User:Steamboat Williy/Ice Climbers (SSF2)

The Ice Climbers are veteran starter characters in Super Smash Flash 2, hailing from their original eponymous game Ice Climber. They were revealed at the first day of Super Smash Con 2020. Their moveset and sprite-designs are custom-made and taken from Super Smash Bros. Ultimate, and their voice-clips are ripped from the same game. Contrary to their ordinary appearances from the official series of the Super Smash Bros. franchise and from the former game, they make available appearances as starter characters in Super Smash Flash 2.

The Ice Climbers are currently ranked at 27th of B+ tier on the current tier list, placing them at the top of mid-tier. The Ice Climbers have strong KO moves in their smash attacks, all aerials, forward throw, back throw, down throw, as well as for their potentially special moves, Squall Hammer and Belay. Unlike the other characters (with the possible exception of and ), they appear as a team instead of being individual, having great abilities of extremely high damage output. Due to their air speed, they possess an amazing air game, with fast aerial attacks with high priority that provide good spacing and edgeguarding tools, with their forward aerial being able to meteor smash powerfully at the sweetspot. They also possess a potentially deadly grab and throw game, as most of their throws set up juggles or combo into aerials for KO potential at higher precents. He also possesses a very strong juggling game, as well as for a strong edgeguarding game. They also possess a strong recovery himself, with a fast up special with tiny startup and covers long launchment, and being able to grab the ledge.

However, The Ice Climbers are thrashed by numerous weaknesses. They are tied with and  for being the fourteenth-lightest characters in the game (making their weight mostly below-average), which, along with the fact that the partner is much more lighter than the leader and takes more damage and knockback, makes their horizontal and vertical survivability mostly awful. Additionally, while they are a team to dish out extremely high damage output and KO potential, it becomes horribly diminished if the partner is KO'd, since the partner is much more ligther than the leader. While the partner possesses more help for the leader, the partner possesses unabilities to react to the other characters' attacks or threats due to occasionally being difficult to control, which makes the partner more disadvantageous in fighting situations. They also have overall complications with ranges, which is worsened by the fact that a multipility of moves like up tilt, forward smash, down tilt and down smash contain underwhelming ranges, which makes them vunerable to characters with disjointed hitboxes, like, and. Their grab and throw is also a lackluster outside of down throw, due to the shortest grabbing-range, none of their throws outside of down throw being very useful or tending to KO until at extremely high precents, with their strongest throw, down throw, KOing at around 170%. Without the partner, most of the leader's attacks are severly weakened.

The Ice Climbers have a small playerbase and a somewhat lackluster neutral game. The Ice Climbers retain three notable players, Big D, Daiki, and ????, achieving respectable tournament results while using them. While their strengths are signficantlly blanant, their weaknesses are enough to cause them to reside around mid-tier.