* * * * * __________ * * * * * * * /\*********\ * _______ ________ \/\___ ___\ /* ___ \ /\* ____\ * * * \/___\//\__/ /\**\_/\__\ \/\**\___/ ^ * \\ \ * \/\**\\/__/ *\ \**\___ * ^^^ * ^ * \\//\ \ \**\ ___ \ \** __\ ^^^^^ * ^^ ___\\ \___ \/\**\ /\ \ \/\**\_/ * ^^^^^^^ ^ ^^^ * /\**********\ \^* \\_\ \ \ \* \_____^^^^^^^^^ ^^^ * ^^^^^ \/\__________\ ^^^________/^^\/\_______\^^^^^^^^^^^^^ ^^^^^^^\/__________/^^^^^^^^^^^^^^^^\/_______/^^^^^^^^^^^^^^ * ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^________ * * * * / ____ /\ * * * * * /\ /\__/\ /\ * * * * * \ \//\ \ \__\ ___ ___ _____ _____ ______ * _____ * ___ \/\/ \ \/__/ /\ /\ /\//\ /\/ / \ /|*/* \ /\/ __*\ /\/ __\ ______ / _/\ \ \ /\ \ \//\ \ \/ \\ \/* \ ||/ * /\\ \/\ \ \\ \/\_//\/ __ \\/\\/ \ \//\ * \ \ \ \ \ \\ \ /* \*|| |*\/ \\ \/\ \/\\ \/\_\_\ \ \/\\__ \ ^ \ \//\ _\_\//\ \ \//\\ \//* \ |\ \/ \\ \ \/ /_\ \ __\\ \/ // _\/\ ^^ \ \ \ /\ /\\ \* \ \/ \\ \ \\ \__|^\ \ /\\ \/ __*\\ \/\/\ \ ./\/\__/ ^^^ \ \ /\ \ \//\\ /\ \ \ /\\ \/\\/__/^^\ \ *\\ \*\ \ \\ \ \ \ \/\\ \/_/ ^^^^^ \ \//\__\// /\\ /\____\//\\ \ \^^^^^^^\ \//\\ \/\_\/\\ \/\_\_\ \\/\ ^^^^^^^ \/\/ **** / \___/__\\__\\ \_\^^^^^^^\ \__\\ \____/^\ \____\\_\\ \ ^^^^^^^^^\ \_______/^\/______//__/^\/_/^^^^^^^^\/__/^\/___/^^^\/____//_//_/ ^^^^^^^^^^\/______/^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ............................................................................... To access a section quickly, use your browser’s search function and type in the characters inside the brackets for that section (e.g. to go to the Introduction in Internet Explorer push ctrl+f then type "xintx" (without the quotes) then hit enter until you reach that section) Table of Contents: Version Info [xverx] Intro [xintx] Pros and Cons [xpacx] Moveset [xmovx] Advanced Techniques [xadvx] Character Strategies [xchax] + Beat Ice Climbers [xbicx] + Mario [xmrox] + Luigi [xluix] + Peach [xpeax] + Bowser [xbowx] + Donkey Kong [xdonx] + Diddy Kong [xdidx] + Yoshi [xyosx] + Wario [xwarx] + Link [xlinx] + Zelda [xzelx] + Shiek [xshix] + Ganondorf [xganx] + Toon Link [xtoox] + Samus [xsamx] + Zero Suit Samus [xzerx] + Pit [xpitx] + R.O.B. [xrobx] + Kirby [xkirx] + Meta Knight [xmetx] + King Dedede [xkinx] + Olimar [xolix] + Fox [xfoxx] + Falco [xfalx] + Wolf [xwolx] + Captain Falcon [xcapx] + Pikachu [xpikx] + Pokemon Trainer [xpokx] + Lucario [xlucx] + Jigglypuff [xjigx] + Marth [xmarx] + Ike [xikex] + Ness [xnesx] + Lucas [xlcsx] + Mr. Game & Watch [xmgwx] + Snake [xsnax] + Sonic [xsonx] + Ice Climbers [xiccx] + Multi Brawl [xmulx] Legal Stuff [xlegx] Version Info [xverx] Version Incomplete 05/31/08 – Creation 06/01/08 - Submission to GameFAQs (rejected for incomplete character info) 06/02/08 - Begin character info Mario-Samus 06/03/08 - Character info Zero Suit Samus & Pit 06/04/08 - Character info R.O.B.-Olimar 06/07/08 - Character info Fox-Ice Climbers and Multi Brawl info - Version 1.0 Complete Version 1.00 06/07/08 - Submission to GameFAQs Version 1.01 06/09/08 - A few spelling corrections and update of a few final smashes Version 1.02 06/10/08 - Update of Legal Stuff section, added SuperCheats.com to disply sites _______________________________________________________________________________ Intro [xintx] Let me start by saying that if you are reading this FAQ to learn how to play Ice Climbers, you have selected the most dynamic and difficult player(s) in Super Smash Bros. Brawl (SSBB) to play. Before I scare you off though, your work will be rewarded as they are quite possibly the most dangerous character(s) in the hands of someone who knows how to use them. The Ice Climbers originated from a NES game in mid 1980s. They made their first appearance in the Smash Bros. series in Melee where they received a 3D makeover and were a very unique character and very different from the rest of the cast. There was a rumor prior to the release of SSBB that they would be nixed from the returning cast, but to the relief of many an Ice Climber fan, they are back and better than ever. The blue one is Popo and the pink is Nana with the default costume. You can change which one is in the lead by changing costume color. The first, third, and fifth costumes have Popo in the lead with Nana mimicking, the second, fourth, and sixth costumes have Nana in the lead with Popo following. I decided to make this FAQ for the simple reason that I came to GameFAQs to find an Ice Climbers guide and there was none, so I did some further research (primarily through gameplay) and compiled this FAQ myself. If you’ve come to learn the basics and maybe a few nifty tricks to play Ice Climbers, you’ve come to the right place. If you’ve just come to find out how to beat Ice Climbers, forget it. I’m not giving out my secrets. What? This won’t be a legit FAQ until I do…ugh. Fine, I guess if I have to. A few more things first, I am writing this assuming you have some basic idea of what is going on with the game (controls mainly). I highly recommend the gamecube controller for playing Ice Climbers. The wiimote and wiimote+nuncuck just don’t have enough buttons to control two characters at once. I do not own a wii classic controller, but I would assume it would be second best just based off of the control options in SSBB’s options. I will be writing all control based instructions as if using a gamecube controller, if need be, you can make adjustments as necessary for a separate controller. Another note about the controller, it is best (because of some combos) to learn to jump with X and Y instead of up on the joystick. I had to reteach that to myself when I began, and that is easiest if you deactivate joystick jumping. I will also write assuming Popo is in the lead, but you can switch the two and so switch what the FAQ says accordingly. Anyway, enough introduction, let’s get to the FAQ. _______________________________________________________________________________ Pros and Cons [xpacx] Pros: + Two characters at once? Where will the possibilities cease to amaze and devastate the competition? + Many times, only one of the climbers will take damage while the other escapes damage free (Nana has a separate “invisible” damage counter) + Their smashes are very quick and easy to get out + Their recovery is extremely long range + Chain grabs…nuff said (more on this later, see Advanced Techniques) + Great edge guarding + Desynch defense can be almost impenetrable + They don’t slide on icy surfaces + They are difficult to grab (the free Climber can break the grab) Cons: + Nana is easy to kill once separated + Attack and launch powers are halved (or worse) if Nana dies + There is no recovery ability once Nana is gone + Did I say it’s bad if Nana is killed + Horrible aerial game + Food only heals one Climber _______________________________________________________________________________ Moveset [xmovx] All damages are offered as both Climbers or separate damage. All damages are approximations. N is neutral, F is forward, B is back, U is up, and D is down, in case you don’t quite understand what it is. Damages are only approximations. Specials (B) NSpec – Ice Shot: [6,4,2% dual, 3,2,1% solo] Two ice shots are fired toward your opponent. They follow natural logic, slowing on upward slope, accelerating on downward slope. They also deteriorate slowly as they slide along the ground, and as they get smaller they do slightly less damage (3, 2, or 1 per block). At high percentages, this move freezes opponents temporarily. Great after desynching (see Advanced Techniques). These are great for knocking away low projectiles or just annoying an opponent. FSpec – Squall Hammer: [31% dual, 18% solo] The Ice Climbers spin around each other creating a whirlwind of hammers. If you press B repeatedly while performing this, the Ice climbers will rise in the air slightly. This can be used for horizontal recovery or avoidance. It is the most effective approach move when both Climbers are synched. USpec – Belay: [17% dual] The Ice Climbers throw each other up. If this is done close enough to a ledge, it serves as a tether with Nana grabbing on and pulling Popo up to her. There is also a decent amount of knockback if you hit the opponent with Nana’s head on her way up. DSpec – Blizzard: [34% dual, 18% solo] The Ice Climbers shoot out ice crystals that freeze and damage opponents. If on the ground, the Climbers face opposite directions providing back protection. If in the air, the Climbers face the same direction providing for a fair bit of damage. A short hop followed by Blizzard can provide a very nice bit of quick damage. Basics (A) Jab – Hammer Swing: [5.5% (per hit) dual, 3.5% (per hit) solo] The Climbers quickly swing their hammers back and forth. It has very quick hammer swipes that do small damage with minimal knockback. Not always recommended but great for breaking slow smashes that can demolish like Ike’s FSmash. Dash Attack - Upward Hammer Swipe:  The Climbers run at their opponent and swing their hammers upward, knocking the foe into the air. This move is not really all that impressive on its own, and it is quite possibly one of the easiest approaches in the game to break. It is however, very easy to combo out of. You can follow it easily with an UAir or wait a second for the enemy to fall and use an UTilt for damage or USmash for the win. FTilt – Long Hammer Swipe: [16% dual, 9% solo] The Climbers swing their hammers horizontally in front of them. It is between the jabs and the forward smash in damage, knockback, and speed. It is more effective than jabs when you have a tenth of a second longer to get it out. UTilt – Hammer Spin: [17% dual, 10% solo] The Climbers raise their hammers above them and spin them around. It is great on any enemy it can reach. It has trouble with shorter enemies like Squirtle and Olimar, but it is very quick and a great way to do some damage. It has good priority and can be used to stop approaches from the top. DTilt – Low Hammer Swipe: [10% dual, 6% solo] The Climbers swing their hammers toward the ground. It is faster than DSmash, but not as effective. Great for some quick room or escaping some attacks. It doesn’t surround you like DSmash does, it only effects in front of you. Smashes (A+direction) FSmash – Overhead Hammer Slam: [21-29% dual, 12-18% solo] The Climbers slam their hammers over their heads onto the ground. It is a very effective and quick smash attack. Great for killing off the sides or setting up for edgeguarding/hogging. Can kill by 70% if fully charged or 90% no charge on lighter enemies, higher for heavier ones. USmash – Hammer Uppercut: [20-28% dual, 11-15% solo] The climbers swing their hammers upwards over their heads. When combined with chaingrabs, this can be devastating. It can easily kill floatier characters like Peach or Jigglypuff at very early percentages off the top. It affects both sides (the front much better though) and has good priority to stop approaches from the top if timed right. DSmash – Low Circling Hammer: [20-42% dual, 12-16% solo] The Climbers swing their hammers in a circle around themselves on the ground. This is a great smash. It hits on both sides and has some decent killing ability. It doesn’t hit quite as hard as the other smashes, but it hits on both sides of you. Use this move often. Aerials (A in the air) NAir – Hammer Spin: [12% dual, 7% solo] The Climbers spin in the air with their hammers out. The climbers spin and damage slightly with very little knockback. This is really a very ineffective aerial and adds to the Ice Climbers’ poor aerial game. FAir – Heavy Hammer Arc: [19% dual, 12% solo] The Climbers raise their hammers and perform a circular swing. This is a decent aerial move. It has a fair knockback and can kill in upper percentages but not very well until 110% or higher. Nana’s FAir is a meteor and can easily kill by 40% on many characters on the edge. Find more on this in the Advanced Techniques section under Chain Grabs. BAir – Reverse Hammer Swipe: [19% dual, 11% solo] The Climbers swing their hammers behind them. This is a fair aerial move but no more. It does small damage and some small knockback. It can get people away from you in the air if performed correctly, but it isn’t really great for much more than that. UAir – Upward Hammer Thrust: [17% dual, 10% solo] The Climbers poke at the area above them with their hammers. This move is decent for knocking people up or juggling and can kill floatier characters at higher percentages. It has decent priority and can be used to stop aerial approaches, but the move doesn’t last long, and the timing is difficult. DAir – Pogo Hammer: [13% dual, 8% solo] The Ice Climbers hold their hammers beneath them and fly downward on top of their foe. This move can be very dangerous because there is a huge lag if you land on the ground. It can be helpful to prevent further juggling if you time it right as it has a very unexpected increase in drop speed at the beginning, but be sure to make contact. If you miss, shield right away, you will be very open for punishing and easy to hit for a little while. Grabs (Z) FThrow – Hammer Bat Slam: [8%] The Climber tosses up the opponent and swings his hammer at the opponent like a bat. Can be chain grabbed. BThrow – Reverse Throw: [6%] The Climber throws the opponent backward. Can be chain grabbed. UThrow – Upward Hammer Toss: [6%] The Climber tosses up the opponent then hits him with the hammer. Can not be easily chain grabbed. DThrow – Referee Slam: [6%] The Climber slams the opponent into the ground. Can be chain grabbed. FINAL SMASH – Iceberg: The Ice Climbers clap hands (or a lone Popo just raises his hammer above his head) and a giant iceberg emerges covering a large portion of the level and makes any surface it touches icy. It causes damage to all who come too close to it and massive damage to any enemies that are unlucky enough to touch its peak. This is near impossible to get over with both climbers (you can send Popo over with USpec) on large stages, but on smaller stages, you can get over with two quick jumps followed by a FSpec then spam B until you are over its peak. This easily sets all foes up for an easy smash kill because they will rack up some massive damage from the ice. Taunts (Dpad) UTaunt - The Climbers put their hammers down and jump up and down gleefully. FTaunt - The Climbers swing their hammers in front of them in triumph. DTaunt - The climbers skip in a circle happily. _______________________________________________________________________________ Advanced Techniques [xadvx] Ok, this section is where the fun begins. Ice Climbers have some of the most epic combos that are absolutely inescapable. Also, they have the unique ability of two items at once. I will be discussing four things in this section: General Technique, Dual Items, Desynching, and of course Chain Grabs. General Technique: Since Ice Climbers have weak approaches. It is often best to play opportunistically. Wait until there is a break in your opponent’s flurry then approach with FSpec. You can also initiate the approach with FSpec, but one of your Climbers is almost guaranteed to get hurt (and the other is almost guaranteed to hurt the opponent). Shield grabs are great friends. Use your shields generously and be sure to lead attacks as soon as you let up so you keep your opponent on the ropes. If your opponent is trying to juggle you, the best thing to do usually is time a DAir to throw off your opponents upward strike and knock him away simultaneously. If you are approaching from above and to the side, it's also good to come in with a DSpec. This can keep your opponent from approaching or cause some good damage depending on how far away you are. If you get separated, DO EVERYTHING to get back to Nana save kill yourself because she is vital to an effective Ice Climber pro. One useful technique if you are off the ledge and Nana is too low to use your USpec to recover both of you, you can use a DAir to catch up to Nana then use your USpec to tether. When opponents approach, you can use NSpec or short hop into a DSpec to effectively stop their approach. You can combo out of NSpec easier, but DSpec causes more immediate damage. If you get separated from Nana, it is often best to jump off the stage after her (unless she is too far out). She will use her solo USpec feebly; after she finishes, you can use your USpec and tether the ledge with her or your FSpec to recover horizontally. Dual Items: This is a very interesting aspect of the Ice Climbers. One advantage: while using a hammer, you can pick up and use other items. You don’t have to guard a pokeball or assist trophy until your hammer time is over. Pick it up with Nana, use it, and continue chasing opponents with the hammer. Another combo is dual cracker launchers. If you can find a way to desynch (I have not found a consistent one while holding items) with the launchers, you will have a constant stream of rockets that will demolish opponents. Another is dual fans. If you use them and continually press A, you can trap most characters in an infinite damage trap (in training I got 999 combo with it). Lucas can strangely escape the infinite fan trap, but as of now I have not found another one that can. Another demolishing combo is one fan with a homerun bat. You do a FSmash then press A repeatedly. The fan will trap the opponent close to you while the bat is charged to a KO. There are more combos, but these are some of the best and my favorites. Desynching: This is a very difficult technique, but when used correctly, it can be devastating. Two of the easiest ways to desynch are as follows Z+forward/backward and dash into back dodge. Both ways, Popo will backroll while Nana will not. After doing this, you can then proceed to perform two separate moves with each climber. You can use this to set up a wall of Blizzards, Ice Shots, FSmashes, UTilts, and DSmashes (the most effective desynch wall moves) that is near impenetrable by opponents. You can set your opponent on attack in training to practice this. Another use, stand facing the edge, z-roll back, and then dash forward. If you practice this a little, you can have Nana hanging on the ledge and Popo standing above it (I call this edgeguardhogging because Popo edgeguards while Nana edgehogs). Wait until Nana stops blinking (the blinking is very subtle), then you can push Forward+A (forward being off the ledge). Popo will Fsmash and Nana will Fair, float, and regrab the edge (some levels she falls and rejumps to the edge). If you don’t wait until Nana stops blinking, she will climb back up and you will have to set it up again. This technique can be absolutely devastating because it edgehogs and edgeguards at the same time if timed correctly. One note, if you stop moving or move to slowly while desynched the Climbers will synch up again. Chain Grabs: Now this is where the fun begins. These are unlimited combos that cannot be DIed or escaped in any way by the opponent, only messed up by the Ice Climbers (which you will do sometimes, they are VERY difficult). Spend A LOT of time in Training on them. I train pretty near daily for about 20 minutes at least and I still don’t have FThrow alternate chains mastered and DThrows alternates only partially mastered. DThrow chain: simply DThrow and run forward and regrab. It will only work up to around 25%. It varies for different characters. DThrow to Nana FAir: grab with Popo, push down and X or Y at the same time then quickly press forward and A at the same time, then regrab with Popo. Nana hits the opponent back to the ground where Popo can regrab. From 0% this can be performed twice on most characters before they can DI out of it, but it doesn’t work at all on Donkey Kong and is the timing window is tiny against Yoshi. It will still allow regrab at 24% but it begins a small meteor at 25% on most characters. If you catch a character on the edge, you can perform this technique at about 40% damage, and Nana will meteor the opponent off the bottom and they will die. You should test distances the characters need to be in training because character sizes and grab animations vary considerably. FThrow to Nana FAir: grab with Popo, press X or Y, then press forward+A. Popo will FThrow and Nana will FAir. It will not allow regrab until 5% damage on most enemies and won't allow regrab at all on some. It functions much the same way as DThrow to Nana FAir but it works 1% earlier (23 and 24). It is slightly more difficult then DThrow to Nana FAir (in my opinion) but also seems a little more effective. DThrow to Spec: either grab, push down on the control stick then forward+B or down+B. The one that grabbed will perform a down throw, then the other Climber will perform the special on the opponent. They can be hit with a Blizzard or lone Squall Hammer that can rack up some very nice, quick, and simple damage. Alternating Chain: grab with Popo, perform any but UThrow, then regrab with Nana, do it again and regrab with Popo. From what I have found, FThrows are the safest because the enemy winds up the furthest away, but DThrows are easier for me. I can perform DThrow with a fair bit of ease, and FThrow chains with a fair bit of difficulty. Much of this is personal preference and ability, but you should try and practice all of the chains as each has uses that you will find as you use them in battle. Smashing while grabbing: either grab. Use the c-stick (hold A simultaneously to charge) to smash the opponent with the free Climber. On the first smash attack, if Popo is holding the enemy, and you don't charge, they won't escape yet, so you can still follow with something else. If you smash a second time, after charging, or if Nana has the opponent held, you will send the opponent flying. You can also use two different smash attacks to confuse the opponent and cause them to DI the wrong way (I don't know a whole lot about DIing but I have noticed that this is quite effective). Chain Smash: grab with Popo, Fthrow or DThrow chain to Nana, press Up+A on the c-stick. Hold A to charge your smash, then BThrow with Nana right before you release Popo’s smash. If you wait until the upper 80s to lower 100s this is a great and inescapable way to smash kill an opponent. Practice chain grabs very often and with varying characters. Try combining different chains and even developing chains of your own. These are the most dynamic and dangerous part of the Ice Climbers’ moveset; use it often. It is also good to take a look at desynchs very often and dual items in practice every now and then. _______________________________________________________________________________ Character Strategies [xchax] How to beat Ice Climbers[xbicx] Ok...here is what I reluctantly must include. How to beat the Ice Climbers... If I must... Well, first, separate. Separate, separate, separate. If Popo is alone, he is not near as strong. Ice Climber is not as good as the Ice Climbers. Be careful about the FSpecs when they approach. Often you can break the FSpec of one Climber but the other will continue swinging and hit you with it. Avoid this as much as possible because it can easily demolish a shield too if used correctly. If you do get caught, though, don’t let your shield down because that will only make things worse. If your character has any aerial mobility at all, take the fight to the air. They have one of the worst aerial games in SSBB. Abuse it or lose it. If you do take it to the air though, watch out for Nana’s FAir while off stage, it can meteor you to an early death with ease. Did I mention you need to separate them? Once you do spam smashes at Nana until she goes flying offstage or Popo arrives to help her once again. The next subsection focuses on how to beat certain characters using Ice Climbers. The stars and lines are a meter where IC is the Ice Climbers and OP is the opponent. The star will fall somewhere meaning that one has an advantage. If it is in the middle, the matchup is equal. If it is further to one side, then that character has an advantage (the further over the greater the advantage). As a side note, if the character has a 9c before it's description, it was tested versus a level 9 computer as opposed to a human. I am still trying to test against a human on each character, and should you have any that I do not, (or anything else you think I got wrong) please let me know via the email at the end of the FAQ. I will update this section as I get more information. Also, much of this is subject to opinion and skill level so these may not be exact. +-------+ | Mario | [xmrox] +-------+ 9c IC --**|---- OP Ice Climbers have a decent advantage over Mario. Their projectile game dominates Mario's (2 projectiles vs 1). He does however have very quick and easily accessible smash attacks that are good at killing separated Ice Climbers. He has a better aerial game than Ice Climbers, but as long as they remain on the ground, all of their anti-air moves have higher priority than his aerial approaches. He can stop the Ice Climbers FSpec approach, but that is with quite some difficulty. His final smash is not too hard to avoid. If you stay close then dodge roll to the other side of him once he uses it, you should come out ok. It is difficult, however, if he makes contact in any way, and I have no advice for you there. Overall, stay on him. Watch for his smashes and be prepared with a quick shield or spot dodge and a good combo out of it. One very dangerous thing to watch out for, avoid your FSpec near the edge when he has his water gun charged up. It can knock you off the edge while simultaneously stealing all of your jumps if you get hit with the water while using your FSpec. +-------+ | Luigi | [xluix] +-------+ IC ---*|---- OP Ice Climbers have a very slight advantage over Luigi, but it's not huge at all. It's honestly very close to 52-48, but I like Ice Climbers, so they get a star. Most Luigi's approach with their dash attack. If you try to break that, you can only succeed if timed PERFECTLY. If you take the smart approach and shield until he is done, there is a huge lag that leaves him very easy to punish with a short hopped DSpec, chain grab, or other similar combo you can pull off. It's very easy to start comboing him, and let him slip out. You will keep swinging your hammers, and he will charge that icky little FSmash of his that has some very surprising range and slip right between your hammers to kill Nana and leave you floating back down to the stage alone. He's not great at knocking you into the air, but if you let him juggle you, consider it game over. Luigi has great aerial mobility. Get to the ground quick or that star up there on the difficulty meter will quickly slide about 4 dashes to the right. His final smash can be difficult to evade. If you jump quick and then USpec, you should get one Climber out of the initial knock out. You can then usually wait a second for the initial power of his circle thing to wear out then run in and protect your poor little Nana from an uber uppercut using jabs until it stops. Overall, he has some very effective moves that can demolish the Ice Climbers if they connect, but they are very laggy afterward and easy to punish with epic Ice Climbers Combos. +-------+ | Peach | [xpeax] +-------+ 9c IC --**|---- OP In some senses, Peach is much easier than Mario, but in other's she's a little more difficult. One great thing to do to her is get her in the air. Although she is very mobile in the air, she is also very vulnerable. She is extremely floaty and very easy to kill off the top with my signature Chain Smash (I didn't really come up with it first but I use it a lot and love it so I call it my signature). She does have very high priority over your approaches, but this can be avoided by playing an opportunistic approach style. Wait until she lags from an approach or other missed attack then throw on the FSpec to open her up for a quick combo or use a Dash Attack to begin the juggling. While juggling, remember that she can float away, so don't leave yourself stuck in place charging an USmash unless she has already exhausted her temporary float ability. If you can land a fully charged USmash, you can kill her very early. Don't get above her though; her priority is much higher than your DAir. If you do get stuck in her juggle, surprise her at the last second with an FSpec+repeatedB to get away from her juggling. Her final smash cannot be evaded as far as I know. She puts you to sleep and causes some damage. If you do wake up early enough, though, there is a lot of food on the ground you can pick up for a quick recovery. Overall, avoid constant approaches and play more opportunistically. Keep her above you and you below her and you should win this match very easily. +--------+ | Bowser | [xbowx] +--------+ 9c IC -***|---- OP I gave Ice Climbers a three star advantage for the simple fact that Bowser is far too slow. A simple dodge roll and a well timed shield followed by a flurry of smash attacks or FSpecs can easily tear this beast apart. If you do not time the shield well though, he can rack up damage on you very quickly. Your ice blocks can very easily cancel his fire breath, and it is very easy to see his smashes coming. His final smash is not too hard to avoid. If you hang off the edge, he will have great difficulty hitting you. You can press down then jump back up the edge and grab on again. If he follows you to the edge, press shield and you will dodge roll up, then run to the other edge and hang on that one. Overall, just work your way around him and quickly shower him with quick damage moves followed by a series of smash attacks for the win and you should be able to dominate this match. +-------------+ | Donkey Kong | [xdonx] +-------------+ 9c IC ----|**-- OP This is where there are some difficulties for Ice Climbers. Donkey Kong has strength pretty close to Bowser's, speed close to Mario's, and attack range about as big as both of them combined. His smash attacks are ridiculously strong and reach out to wazoo; watch out for those. Your shields will take a beating in this match. He has an approach where he short hops then FSpecs toward you that you need to be very careful about. This match is all about timing and spacing. You want plenty of space. Watch his attacks as there is a little lag after a large portion of his attacks. Flurry him quickly then return to defense. It is often best to let him approach and dodge roll away only to dash attack at him while he lags. Desynching can help you close the holes in your defense but you need to be sure not to lose it as Nana can be easier to kill once desynched. His final smash is a breeze to avoid. Just move away as he starts his drums and you can get out of it with your eyes closed (but don't literally try that). Overall, watch your spacing, and pay attention to timing. This will be a very difficult match but with proper concentration and a chain grab or two, you can prevail. A side note on Donkey Kong, from what I have found, it is completely impossible to DThrow to Nana FAir on him at all. You can FThrow to Nana FAir but it is extremely difficult. +------------+ | Diddy Kong | [xdidx] +------------+ IC ----|*--- OP Now that is one annoying monkey. He is a little difficult just because of his sheer speed...and those dang peanuts. Most of his attacks aren't devastating, they're just very annoying. Don't let him have too much control of the match or you won't ever get it back. Stay on him often but keep your hand on the shield trigger. He will probably start dodge rolling, so follow him with FSpecs and DSmashes. His final smash is very annoying, and when used correctly is very difficult to avoid. I have yet to find a way, and if anyone has one, please tell me what you know. Overall, stay on him and don't let him get too out of hand. Keep your shield ready as most of his moves can easily be shielded. Follow up with a FSpec into a good combo and you should be able to take him down easier than you did his Donkey buddy. +-------+ | Yoshi | [xyosx] +-------+ 9c IC --**|---- OP Yoshi is a somewhat interesting match up. In general, it's not a difficult battle, but he can give you a little rough patch here and there. If you just stay on him, there's not much of anything he can do. He has a little bit of aerial mobility, but he is also extremely vulnerable to USmashes. His egg projectile can't be blocked by your ice shots (unless you're in the air), but that's not enough of a threat to cause any worries. He can easily be smashed and FSpeced to rack up damage and USmash can kill him with a good bit of ease in the early 100s. It is extremely difficult (though it is possible) to FThrow or DThrow to Nana FAir on Yoshi, but strangely enough, Yoshi is a very easy character to grab. Most other combos are relatively easy like the alternate chains. His final smash is avoidable but it's not easy. If you move quickly, dodge roll a lot, spot dodge when necessary, and hang on ledges just to mix things up, it is doable. Overall, this is fairly easy match. Just keep moving and don't give Yoshi room to breath, follow shields with FSpecs or smashes and it will be over before you know it. +-------+ | Wario | [xwarx] +-------+ 9c IC ----|*--- OP I hate Wario...That really doesn't have anything to do with this part...I just loathe Wario in this game. He's so blocky, heavy, and annoying. Anyway, he provides a slight challenge for the Ice Climbers. He is pretty strong and some of his attacks can be devastating. Most of those strong moves, though, are very limited in range. If you work your spacing and don't let him get right above you, it shouldn't be too awfully difficult, but it won't be easy either. He can break your approach pretty easy, but you can also break his the same way. His final smash gives him the one thing he didn't have before, ridiculous range on his powerful attacks. You can avoid most of them with spot dodges or rolls or even simple shields. Overall, just work spacing and keep striking. If he gets you on the ropes, FSpec over his head and set up a quick defense. He is heavy so it will take a while to build enough damage, but once you do, a quick smash and you can come out on top of this one. +------+ | Link | [xlinx] +------+ 9c IC ----*---- OP This is actually a fairly even match. Link has you far outmatched on the projectile game, but you have him outmatched on the ground game. He has a DAir that can demolish you. You have to moves that can protect you from it. The best way is to keep him moving. You want to keep the pressure on him and not let him have too much room to try to out projectile you. He can easily be edgehoguarded by using the desynch dash method to cover the top and hog the ledge. He isn't too heavy so it shouldn't take too long to get him KOd, and if he ever goes for a grab and misses, there is a huge lag so go punish him with a grab the likes of which he could never imitate (a.k.a. chain grab). His final smash can be quite difficult to avoid on an even plain without much aerial mobility, but one way you can is sacrifice Nana. If you predict it right, you can dash dodge desynch to push Nana into the Triforce allowing Popo to run off unscathed. That comes at a heavy price though so it's up to you how to handle it. Overall, keep pressuring him. Don't let him have too much room to bust out his projectile game, but be careful about staying too close as a few of his moves to house some unexpected speed and/or power. Basically just keep pressing, and it will be over soon enough. +-------+ | Zelda | [xzelx] +-------+ IC ---*|---- OP With Zelda as my second main, I know some of the viciousness that is housed underneath that pristine exterior. If you don't play her right, you will get demolished without laying a finger on her. If you do play her right, you can easily end the game quickly without having too much trouble of your own. First, do not give her too much room. She will spam Dyn's Fire at you (an unblockable projectile apart from shielding) and Popo and/or Nana will be dead before they have a chance to touch ground again. If Nana gets trapped and Popo does not, dash at Zelda and break her reign of Dyn's Fire so Nana doesn't get killed too fast. Be careful about her USmash because it will trap you, cause good damage, and put you where you don't want to be, in the air. She can stop almost any of your direct approaches so it would be best to do something indirect like use NSpec or DSpec to open her up then rush in and reign over her with quick smashes and maybe a grab or two if you can get it in. On a flat plane, her final smash is not easy to avoid. It will hit anything in a straight line in front of her and the air is not the Ice Climbers' strong suit. Overall, just stay on her so she doesn't spam you with Dyn's Fire and keep her distracted with specials so she cant smash you with her strangely powerful smashes and you can end this with a success. +-------+ | Shiek | [xshix] +-------+ 9c IC ---*|---- OP Although Shiek is as fast or faster than Diddy Kong, she lacks the power to make herself a threat to Ice Climbers. It doesn't make this the easiest of fights, but it definitely doesn't make it hard either. If she tries to charge her needle storm, make a dash at her and break it up, those can be annoying. Beyond that just keep your hand on the shield and special her to death. Shiek is a little bit lighter than Zelda and far easier to KO because you can edgehogguard her with great ease. Her USpec doesn't damage where she reappears like Zelda's does. Do not sit on the edge with her there though. She will pull out her chain and whip it around and you will be in great trouble. For final smash info refer to Zelda's, it's the same thing. Overall, just stay on her and don't let her charge needle storm, keep shield ready, and smash her early. This match will be over quick. +-----------+ | Ganondorf | [xganx] +-----------+ 9c IC --**|---- OP I almost gave this one four stars because Ganondorf is soooo slow, but he got a little bit of his self-respect back just because of his sheer power. He is very easy to dodge roll, jab, and smash while he is trying to accomplish his moves. Just be careful not to let him hit you too much because he is capable of killing at least one Climber after making two full contact hits. That's a big thing to ask from someone so slow, but still, that is devastating if you miss a shield. Be careful once you knock him off the edge though. His USpec will grab on to any character it touches and do damage while still leaving him mobile enough to grab onto the ledge. His final smash is very difficult for Ice Climbers to dodge as well since it's hit field is similar to Zelda's. The only real easy way to dodge it is to get behind him when he fires it. Overall, just stay on him. Dodge roll, jab, smash, and all in all, keep hitting him quickly and he won't be able to do a thing to you (or enough to kill you anyway) before the match is over. +-----------+ | Toon Link | [xtoox] +-----------+ 9c IC ----|*--- OP This match is a bit tougher than the regular Link because Toon Link is much faster, but it's a bit easier because Toon Link is also lighter and easier to kill. His projectile game seems better than yours, but all of his projectiles at a low enough level to deflect with ice blocks. He comes at you quick, and he is fairly difficult to catch off guard, but once you do, he can be taken care of quickly. There are two ways to approach him. First, be ready with your shield and always be ready with a quick retaliation combo. You will need to use it often as he will make moves quick that you otherwise have no way to avoid. Second, move a lot. He will move around a lot and try to hit you with his speed, but if you keep moving around and mixing in some quick attacks, it will be more difficult for him to hit you. For final smash see Link, it's the same. Overall, stay on your shield and be ready for quick strike backs. He isn't the easiest to beat, but if you get on him quick after he misses, you will take care of this match too. +-------+ | Samus | [xsamx] +-------+ 9c IC ----*---- OP This is a fairly difficult match. Samus has solid projectiles that are very difficult for Ice Climbers to deflect except via shielding and is quite mobile in some situations as well. She is also fairly heavy and difficult to kill in her suit, and she has a great recovery to stop you from edgeguardhogging. If you are on the ledge, she uses her USpec to trap you in her damaging glowing ball thing, and take your place on the edge. Her final weakness though is her mobility, she is not consistently mobile. Her final smash is very difficult to dodge. If you're high or low you'll get sucked in. The only place to really dodge it is behind her, and that is difficult to do when she has her smash ready to come at you full strength. If you do manage to avoid it, though, there is a very nice little lag after her suit falls apart that is great to capitalize on Overall, stay close, keep a DSmash ready, and watch for the considerable lag after her moves. If you catch her lag and avoid receiving any massive blows, you will be able to end this match in good time with another win. +-----------------+ | Zero Suit Samus | [xzerx] +-----------------+ 9c IC ----|**-- OP I would really only give the computer Zero Suit Samus an even match at most, but as I fought the computer, I saw a few moves that looked like they could be devastating. I'm not sure about her raw power, but that mobility issue that regular Samus had is completely gone. She's not as heavy as Samus, probably closer to an average character weight, maybe a little lighter, and can be KOd much earlier than regular Samus. She is, however MUCH more agile. The range on her smash attacks is ridiculous so don't let your guard down because you think she can't reach you. Trust me, she probably can. It's best to either be close so that you can hit her or ridiculously far away so neither of you can hit the other. Her recovery moves are not near as effective and she can easily be edgeguardhogged once you knock her off of the main platforms. Her final smash is not too hard to avoid because you have to be right next to her for it to hurt you. If you just run away for a while, you can wait until she just uses it anyway, or you think you can knock the smash ball out of her with one effective hit. Overall, try to get some quick, cheap, and easy damage in on Zero Suit, pick your timing well (watching out for her ridiculous range), and go for the FSmash or USmash. +-----+ | Pit | [xpitx] +-----+ 9c IC ---*|---- OP The first thing you should do to Pit is take the fight to the air...if you want to lose and lose quickly. Beyond his great aerial game, Pit is not much of a threat. He has no real knockback threats in any of his ground moves. The only thing he does have, is quick, annoying damage causers that are easily spammed. Even with that, though, he doesn't have the knockback power to kill you after whatever damage he may cause. If you do finally get knocked off of the ledge, watch out for those dang arrows. They can steal your jumps or separate your Climbers leaving any of your recovery attempts pretty near useless. His final smash is not too easy to dodge, but it can be done with a little bit of luck and a lot of dodge rolls. Once he begins, dodge roll all over the place, and you may get lucky enough to walk away from his reign of terror unscathed. Overall, just make sure to keep the fight on the ground. As long as you do that he has no more than annoying potential while you have plenty of killing potential housed in your dual hammers. Mix up your attacks, maybe throw in a chain grab, and you will have this boy wonder down for the count soon enough. +--------+ | R.O.B. | [xrobx] +--------+ 9c IC ---*|---- OP Ok, this one, I have honestly no idea what to say. R.O.B. does nothing but confuse me. I tried fighting the level 9 computer, and it just confused me more. It seemed like Ice Climbers had a decent advantage, but I also couldn't tell how dangerous R.O.B. could be in the hands of a good human. I did notice that his DAir and his FAir are both very effective moves with a good deal of knockback and range. He also has a projectile that hits everything in a straight line in front of him, but it can't be used too often. The FSpec is an effective approach, and DAir can keep him from juggling too bad if you can throw off his timing. His USmash is very effective at stopping your DAir, but it is one that can be difficult to find the timing. His final smash...I don't know what to tell you. Avoid being in front of him and let it just run out I guess. Overall, I really don't know what to expect. Try to keep Nana and Popo together and don't let him have too much room. He seems like a heavy character, but he can be KOd fairly easily with a quick USmash. I guess just try him out for yourself and see what you think. +-------+ | Kirby | [xkirx] +-------+ 9c (and a non pro human) IC --**|---- OP This battle can be difficult but if you just play him right, it will be very easy. Kirby's main weakness, quite surprisingly, comes from his lack of speed and mobility. He can move pretty fast if he has some time to get moving, but he has no quickness or agility. His hammer move is very strong and can be very dangerous, but your hammers are much quicker with just about any move you choose and can throw him off. Most Kirbys like to get above you and use their DSpec rock move. This can either work for or against you. If you shield it, he has a big lag afterward that you can use to attack him with whatever combo you see fit, but if you miss, you will go flying. If he stays in rock form, you can run up and grab him and begin chain grabbing if you wish. His final smash can be very difficult to avoid but it is possible. Dodge roll, hang on ledges, try whatever comes to mind and you might get lucky. Overall, use quick, strong techniques like FSmash and the like to build damage, and you can kill Kirby very early with a well landed FSmash or USmash. Watch out for his strong moves and break them with a quick but effective strike and you should be just fine. +-------------+ | Meta Knight | [xmetx] +-------------+ 9c (and a non pro human) IC ----|*--- OP This is actually a very tough match. Meta Knight is quick, great at splitting, and kills Nana with ease once he does. He also has some of the best approaches that can be used against Ice Climbers. He has a little bit of attack lag afterward though and that is vital to capitalize. Some people say that this is really an even match because both have moves that demolish the other, but it seems more difficult than that to me. If you do keep moving though, you can keep on top of him. Be careful about grabs because his spacing is difficult and his moves are very fast. Approaches are difficult at best, but it's also a bad idea to let him approach. This match is all about moving. Keep moving; keep hitting when you get an opportunity; and keep careful spacing. His final smash has range further than its animation so be careful. Don't stay to close while he has it ready. Overall, keep moving, keep hitting, and keep spaced. He has fast moves but you can be almost as fast if you know what you're doing. Mix up quick jabs with short hopped DSpecs and quick FSmashes and you can beat him if you keep moving and space yourself well. +-------------+ | King Dedede | [xkinx] +-------------+ IC ---*|---- OP This match isn't too hard. King Dedede has some extremely strong attacks, but he (like most heavy characters) is very slow. Watch out for his jabs, though because they are quicker and can cause quite a bit of damage. When you see him begin his FSmash (it's long and you will see it coming), dodge roll or spot dodge if you don't have time for a quick jab to break it. He has far greater range than you and has some priority over your approaches, but his priority is difficult to use because it's so much slower than your attacks. One advantage he does have is his great difficulty to kill. Not only is he heavy, he recovers similar to Kirby. If you can get him far enough out to need his USspec, though, his USpec is very easy to edgehog. His final smash is odd...to say the least. Keep jumping over his minions and moving around and you can usually make it through. Especially the spiked ones. Overall, move quickly and be prepared for shields and dodges. Use moves quicker than his and keep hitting, eventually you will knock him far enough for another successful match. +--------+ | Olimar | [xolix] +--------+ IC --**|---- OP I love Olimar. He's so fun to play...sorry, that has nothing to do with this either. Anyway, he isn't too hard. The only real thing to worry about is his massive range on his smash attacks. He will barrage you with pikmin at low damages. You should use surrounding moves to knock them off like FSpec. You can also use FSpec or DSpec or good timing on other moves to simultaneously block and kill pikmin he throws at you. If you have the opportunity, keep him from picking pikmin as that is where all of his strength comes from. Also, if you can separate him from his pikmin, he has absolutely no recovery ability. His final smash is impossible to avoid once he uses it, but don't let him start it right next to you. It will pitfall you and he will have an easy time coming back down on you. Watch for the return of his ship as it hits similar to the warpstar item. Overall, keep on him. He is light and easy to kill. Try to separate him from his pikmin or kill them all together and this match will be a very easy one. +-----+ | Fox | [xfoxx] +-----+ 9c IC --**|---- OP This match is not too hard at all, like most, if you just play it right. Fox is very quick and will stay on the move so he is somewhat difficult to hit. The best thing you can do, though, is stay on the move too. Your FSpec approach is very efficient against him and difficult to stop. His ray gun is no less than annoying, but it's no more than that either. Your NSpec is not very effective against his raygun only because he can shoot his very quickly. You can, however approach through his raygun, so it's not too much of a threat. Also, if you approach during his ray gun, there is considerable lag when he puts his gun up. This is a good time to capitalize with a dash grab into chain. His final smash can be difficult to avoid if he is a good player, but it is still doable. The easy way is to hang off the edge until he chases you. Push shield or grab to dodge roll onto the ground, then run to another ledge, and you may survive with time to spare. Overall, keep moving. Approach him often, and mix quick strikes like jabs or FTilts with smashes. Don't give him too much room but don't ever sit still. He's not too heavy so it should end quick enough. +-------+ + Falco + [xfalx] +-------+ 9c IC ---*|---- OP Falco is very similar to Fox and yet very unique. He is a little more difficult just for the fact that many of his moves are a little more effective. The basic strategy is the same, but the style you play needs to be slightly different. I don't know how to describe it other than that. FSpecs still works well. One thing to be more careful about, though, is his little shield. Instead of being like Fox's shield, Falco takes his shield and throws it forward. It does have a little more lag than Fox's though, so if you avoid it, that can help. He still lags after his ray gun, so you can still chain grab to mess him up. His final smash is the same as Fox's. Overall, keep moving, and approach often. Watch for his shield throw, and be prepared for a good counterattack after his gun or shield. It shouldn't be too hard if you just stay moving and keep on him. +------+ | Wolf | [xwolx] +------+ 9c IC ---*|---- OP Wolf seems like he would be the same as Fox and Falco with some slight changes, but he is actually different from both. He has a slightly similar style, but it is far less choppy and more fluid. His attacks are completely different for the most part. If you're careful about timing, you can smash him easily as he approaches with a good DSmash or FSmash. His raygun is a little different and from what little of it I've seen, it seems a little bit slower. It seems to have a similar lag, though, that is very useful to capitalize on. He's slightly slower than his similar counterparts, but he is also more fluid. If you get him in a lull he is easier to attack, but once he gets going, he is more difficult to get a strike on. His final smash is the same as Falco's and Fox's. Overall, you still need to keep moving as with Fox and Falco. Differently, though, you need to pick your timing more carefully. Once he gets moving, keep your distance. After he comes to a break, approach, and begin your assault. Some quick movement and well timed attacks will put you out on top of this match too. +----------------+ | Captain Falcon | [xcapx] +----------------+ 9c IC --**|---- OP Fear the Falcon Punch. Beyond that, he has Falcon Kick for a strong approach, but not much else. He is quite slow and plays like a heavy character, but your USmash affects him more like a regular weight character. Mix up your attacks and keep on him and he won't be too much of a threat. Break his Falcon Punches and keep striking and he won't be too bad. Almost all of your approaches have higher priority than any of his attacks except his fully charged Falcon Punch, so you can use those generously. His final smash is much like Meta Knight's with a range slightly larger than what you would think. Don't stay too close for too long and don't be in front of him when he uses it, and you'll be ok. Overall, keep on him. Keep moving, approaching, and hitting him when he tries to charge his Falcon Punch, and you should be able to knock him out with out too much trouble. +---------+ | Pikachu | [xpikx] +---------+ 9c IC ----|*--- OP This is actually a pretty dang tough match. The computer wasn't too good, but there were a few things that could be scary. First, that thunder bolt. Be very careful with Nana, and don't let her get above Pikachu. He will end Nana very quickly with a quick thunderbolt. Second, his smash attack is very strong and has ridiculous range. He is very quick, so here is another match where it's a good idea not to stay still. Your FSpec approach has higher priority than a large majority of his attacks, so use it often. His final smash can be difficult for him to control so keep moving around in circles. If it is someone who knows how to use it well, though, there's not much chance of getting away. Overall, don't stay still, approach often, and be very careful about his long- range FSmash. Approach often into a good combo, and end with a good smash for the win. +-----------------+ | Pokemon Trainer | [xpokx] +-----------------+ 9c IC ----*---- OP This is a very interesting character because it is three in one. As they get bigger, they get easier to hit, harder to kill, and can kill you easier. Squirtle is very difficult to hit because he is quite possibly the most agile and mobile character in the game. He has decent priority on his smashes and is very difficult to approach because he has the speed to avoid it. What he lacks, however, is the ability to finish what he starts. Against Squirtle, keep moving and don't stay still. That will give him all the free space he needs to move around you and rack up damage. If you do get the chance, however, he is very easy to kill. After Squirtle comes Ivysaur. Ivysaur has a good projectile and far better range than Squirtle. He is a little slower and not near as mobile, and therefore easier to hit and damage. Be careful, though, because he has more than enough power to finish what Squirtle starts. Against Ivysaur, you should still keep moving around him since he is not the fastest character. He is a little more difficult to kill, but this will probably the easiest one to finish off just because he is fairly easy to make contact with. After Ivysaur comes Charizard. He is much heavier and hard hitting, but he is also much slower and easier to hit. He has a good rock break move that can cause a lot of damage, so be careful when approaching. He has some aerial mobility and is very difficult to kill. Against Charizard you need to move around him and avoid his strikes while striking back yourself. Their final smashes are all the same. It's better to be above than below, but better than that is to be behind them. It fires straight ahead so treat it like Samus's. Overall, it's a good idea to keep yourself moving against all three, but the movement is different for each one. Move to match Squirtle's speed, move to open up Ivysaur, and move to avoid Charizard's attacks. Hit hard when you have the opportunity, and hit fast if you don't have the time. You have to read which pokemon you're playing and adjust you're movement and attack style accordingly. Beyond that, there's not much more I can help you with. +---------+ | Lucario | [xlucx] +---------+ 9c IC ---*|---- OP Lucario is a very interesting character. He fights using auras (Zelda uses some aura type attacks but not the same as Lucario's) and gets stronger as he gets more damage. That means kill him quick once he gets high damage or he'll kill you quicker than you expect. He can be kind of hard to predict because sometimes his auras reach further than you would think they would, but other times they don't reach as far as they look like they do. He can break your approaches fairly easily, but he doesn't really have any moves to combo after neutralizing you, so he's not too hard to approach if you spam FSpec. Many of his attacks that are worth anything take a while to charge up, so you can usually get in a FSmash or at least a jab before he can get it out. He has a counter move similar to Marth's or Ike's, so don't hit him when he becomes blurry. If you wait until halfway through that, though, his counter has failed, and he is open for attack with a huge lag. Also, he will try to charge his aura ball as soon as he gets a chance. Don't let him, especially at high damages. It is very powerful. His final smash is very difficult to avoid. He goes to the middle top of the screen and fires a huge aura beam down. If at all possible, get above him. If that's not possible, move very far to one side or the other, but don't cross the beam. Overall, keep pressing. Mix in quick jabs and the like with some good smashes when you see his openings. Don't ever let him get too much damage, or he will kill you very easily. Keep an eye out for his counter and take advantage of his considerable lag after his aura attacks. If you do that, it shouldn't be too difficult. +------------+ | Jigglypuff | [xjigx] +------------+ 9c IC ----|*--- OP This is one interesting little puffball. Most of the time, she is in the air (not Ice Climbers' strong suit) and has a good little reserve of aerial moves to use against Ice Climbers. Another bad thing about her is that once she can split you, she is almost guaranteed to kill Nana. She is, however, very light and so easy to kill at fairly low percentages. One move that works very well, though, is a jump (or shorthop depending on where she is) into a DSpec. A well timed FSmash can also help give you a little breathing room. It's best not to stay in one place for too long because the puff ball will float around you causing all kinds of chaos or charge up a Rollout, separate you, and kill Nana. Her final smash can be very deadly. One you need avoid her during this if you can at all. One place that seems safer is the hanging on the ledge, but get there quick or you will wind up being KOd before you know it. Overall, try and keep a little bit of room between you and the puffball while you're not attacking. If she gives you too much trouble, clear your air space with a good hop into DSpec or a well timed FSmash to get some time to think. Don't spend too long away, though, or she'll have a well prepared response to whatever you can throw at her. Don't get separated, and if you do, get back to Nana as quickly as possible or say goodbye to her. Rack up damage as quick as you can while still being safe then send her packing with a good smash attack and this match can be over before you know it. +-------+ | Marth | [xmarx] +-------+ IC ----*---- OP Marth is not too difficult of a battle, but you have to be careful. Marth is very quick, has a counter move, and has a very nice range with smash attacks. First, you need to keep moving. As with most quick characters, sitting still is a very bad idea. If Marth cannot space right, his attacks are weakened as almost all of them have a sweet spot that must be spaced right to be effective. If you're careful about the counter move, it is extremely useful for you and opens Marth up for a quick chain grab or something of the like. Marth is fairly light and easy enough to kill at early percentages. His final smash is very dangerous. He dashes forward, and if he makes contact, will just about kill you no matter what percentage you have (though not always). Try to stay away from in front of him. Keep moving. Beyond that, it's up to you. Overall, if you keep moving, keep away from letting Marth space, and watch attack timing with some good DSpecs and FSmashes, this match will be easy enough. +-----+ | Ike | [xikex] +-----+ IC ---*|---- OP Ike is very similar to Marth except he's slower, stronger, and doesn't worry about spacing the same way. He's really not that hard because almost all of his moves are easy to break. If you see him begin to charge something with a kind of whooshing sound, stay out from in front of him. He will dash forward and hit the first thing he makes contact with fairly hard. Most of the time he is very easy to keep on the ropes for the simple fact that his moves take to much time to pull out. Be very careful though, because after about two FSmashes (he has pretty near the strongest FSmash of the game) from him, Nana is pretty much guaranteed to be gone. One of the best things you can do is mix dodge rolls around his slow moves with FSmashes of your own to bring this power house to his knees. One thing to be aware of, though, is that his USpec is very difficult to edgeguard. You shouldn't try it. He'll probably kill you, Nana, or both in the process. His final smash is kind of like Meta Knight's or Captain Falcon's in spacing. Try to stay away from in front of him and you should be ok. Overall, just keep moving around his slow moves and annoying him to death (quite literally) with quick moves and smash attacks. Don't get too close to the edge while he is recovering. As long as you don't get caught with too many FSmashes from him, you're almost guaranteed the win. +------+ | Ness | [xnesx] +------+ 9c IC ----|**-- OP Ness isn't really that hard of a character. The only problem is, he has the same range you do, but higher priority. He is close to impossible to approach, and is very difficult to consistently make contact with. This match is all about timing. You have to be very opportunistic and watch his oncoming attacks. You have to look for openings, and when you get a chance, do not ever let him escape. One positive note, if he is off the edge and a little below it to where you can hit him with Ice Blocks, he can't recover. If you hit him with an Ice Block when he tries to jump and again in the middle of his USpec, he will stop short of the ledge, and you will have gained one more kill. A well placed hop into a DSpec can be very useful in this match. There aren't a whole lot of easy opportunities you will get, but if you hit it right, that can create one. His final smash is very difficult to avoid, but it can be done with a little bit of dumb luck. Just move around a lot and stay away from the meteors as much as possible and maybe you'll get lucky enough. Overall, be very careful about timing. If you are very careful about timing and spacing, most of his attacks have enough lag that you can get a few good shots in. Be very careful about your spacing and timing, and with a lot of concentration and a little bit of luck, you can dominate this match. +-------+ | Lucas | [xlucx] +-------+ 9c IC ----|*--- OP Lucas is very much like Ness except he lack some of his quickness. He relies more on fewer, stronger hits where Ness relies on a lot of small hits. This match still must be played opportunistically, but it is easier to do so because Lucas is not quite as quick. FSpec approaches actually work a little better on Lucas as well. Dodge rolls into a good ground combo can be your best friend here. He is not quite as easy to edge guard with Ice Blocks as Ness is but it can still be done. Although you will get more opportunities in this match than with Ness, a hop into a DSpec is still a great way to create more opportunities while playing Lucas. His final smash is very similar to Ness' except there is one odd little quirk that I have noticed. If you stand just to the right of Lucas, it is rare for a meteor to fall right there. It is not a confirmed fact but a strange quirk that I have noticed (though it may be wrong). Overall, keep moving and watch your timing. If you're careful about spacing and place a good dodge roll or a hopped DSpec, you can come out on top without too much P.K. damage. +------------------+ | Mr. Game & Watch | [xmgwx] +------------------+ 9c IC ---*|---- OP Mr. Game & Watch is a very odd character, but he does have very large hitboxes that can make it difficult to make good contact. His movements, however, are very choppy, and once you figure out the timing on them, that can be very easy to punish. Be careful when he's above you because he has a great DAir, and watch out for his Judgement Hammer; if he hits you with a 9, it's just as effective as the baseball bat. Also, he has a good DSmash and some very annoying projectiles. Be careful about projectiles because they will fill his oil can thing which can kill at 30%. Your Ice Blocks don't fill it, though, so use those often. Approaches work decently well on him, but he has one attack that stops any approach you have. That one is difficult for him to combo, though, so it's not a huge threat. His final smash is very odd but is possible to avoid. If you hang off ledges, it is difficult for him to reach you. If he does chase you right, though, there is no way to get away so be very careful. Overall, just work your spacing. He doesn't have a great aerial game either, so it's ok to take him to the air. If you just watch his odd movements and learn his timing, he is really a very easy opponent to beat. +-------+ | Snake | [xsnax] +-------+ IC ---*|---- OP Snake. He is all about explosives. He has a good separating game and can kill Nana fairly well. Do not ever approach him from the top. You will get demolished by his grenade launcher thing. Many of his attacks are about placing a bomb and then waiting for you to hit it, but they can also hurt him. If you remember where he places his bombs, you can hit him back into them to hurt him instead. His homing missile can be annoying, but it's not terribly difficult to avoid. It can move very fast in a straight line, but it is awfully slow while turning. His FSmash is pretty powerful but it takes a little while to get out and lags a little bit. His final smash is not the hardest to avoid but it's not the easiest either. Dodge roll a lot and keep moving and you may be able to get away without being blown apart. Overall, he isn't too awfully hard. If you remember where he puts his bombs and watch his timing, you can make him hurt himself instead of you. Many of his attacks are fairly quick to get out and pretty strong, but if you are able to avoid taking the hit, he has quite a bit of lag afterward that is very easy to take advantage of. Mostly, just keep moving, and stay away from his bombs, and you can walk away from this match a winner. +-------+ | Sonic | [xsonx] +-------+ IC ----|**-- OP Wow, now that is fast. Sonic is very difficult just because of his sheer speed. He doesn't have huge priority, so you can knock him off of almost any of his attacks...if you can find the timing to make contact before he reaches you first. Also, he is one of a very few characters that still has full mobility after he uses his USpec. Anyway, first thing to do, keep moving. Movement is vital here. Do not give him room to run all over the place while you stand still and take a beating. FSpecs and DSpecs can be very helpful to hold him still for just half a second. Another good move to use is DSmash to hit all around you because he could wind up anywhere before you finish your move. It is vital to capitalize on those moments of lag or those times he comes to a momentary stop. If you don't you will take a beating. His final smash...ok that's just dumb. He has the most rigged final smash and if the opponent can actually use it, there is no way to escape. Basically, after he kills you, just stay up in the temporary invincibility until it forces you down, usually if you do that, you'll only get killed once from his final smash. Overall, move a lot. Use attacks that hit on both sides of you, and take advantage of the temporary lulls and considerable lags he has. You can try to get a grab on him sometimes because he will be moving so fast that if you miss, he will already have gone too far away to punish it, don't try too many grabs as he moves extremely too fast and can punish an attempt easily if he can stop himself fast enough. If you can land enough attacks, he's not too heavy, and you can kill him fast enough to walk away with a win. +--------------+ | Ice Climbers | [xiccx] +--------------+ 9c (plus my previous Ice Climber knowledge) IC ----*---- OP ...Four people in a 1v1 match??? One thing is for sure, Ice Climbers will win. Well, this is very interesting. This match will be all about spacing, timing, and proper use of technique. There's not a lot I can say. You know their techniques, you know their abilities. Approach well, keep moving, watch your spacing, and try to kill the opponent. If they have both Climbers, you can't chain grab, but you can grab both at the same time. One thing you can do is try to juggle. Although you don't have a great aerial game, theirs is just as bad, so you can try that out all you want. Overall, just try different techniques, find something good against what your opponent tries to do, and take it to them. Eventually, Ice Climbers will win the match, that is for sure. Multi Brawl [xmulx] Ok, in this section, I will give you a quick run down of what to do in multi- man matches. First, your best friend is your FSpec. Move around a lot, and don't stay in one place for too long. FSmashes are good to spam at any time. They will be great for killing once you rack up some good damage. A short hop into a DSpec will work wonders if you can place yourself right beyond where the rest of the people are fighting in a crowd because you will nail all of them with a good blizzard shot. Shields are very important. If you use it correctly, you can shield grab, combo, or do whatever else you feel like out of it and cause some major chaos. Overall, keep moving, use specials a lot, and throw in some good smash attacks. Ice Climbers can rack up a lot of damage and walk away with a ton of kills if you time and space well and use your shield right. _______________________________________________________________________________ Legal Stuff [xlegx] This FAQ may not be reproduced under any circumstances without my permission. You may ask for permission via email at firstname.lastname@example.org. This FAQ is for personal use, study, and advancement, do not sell, reproduce, or distribute it. Copyright 2008 Alex Avance Places with permission to display this FAQ - GameFAQs.com - SuperCheats.com Please let me know at email@example.com if you find any sites that are displaying this FAQ without permission. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Also, please submit any further information, corrections or updates you might find to me at firstname.lastname@example.org. I will also update the FAQ should I find any further information. Finally, I must say thank you to the many obscure guides and little known sources from which I have compiled some of my information. I learned a lot about combos and such from several obscure blogs and unknown sources that I have been unable to refind since. I learned about chain grabs from several videos on YouTube.com including Snowstorm's Ice Climbers guide and Hylian's videos. Also, thank you to Tom Sullivan for info on Jigglypuff's final smash. Also, I must say thank you to Chris, Trent, and Hunter for being training targets to fine tune my own Ice Climber skill. Finally, I would like to thank my girlfriend, Kailey, for creating the ASCII art at the top of this guide.