Desync Tutorial! Aerial Landing Lag Desync].

The easiest thing to do when first learning desyncs is to just to alternate performing the same special move over and over to get a feel for it.

Desynced Ice Shot
Desynced Ice Shot is the easiest desync to maintain and one of the most effective grief and most effective low recovery gimping tools in the game. Alternating ice shots come out in very quick succession, creating a stream of ice shots off the stage, making any attempt to drift to a position to perform a low recovery extremely dangerous and likely fatal.

Desynced Squall Hammer
Alternating squall hammers create a flurry of hitboxes that are very challenging to deal with, as solo squall hammer effectively combos into solo squall hammer. This is a very powerful approach option, and will almost always guarantee getting your opponent off stage if you land a hit to get the combo started, and is a true combo on big bodies at lower percents.

Super fun fact: desynced squall hammer sort of, technically, beats out most projectiles, as you can just take the hit and the other climber can just keep going. This is situationally effective against characters like Wolf, whose projectile can hit one climber, but even at high percents won't knock them off the stage.

Desynced Blizzard
This is an excellent tool for ledge guarding, as blizzard extends below the ledge, as well as an important component of many desynced combos. Desynced blizzard does an insane amount of damage and shield damage, as well as freezes even at low percents leading to utilt based combos.

The Jab Interrupt Desync
I'm not going to pretend to be able to summarize this well in two sentences, but it is an incredibly versatile desync and worth practicing, as it adds an incredible amount of utility to the Ice Climbers' kit. The short description is it's not knuckle-breakingly hard to time, and it gives ICs their best whif punish tool and out of shield punish tool when performed correctly [GimR - POPO'S JAB DESYNC IS THE FUTURE].

The Tools of The Ice Climbers
The Ice Climbers are a glass cannon that have several great options for addressing the different parts of a game, including great approach options, punish options, options for edge guarding, and options for ledge trapping. The next section is broken down into specific areas describing the options the ice climbers have to address different situations in normal game play.

Approaches
Squall hammer, short hop landing nair and fair, dash tilts, desynced squall hammer, and dash jab interrupt desyncs. Someone please write this section so I can learn from it.

Whiff Punishes
The strongest whiff punish the Ice Climbers have is the dash based jab desync, which has exceptional range and hard punish options. However, excluding the desync, climbers' have whiff punishes of squall hammer, dtilt, ftilt, nair, and jab, ordered in both increasingly fast frame data and decreasing hitbox distance.

Getting off the Ledge
Drop / doublejump / squall hammer is fast, safe on shield, and is very hard to catch unless you have great reflexes and a very disjointed smash attack.
Drop / doublejump / uair, and land on stage with backair is their only 2 aerial option from ledge.

Kill Confirms
At normal kill percents (averaging ~120% depending on weight), synced utilt leads to a true combo double upair against all characters and against all DI [Smesty - Uptilt Upair Kill Confirm with Ice Climbers! Smash Ultimate Guide & FAQ]. A great setup for this is blizzard, as it gives you the time to get in position for a utilt / uair which is a kill confirm until ~160-180.

At 160%+, blizzard can kill confirm into synced charged upsmash, as the first hit will often break the ice if the opponent is mashing and the second hit will connect, and send them skyward. (Thank you Kowai Ookami-Chan for the info!)

Upthrow starts killing around 180% off the top of most stages, depending on weight.

At 200%+, ice shot will semi reliably start freezing opponents on hit, making it a great setup for double upsmash.

Edge Guarding
On Stage Edge Guarding
"Desynced Ice Blocks": One of the best edge guarding tools in the game is desynced ice block at the edge- it leaves a very thin and predictable window for players to drift into position to perform a low recovery, while taking a only a second to set up and almost no effort to maintain. [see: Smesty's aerial landing lag desync tutorial].

Off Stage Edge Guarding
The Ice Climbers' low recovery goes from S tier down to F with a single aerial hit that separates or otherwise incapacitates one or both of little snowshoes. Also, belay is a great tool for attacking opponents above you, but physics is applied in some arbitrary fashion and Nana will slow down and fail to slingshot popo if she hits an opponent early enough in the attack. Stocks can be (also have been, also will continue to be) lost at literally 0% this way, so it is not recommended except in rare cases. However, it's still fun as hell! Some notes below about good options when off stage.

"Fair": Great option for keeping opponents spaced far out and simply spiking opponents when you get a good read on a double jump back to stage.

"Runoff Blizzard": This option both walls out and has the opportunity to freeze players, which leaves them helpless as they fall to possible death. When timed correctly is exceptionally effective at catching opponents who are drifting into position for a low recovery.

"Dair": Situational, dair is a great option for chasing opponents when they fall off the stage due to being frozen at the edge. This will fall faster than a frozen opponent, and most times will catch the opponent while they are still breaking out of the ice.

Ledge Trapping
Traditional Ledge Pressure
Dtilt is the traditional tool for punishing ledge stalls, as it outranges other tilts and has an excellent low knockback angle. With Nana starting the same move 6 frames later, it can effectively be a long held, multi-hit, disjointed hitbox for catching 2frames. However, it takes some practice to get the timing right.

Blizzard is also a high commitment move for covering the ledge, but can also catch 2frames and ledge stalls and makes for great ledge guarding at higher percents.

Desync Ledge Pressure
Desynced blizzards make for great ledge pressure while leaving the secondary climber available to shield / react.

Ledge Trumping
"Trump Fsmash": Ledge trumping can be done via a well placed shorthop[big d - short hop ledge trump].

"Pivot Grab": You can also ledge trump by doing a pivot grab with popo when approaching the ledge, and perform a half circle on the control stick to get nana to proceed to flip over the ledge (best video so far is this, no comment / explanation though: [v23 - "Ice climbers have the best ledge trumps in the game"])

Examples of Quality Ice Climber Play
The sleeper duo of Ultimate still doesn't have any significant tournament presence, but it does have some really impressive players maining them and the videos are insane. Here's a good video of the Ice Climbers doing their thing, meta is pretty good as of March 2019:

Best ICE CLIMBERS Players in Smash Ultimate Competitive
Amazing examples of high level Smash Brothers play, including the current best, readily available example of ICs play: Big D. Notice the aggressive nature of the play, natural flow into and out of desyncs, and mix of good combos and good strings. And how utilitarian short hop fair is, I never knew!

Old videos of quality IC play:【Smash Ultimate】Crew Battle Japan Ice ClimbersTeam VS King K. Rool Team (Dec-2018)

Discussion
Discuss how to play good with the ICs! Most of this document is just information gleaned from the ICs discord, so find us on there and help craft out how to make the sleeper hit of Smash Ultimate into the tournament winner we know this duo is destined to be!
 
Last edited:

Warhuma

Smash Rookie
Joined
Apr 17, 2011
Messages
6
Hello fellow climbers!

I was in the lab learning some stuff about this character and THEN I discovered something reeeaaally amazing. Maybe not new for you but I have never read something like this in this forum and I'm happy to share it with you.

As you know, our Up+B isn't just a recover tool but can also hit the opponent when skyrocket Nana directly into him. With this move, Popo send rapidly Nana to the top and if Nana meet the opponent when reaching the peek of her jump in the air it will be a hit with surprisingly good knockback. Don't know if there was the same effect in previous titles.

I was thinking around this particular move, trying to find combo into it and seeing if it could be used to kill in some situation.
Go to Training mode and put opponent to 100%.
Grab him and go for Up-Throw > Up+B as fast as possible. Tested just with Samus, DK and King K Rool, it actually kill the opponent and SEEMS to be true combo (or at least inescapable combo).
The combo counter in training room doesn't count it as a true combo however, but it seems very tight and maybe inescapable for the opponent.
I need you guys because sadly I don't have someone right now to control the opponent and, after being grabbed, trying to DI and escape as much as possible. So if someone can investigate this? It's maybe also character dependent (heavy, floaties) and certainly % dependant. Still with the same 3 characters, If the % is more higher (like 130+%) I have found that after the Up-Throw you can SH > Up+B to make it connect and kill.

And then I discovered something else:
If opponent high % (100-120+%), Up-Tilt > Up+B is a TRUE COMBO AND IT KILL OMG!! (Combo counter shown in training and tested with King K Rool).
I find it amazing, the Up-Tilt is a great and convenient starter for the IC, fast, rather safe and active a very long time to confirm it hit the opponent or whiff him (or shield) and then you have a true combo into kill.
Again we have to verify if the DI can save the opponent.

And maybe some other setups or combo can be discovered?
I'm hype of this! Because firstly, I don't see anybody talking about the knockback on the rising NaNa Up+B which can kill heavies at 100+% in the air if it touch, secondly because ICs rack up damage pretty easily on the opponent but struggle a little to Kill and finish.

This seems to be an amazing kill tool in the arsenal of the ICs. One more.
 

Winter

Smash Rookie
Joined
Dec 26, 2018
Messages
16
Good read! Will definitely try to lab up-throw to up-b, one of the most challenging parts of maining ice Climbers is kill confirms.

Smesty on the ICs discord streamed last night about uptilt to upair, which can be used to consistently kill confirm at high percentages if you connect both up airs on a double jump. Even better, blizzard consistently freezes over 100% and sets up consistently for uptilt-upair. Will add this to the OP
 

Warhuma

Smash Rookie
Joined
Apr 17, 2011
Messages
6
Nice W Winter ! Great idea to use the blizzard freeze to setup a kill. When I freeze someone, I'm always thinking "damn if only I was able to smash the opponent right after he leave the frozen jail, it could be devastating". I'm excited to see what you can discover.

I did some tests with the most heavies characters in the game in the training concerning the Up-Tilt > Up+B True combo Kill (I'm calling it UTUB for convenience).
Stage : Destination Final.
Here are the minimum percents BEFORE doing the UTUB and it kill the opponent's character :
Bowser --> 127%
King K Rool --> 121%
DK --> 118-119%
King DeDeDe --> 119%
Ganon --> 113%
Incinerator --> 111%
Dark Samus --> 108%

Here were the most heaviers characters, so all the rest of the cast can be UTUB Kill with less than 108%
I tested on Mario for example :
Mario --> 99%

It's just amazing guys. And it's a true combo !
And that's only on the destination final stage ! If it's executed from a platform it can kill stupid early the second most heavier of the game xD
I killed King K Rool at 100% with a UTUB on the top platform of the battlefield for example AND it wasn't the minimal percent (didn't have the time now to find the real minimal).

Obviously, the true (sleeping until now ?) star here is the surprisingly good knockback on Up+B.
Other combo can certainly enjoy the Up+B finisher, like the Up-Throw > Up+B like I described, or a 1/2 x Uair > Up+B.
Maybe we can even elaborate on a "0 to death Grab-Desynch combo into Up+B finisher". I have some ideas, I will try to test.
 

Warhuma

Smash Rookie
Joined
Apr 17, 2011
Messages
6
Wow Actually the Up-Tilt is indeed rather easy to link when an opponent is in freeze state in order to have the last few hits of the Up-Tilt to connect and then go into the Up+B true combo kill finisher.

So we can have Blizzard (freeze) > wait (or some hits) > UTUB.
Only the very last part of the Up-Tilt need to connect to the opponent when he's leaving the iceberg in order to make the UTUB true combo finisher.

So here is a more complete list of minimal percent required to kill BEFORE doing UTUB (and no DI) :
Bowser: 127%
King K Rool: 121%
Dk: 118%
King DeDeDe: 119%
Ganon: 113%
Incinerator: 111%
Dark Samus : 108%
Simon : 105%
Ryu: 105%
Link : 104%
Ike : 104%
Megaman : 102%
Cloud : 102%
Yoshi: 102%
Mario: 99%
Luigi: 98%
Chrome: 97%
Inkling : 96%
Pit : 96%
Pac-Man : 94%
Young Link : 91%
Sonic : 90%
Pikachu : 85%
Fox: 84%
Game&Watch : 83%
Kirby: 83%
Mewto : 82%
Jigglypuff: 74%
Pichu: 73%

As long as you see your opponent reach this minimal percent, UTUB will kill as a true combo !
Easy to confirm when you freeze someone. Once in the iceberg check his percents :
- if only a few percents below the minimal, throw in rapidly some hits to rise him to the minimal percent required.
- Then go into UTUB trying to hit him out of the iceberg state with at least the last 2 hits of the Up-Tilt.
- Appreciate.

Close range blizzard do ~24% for example.
Taking a character like Chrome:
He die at 97% - 24% (from the blizzard) : 73% when doing Blizzard > wait > UTUB (tested and confirmed).
But there is more!!
Why waiting when we can do some damages on the iceberg before it break?
Difficulty is : When the ICs hit the iceberg, it can reduce the duration of the frozen jail for the opponent. Specially if we want to do some damages at low percent (70~%) without breaking the iceberg and STILL be able to combo UTUB after, we need to be cautious.
But the reward can be absurdly good, allowing to reach the minimal percent UTUB can kill.
After some little tests, I discovered that the Ice Shot Special alter (reduce) very little the duration of the iceberg (maybe not at all) , while doing a 9%~ damage when executing just after a blizzard. This seems the most optimal hit to do when ICs blizzard-iceberg the opponent at LOW percent and need to squeeze some extra percents before doing UTUB for a kill.

Taking again our Chrome fighter for a second example :
97% - 24% - 9% = 64%!
At 64% (minimal) Chrome is killed by doing Blizzard *opponent in iceberg state* > B (Ice Shots) > Dash a little > UTUB (true combo). Tested and confirmed (in fact works even at 63% but timing is tough).

For the fun I tested the scenario on Pichu :
At 46%, Blizzard *Iceberg state* > Dash UTUB kill .
Blizzard close range do 28% to Pichu, that's why 46+28 we come to 74% (minimal percent UTUB kill Pichu being 73%).
I tried to reduced again the percent against Pichu by doing a Ice Shot before UTUB but the percent of the opponent is so low that he will break the iceberg before going to the UTUB.

Avec King K Rool, the combo Blizzard > Ice Shot > Dash UTUB kill at 90%.

I still remind you that ALL theses minimal percent to kill doesn't take DI of the opponent into the equation. So maybe all the cast need 3-5% maximum more to be killed with DI.
 

Winter

Smash Rookie
Joined
Dec 26, 2018
Messages
16
Matchup thread would be a good idea.

Unfortunately, after playing ics and getting to see others really do impressive stuff with them, I'm thinking that I need to rewrite basically the entire guide.

I was hoping someone would come along and point out where mistakes were made and help write a better one- but it looks like no one is going to do the work for me!

Short answer is that the ice climbers have pretty slow overall movement speed, both on land and air, but their aerial frame data and landing lag frame data is superb and makes them very easy to rack up damage with. Unfortunately, most of the really great desync combos like "the Nut" are only viable up to 30%- and basic neutral play will quickly knock opponents too high to be susceptible to it. Damage goes up quickly.

I'll see if I can't put together a better structure, and there are some really impressive ICs out there so I'll try to find some better videos!
 

Winter

Smash Rookie
Joined
Dec 26, 2018
Messages
16
Made some updates to the OP- if anyone has great examples of high level play to replace these old vods with, please add them to the thread.

And if anything looks under-developed or wrong, please write something better and I'll add it to the OP!
 

Winter

Smash Rookie
Joined
Dec 26, 2018
Messages
16
I added the jab desync to the desyncs guide and also to the parts where it is applicable- if GimR's to be believed, it's a great out of shield option and whiff punish, something the Ice Climbers sorely lack in their synced stance kit!
 

Winter

Smash Rookie
Joined
Dec 26, 2018
Messages
16
Can confirm the jab interrupt is a great whiff punish, and the timing is easy enough that it can be done online.
 

Winter

Smash Rookie
Joined
Dec 26, 2018
Messages
16
Added ledge trapping and edge guarding to the guide as distinct sub-sections. Short answer- don't go off stage unless you mean it!
 
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