![]() ![]() ![]() Hitting an opponent up close with it at high percents will freeze them, allowing for a follow up. It can be used to edgeguard opponents offstage. It is mainly used for poking from a distance and racking up damage. Ice Climbers' neutral special is a move that shoots ice straight forward (one for each Ice Climber). It is very unsafe on shield (-16), so be careful not to whiff it, or you may be punished. Ice Climbers' down air has a lingering and powerful hitbox which can be used to strike opponents from above. An excellent juggling tool, use this move to rack up damage on opponents in disadvantage. Ice Climbers' up air comes out quick and has very little endlag. Ice Climbers' back air is very safe on shield (-3), and has decent range, making it a good tool for pressuring shields. The move is -5 on shield, making it relatively safe when spaced. It has somewhat slow startup, but pretty low endlag for a spike, so it is a good move to aim for an early offstage KO with. Ice Climbers' forward air has a meteor hitbox on it, so it can be used offstage for spikes. ![]() While it doesn't have the best range, it is -4 on shield, making it a good poking tool. The entire area around their body becomes a hitbox, so it is a good get-off-me tool up close, and can also be used to edgeguard. Neutral Air is the Ice Climbers' fastest aerial. (← or → Opposite of the direction you are facing + A while airborne) (Hold ← or → in the direction you are facing + A while airborne) Like most down smashes, it comes out fairly quick, and can be used to cover rolls. If both Ice Climbers are alive, they will both attack in different directions. After freezing an opponent with blizzard (down B), you can follow up with an up smash, which will KO in some cases. Ice Climbers' up smash is another powerful move, which will send opponents upward. Ice Climbers' forward smash deals great damage and knockback, and if both climbers' attacks connect, it can KO very early. When possible, shield grabbing is the best punish for unsafe moves, as Ice Climbers can convert a lot off of a single grab. For opponents attacking from above, up smash is a decent option. It won't be able to punish everything, so exert caution when using it on safely spaced moves. Ice Climbers don't have any extremely quick out of shield options, with their fastest one (nair) coming out in 9 frames. Ice Climbers Frame Data and Moveset Best Out of Shield Options Move If your opponent is unable to SDI out of it, this combo can deal a ton of damage. This one involves desyncing by using down special right after a down throw. Down Throw→Down Special→Short Hop Down Special→Short Hot Down Special→Short Hop Down SpecialĪnother low percent combo. This is a rather tough one to pull off, so be sure and practice in training mode. ![]() It involves desyncing by using a forward roll right after down throw. cfg files if you want them green and blue respectively.Down Throw→Foward Roll→N-air→Side Special→Down Throw→F-airĪ combo for opponents at low percents. use palettes D and B in the screenshots, so you'll need to edit their. It's slighly more detailed than the original, and it comes with Custom Giant Goomba and Spiny graphics (those were in the. Mostly based on the Super Mario Maker Hammer Bro. SMW styled graphics for the Hammer / Boomerang / Fire / Ice Bros. Due to the graphics for these being unfinished, I took some liberties regarding how they would have looked had they stayed in the final game. SMW pre-release styled graphics for the Hammer / Boomerang / Fire / Ice Bros. enemies that come with Romi's Sprite Tool 1.41 and Nameless Protagonist's Fire/Ice Bro pack. and Giant EnemiesĬustom graphics for the generic Bro. Link Show random Submission Details Name: ![]()
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