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The Ice Climbers (, Ice Climber) are playable fighters in Super Smash Bros. 4. After making a cameo-appearance in 's reveal trailer, they were officially revealed in Super Smash Bros. for Wii U 50-Fact Extravaganza on October 23rd, 2014,, alongside the rest of the veterans. Like in previous titles, Sanae Kobayashi reprises her role as the voice of the Ice Climbers, with their voice-clips from Melee and Brawl being all recycled to their transition to Smash 4.

The Ice Climbers are ranked at 42nd out of 55 in the current tier list, pairing with and placing them at the middle of E tier. The latter renders them as the fourth lowest-ranking mid-tier and the eighth lowest-ranking veteran in the game. Contrary to the rest of the fighters, the Ice Climbers are protrayed to be a "two-in-one" character (both being simultaneously controlled by the player, with the following Ice Climber being the CPU-controlled partner). This particularly gives them a staple asset: high damage-racking capabilities, raw KO power, and multi-hit nature in their attacks (such as neutral attack and up tilt). Compared to, the Ice Climbers' hammers are fairly large and give them disjointed hitboxes in their attacks, giving them a versatile spacing game, in-spite of their light weight and small size. The Ice Climbers also boasts some of the best frame-data in the game: with their tilt attacks coming out on frame 8-9, forward smash activating on frame 11, up smash coming out on frame 13, down smash activating on frame 9, neutral aerial and up aerial coming out on frame 6 with low ending lag, down aerial coming out on frame 9 with low ending lag and a high auto-canceling window, and Belay activating on frame 14.

The Ice Climbers also boast an array of reliable KOing options: involving their smash attacks, aerials (especially a meteor smash in their sweetspotted forward aerial), throws, Squall Hammer and Belay, the latter is a safe and impressive recovery] altogether, due to its incredible ability to be a long-ranged [[tether recovery that renders the partner being invincible during its entire start-up and entire duration until falling into helplessness,, making Belay a counter-based KO option. The Ice Climbers also boast a long, floaty wavedash due to their low traction, in a similar fashion to, and what is considered to be their greatest perk includes desynching: it allows them to perform high-damaging and almost inescapable combos due to giving the ability to control the partner exceptionally, and if the leader is grabbed, the partner will take control to counterattack the opponent grabbing the leader. The duo also boast a good projectile-based and camping game: Ice Shot limits the opponent's approaching options, regardless if crouching or crawling or not; Blizzard traps the opponent into a chunk of ice, allowing them to perform follow-ups. Their grab and throw game is also considered one of their most prominent strengths: despite a short-ranged grab, the inability of the partner grabbing an opponent, their down throw and up throw is one of the strongest KO throws and combo starters at low precents (in combination of their throws dealing low knockback scaling, the indirect changes to momentum-canceling, hitstun-canceling and Bucket Braking), back throw is a strong KO option near the edge at high precents, down throw and back throws are also useful chain-grabs, forward throw is useful for launching the opponent off-stage. Additionally, the duo can also perform desync-combos with their grab and throw game as a component, and the partner has control when the leader successfully throws the opponent, allowing them to perform a KO confirm with their forward throw into forward smash at high precents.

However, the Ice Climbers possess noticeable drawbacks as well, the most noticeable being involving enndurance: the Ice Climbers are primarily crippled by the difficulty of retaining both Ice Climbers on-stage simultaneously. For extension, the partner is significantly fragile than the leader due to receiving more damage and knockback and possessing worse AI (rendering them less controllable and defenseless), making them easy to separate. Thhis further forces the leader to hurry back to the leader, though it can lead into significant punishes as well if performing so. Considering their floaty lightweight status, the duo are both prone to earlier KOs than most characters of their weight class and their vertical endurance is among the worst, especially involving the partner. The introduction of rage, the aforementioned indirect changes to momentum-canceling, hitstun-canceling and Bucket Braking further worsen this. Despite trustworthy mobility, their speed on the ground and in the air is very sluggish: with their running and air speed being below-average, making them a vulnerable target for rushdown-oriented characters (ex., , , , and ). Despite possessing surprisingly good range for their small size due to their disjointed hitboxes, they still possess shorter range than a handful of the cast, ex. Mr. Game & Watch, Pac-Man,, , , and.

The Ice Climbers' grab and throw game outside of up throw and down throw is lackluster: their grab is tied for the shortest in the game, and none of their other throws possess the same utility up and down throws possess, and the aforementioned low knockback scaling gives the Ice Climbers no KO throw whatsoever, with their strongest throw, down throw, only truly KOing at around 200%. If the partner is KO'd and the leader is left all alone, the leader lacks the ability to fight nearly as effectively compared to the other fighters, and cannot perform as much chain-grabs they typically perform if the partner is included, also known as "Sopo." The leader alone is vulnerable to combos, juggles and chain-grabs due to their lackluster air and falling speeds, and boasts one of the lowest damage-outputs and worst recoveries in the game. Furthermore, the leader alone cannot make great utility with their special moveset as well. Their primary means of horizontal recovery, Squall Hammer, is risky due to rendering them helpless and being vulnerable to edgeguarding and gimping, and grants virtually less vertical distance if the special button is mashed, and their vertical recovery, Belay, travels at a slow path and is prone to endangering the partner (as it can either leave them prone to edgeguards or they can miss the ledge entirely) or both Ice Climbers if met with a formidable edgeguarder, despite the partner being invincible during its entire duration until going to a helpless state. If either the leader or both Ice Climber fall under helplessness on-stage, they are wide open for punishment or gimps due to their floatiness, similar to 's Super Jump Punch. Further, if the leader is off-stage without the partner, they will lack any chance of recovering at all, as Belay travels virtually less vertical height without the partner, leaving the leader vulnerable to edgeguarding or gimping.

Overall, the Ice Climbers' strengths are generally on par with their weaknesses. However, due to their sub-par popularity in competitive play and noticeable characteristic flaws, the Ice Climbers attained below-average representation in tournaments. Despite this, the duo managed to acheive fair success due to their dedicated players Big D, Harasen, Kie, Daiki and Salva.

Attributes
Owing to their name, the Ice Climbers are considered to be the most unorthodox fighters in SSB4, due to being depicted as a "two-in-one" character and ordering the player to control two characters simultaneously at once. However, as lightweights, the Ice Climbers boast fairly exceptional attributes all around (especially for a lightweight compared to ): although their walking, running, air speeds and gravity are each below-average, their falling speed is the eighth-slowest, their jumping height is the ninteenth-highest, their short hop is slightly above-average, and are tied for the seventeenth-fastest air acceleration, but their traction is the fifteenth-lowest in the game, though the latter gives them the ability to perform a fairly long wavedash. Although minor, the Ice Climbers possess a unique fighter ability where the Ice Climbers lack slipperyness and boast the highest traction in the game at icy terrains and stages, due to wearing ice-cleats on their shoes. As a result of these attributes, the Ice Climbers are decent at being rushdowners and, when combined with their above-average jumping height and decent air speed, the duo can easily weave back and forth around the stage in the air, despite their low gravity, but their slow falling speed makes their vertical survivability among the lowest out of all characters of their own weight class. Their small size also makes them difficult to hit, especially when crouching.

Unarguably, the Ice Climbers' most considerable key-trait is being portrayed as a "two-in-one" character (both being simultaneously controlled by the player, with the following Ice Climber being the CPU-controlled partner): as the player is required to control a pair of characters while using the Ice Climbers in-game, and the partner mimicking all of the leader's attacks (excluding Belay). This particularly gives them a staple asset: high damage-output in almost all attacks (especially Belay), KO potential and several multi-hit attacks in their moveset. In particular, their damage-output is one of the highest in the game in-spite of their small size and light weight. Compared to, the Ice Climbers' hammers are fairly large and give them disjointed hitboxes in their attacks, giving them a versatile spacing game in-spite of their light weight and small size. The Ice Climbers also boast some of the best frame-data in the game: with their tilt attacks coming out on frame 8-9, forward smash activating on frame 11, up smash coming out on frame 13, down smash activating on frame 9, neutral aerial and up aerial coming out on frame 6 with low ending lag, down aerial coming out on frame 9 with low ending lag and a high auto-canceling window, and Belay activating on frame 14, greatly improving their ability to quickly rack up high damage further, combined with the changes to hitstun-canceling, the introduction of rage and the indirect removal of momentum-canceling and Bucket Braking, the latter of which considers a double-edged sword for the Ice Climbers:.

Mr. Game & Watch is a veteran starter character in Super Smash Flash 2. Contrary to his traditional availability throughout the rest of the Super Smash Bros. fraanchise, including the original Super Smash Flash, Mr. Game & Watch makes his availability as a starter character in Super Smash Flash 2. He was revealed on the third day of McLeodGaming's APEX 2015 stream, and was later officially added to the game two years later in Beta'a official release. His sprites are all custom-made and are based primarily on his appearance in Super Smash Bros. Brawl, and all of his attacks are taken from the same game, though some moves (such as his side taunt) are either custom-made or (such as his standard attack's finisher) taken from Super Smash Bros. for Nintendo 3DS and Wii U.

Mr. Game & Watch is ranked 4th out of 47 characters in the current tier list for Beta 1.3, placing him at the bottom of S tier, a drastic improvement over the 40th spot out of 40 characters in the previous tier list. Mr. Game & Watch's biggest strengths involve his powerful KO options (including his disjointed tilts, smash attacks, a sweetspotted forward smash, aerials, a clean forward and doown aerial, throws, Fire, and his potent special moves, Judge and Oil Panic), disjointed and long-lasting hitboxes for his small size, formidable air and combo games, and an incredible recovery. He boasts surprisingly long, disjointed range and high damage-output in-spite of his weight and small size, and even boasts overall great mobility and above-average movement-speed, giving him a rushdown and all-rounder-oriented archetype and making him on par with swordfighters and heavyweights. Furthermore, this also gives him a fairly strong approach as well, and gives him some of the best spacing game and KO power in the game.

Due to his fast air speed and acceleration, as well as below-average gravity and slow falling speed, combined with his above-average jumping height, Mr. Game & Watch is a formidable edgeguarder to challenge in the air: due to his recovery and moderately fast aerials, Chef and the infamous Oil Panic and Judge, the two latter gives him a strong zero-to-death as well, giving him an amazing air game. His recovery, in particular, is also one of the best, due to its impressive, long-ranged distance and lack of linearity, as well as brief intangibility on Mr. Game & Watch during his ascent, and its large edge-sweetspot, giving him a good defensive game across most of the cast. Due to his disjointed hitboxes, good mobility, fast movement-speed, raw spacing game and KO power, he can perform very well offensively and defensively in the neutral game.

However, true to his two-dimensional appearance, Mr. Game & Watch is paired for being portrayed as the third-lightest character in the game (only surpassing and, and pairing with  and ), combined with his floatiness, this makes him prone to getting KO'd early, especially off the top boundary of the stage in comparison to the other characters of his weight class. Although his range is surprisingly good for his small size due to his disjointed hitboxes, his range his still shorter than a handful of the cast (i.e., , , and ), making him struggle against swordfighters due to their ability of out-ranging him most of the time.

While Mr. Game & Watch's up throw and down throw are one of the strongest combo starters, none of his throws boast enough power to KO with effectiveness until well beyond high precents, with his strongest throw, back throw, only KOing middleweights under 100% by the edge. His strongest sepecial moveset (Judge and Oil Panic) tend to be situational depending on the matchup, the former's randomness and randomized effect during each utility makes it unsafe, and the latter requires the opponent to possess a projectile in order to have the move function properly, otherwise it lacks utility.

Overall, Mr. Game & Watch had been regarded as a viable high/top-tier throughout the rest of the patches. His strengths entirely overshadow his weaknesses, putting him squarely at top-tier.

Attributes
As a character of extremes, Mr. Game & Watch possesses fairly average attributes all around, running slightly slower and jumping slightly lower than. Mr. Game & Watch's archetype as a floaty, yet speedy lightweight differs himself from the rest of his lightweight brethren: while he possesses a small size, Mr. Game & Watch boasts the third-lightest weight, the seventh-fastest air speed, above-average air acceleration, below-average gravity, the fifth-slowest falling speed, and an above-average jumping height (his jump is the fifteenth-highesst, while his double jump is above-average). While his walking speed is tied for the fifteenth-slowest, his running speed is fourteenth-fastest, his traction is the eigth-highest, and his initial dash is fairly fast. Due to his two-dimensional nature, the most understanding attribute is his light weight, being tied for the third-lightest. Overall, Mr. Game & Watch's movement-speed and mobility is quite exceptional for a lightweight, but his low falling speed and weight are somewhat detrimental. His short size also makes him difficult to hit, especially when crouching, due to his crouch being one of, if not the lowest crouch in the game.

Overall, Mr. Game & Watch possesses a fairly unorthodox playstyle focused on vertical and air-based combos. He possesses some of the strongest juggling game: with his neutral aerial possessing a large vertical hitbox and combo ability, his up special allowing him to quickly reach for opponents above him or in the air, his up throw being a useful chain-grab that can KO at higher precents while setting up a juggle as well, up tilt possessing long-lasting vertical hitboxes above him with particularly low ending lag and startup, his up smash possessing a large disjointed and lingering hitbox that even extends during its active period, and his up aerial being able to retain opponents in the air with its windboxes while also being one of Mr. Game & Watch's strongest KO options. Many of his attacks, including HIS tilt attacks, smash attacks, aerials, grab, and special moves, are all disjointed. Unnaturally for a lightweight, this gives Mr. Game & Watch surprisingly good range for his small size and weight and some of the best spacing game.

By far, Mr. Game & Watch's greatest strength involves his horizontal approaching game: his running speed is fast enough to catch most opponents, especially against rushdown-oriented archetypes, such as, , and. Due to his deceptive horizontal reach, his fast horizontal approach options are: dash attack, dash-canceled smash attacks, tilt attacks, neutral aerial, forward aerial, down aerial and back aerial, though the latter deals a mere 6%, it is easy to combo with. His grab possesses disjointed forward range and comes out quickly, and almost all of his moves are very powerful and safe on shield: with his smash attacks, in particular, dealing high shield damage while possessing low ending lag, his tilts possessing enough range to space his opponents out easily and shifting Mr. Game & Watch's hurtboxes backward, and Judge #4 and Oil Panic shattering a full shield (the latter only works if at maximum power). As such, he has an easy time getting much of anything started and outboxes characters with his disjoints who are disadvantaged in spacing, like and. He never has trouble with zoners, as his down special absorbs energy-based projectiles and reflects physical ones, making him an effective camper while possessing his own projectile himself. Despite his slow falling speed, Mr. Game & Watch also has an easy time landing, due to his down aerial being a stall-then-fall, allowing him to reduce his floatiness with a move, and he can also influence his descent while using down aerial by weaving back and forth, in combination of his fast air speed and air acceleration. It is surprisingly disjointed and descends quite quickly, making it difficult to challenge directly from below. It also boasts fairly strong KO potential, with a powerful spike on the early hit and a strong late hit. Running off with down aerial to try and meteor smash is also a valid strategy, as Mr. Game & Watch will survive even without a jump. This makes it a decent landing option in disadvantage, especially when considering the strong auto-cancel. If performing a full hop and then Fire, it can also auto-cancel. It can also work from a side-platform on. This can make the move significantly safer than most stall-and-fall aerials, combined with the fact its descent is slower than other stall-then-falls (especially by its type), though he still remains vulnerable during the move's animation and has hefty landing lag as well.

When he does get in, though, Mr. Game & Watch can deal a lot of damage to pressure his opponents. His neutral air, up tilt, up special, up throw, down throw, and down air are all powerful combo starters and tools that possess the ability to link into each-other, and forward air and up air are good combo finishers that can net a KO at high percents, along with his standard attack being able to quickly rack up damage. Mr. Game & Watch's neutral air can also drag the opponent down, leading to a grab or even a smash attack if timed properly. While his combo game is formidable, Mr. Game & Watch also boasts plenty of reliable finishers that can pick up early KOs: including his smash attacks, tilt attacks, aerials (especially a clean forward air and down air), throws (down throw can set up a KO confirm and can meteor smash off the ledge), Fire (especially off-stage or during the wall of pain), as well as the infamous Judge and Oil Panic, the two latter are what Mr. Game & Watch possesses a trump-card in.

Mr. Game & Watch has a potentially deadly grab and throw game: as his down throw forces the opponent into a tech-chasing scenario across almost all of the cast, and also forces the opponent to SDI in order to escape, which leads into more serious threats for them, and can also meteor smash the opponent off the ledge, and also allows Mr. Game & Watch to punish with one of his smash attacks. Back throw launches the farthest out of all his throws. As a result, this is Mr. Game & Watch's strongest and best KO throw, being able to kill most characters at around 100%. His back throw and forward throw are very useful for setting up edgeguards, with the latter possessing KO and combo potential, the former at higher precents by the ledge and the latter at lower precents. His forward throw and especially his up throw are combo throws that can follow up into aerial attacks, such as his forward air or up air for KO confirms, or even his potentially deadly side special, Judge, which can KO at even low percentages if the number strikes 9. The same can be said for his other potentially deadly down special, Oil Panic — an attack that can KO opponents at all percentages —. It will absorb energy-based projectiles and reflect physical ones, and if filled, it will release a large and disjointed projectile that can one-hit KO opponents and will destroy a full shield if the power is maxed out, allowing Mr. Game & Watch to punish or even KO with one of his powerful smash attacks, depending on the strength of the projectiles absorbed. Mr. Game & Watch also boasts a strong edgeguarding game, with his high aerial mobility, ability to put out a large number of falling projectiles with his neutral special, long-lasting aerials, down smash's incredible 2-framing punish due to its large hitbox (especially when sweetspotted or not), and the ability to quickly react to opponents above him with his up special. His down air is also an extremely powerful spike, and its disjointed hitbox allows it to beat out, edgeguard, gimp, 2-frame, space out or trade with nearly every recovery-oriented move in the game, drastically punishing opponents that have to recover low, such as or. Mr. Game & Watch boasts a strong recovery himself, with a fast up special that covers a long vertical distance and very low lineaarity, slows down his descent after rising with a parachute, can be canceled with another attack (such as an aerial or special move), retains his midair-jump, and possesses a hitbox when rising, and grants brief intangibility during his ascent, making it a counter-based KO option off-stage and universally the best out-of-shield option in the game. Because of this, Mr. Game & Watch is almost never at a disadvantage off-stage. Overall, Mr. Game & Watch is extremely deadly off-stage and at the ledge to all characters, even those with great recoveries like, , and even himself.

Mr. Game & Watch possesses among the most formidable grounded game. Mr. Game & Watch's smash attacks possess very high power and low ending lag throughout, with each of them possessing unique attributes. Forward smash is among the strongest in the game if sweetspotted while having low ending lag and good range, with the sweetspot being safe on shield. His up smash is also among the most powerful and fully disjointed; being tied as the 12th strongest up smash in the game, with an enlarged and lingering hitbox around his body and head, and comes with intangibility on his entire body while charging the move up, making it tricky for opponents to punish and deal with and also whiff-punishing several attacks (also scoring jank-KOs), and comes with full-body invincibility at the frames where the hitboxes activate; granting him apparent Super Armor. Down smash is also the most unique smash attack, the sourspot at the handles launch the opponents at a powerful semi-spike angle, while the sweetspot starts burying them long enough to follow up with a smash attack, Judge or Oil Panic. Down smash is among the strongest if utilized at the sweetspot aerially. It also has a very large hitbox, allowing it to easily 2-frame many recoveries, and acts as an excellent punish-option on rolls. Like his other smash attacks, down smash is safe on shield when spaced properly. Overall, Mr. Game & Watch possesses an excellent arsenal of smash attacks.

Mr. Game & Watch's strongest asset is his formidable aerial game. All of his aerial attacks have lingering and disjointed hitboxes and, in the case of neutral aerial and up aerial, multiple hits. Their duration is the primary reason Mr. Game & Watch is deceptively difficult to challenge in the air and even the ground, as opponents will most likely collide within an attack's final frames. All of his aerials also have enough range to be spaced correctly; thanks to Mr. Game & Watch's excellent aerial mobility, allowing it to zone and approach opponents safely in the air and the ground. Each of Mr. Game & Watch's aerials also have their own distinct strengths: his neutral aerial, Tropical Fish, is his fastest aerial, a fairly powerful multi-hit move, even when stale, and can easily gimp poor recoveries; due to its late hitbox being sufficiently strong enough to do so. Due to its speed and power, it also works as a good out-of-shield or approaching option, and its long duration allows her to break combos. His forward aerial is Mr. Game & Watch's second-strongest aerials, which this grants it good combo potential in return. It can also easily put opponents off-stage, and is the primary component of the wall of pain technique: once an opponent with a poor recovery is launched off-stage, Mr. Game & Watch can follow up with several other forward aerials until they reach the blast zone, where Mr. Game & Watch can finish the opponent off with another forward or a neutral aerial. His back aerial, Turtle Bridge, is Mr. Game & Watch's strongest aerial, an effective KOing option, and has a remarkable range, given Mr. Game & Watch's small size; similarly to, and , the move also has the interesting trait of completely turning Mr. Game & Watch around after its use. It is also safe on shield; due to its high damage output and above-average hitlag, and it is also Mr. Game & Watch's third-fastest aerial, making it a bit unpredictable. His up aerial, Spitball Sparky, his third-strongest aerial, has a deceptively long-lasting hitbox and long range, which can be problematic for any opponent that has issues dealing with juggling, and it is also a powerful finisher near the upper blast line. Lastly, down aerial, Mr. Game & Watch's second-fastest and second-strongest aerial, a fairly powerful keyblade sex kick-thrust, can be utilized as a highly damaging out of shield or pressuring option, and has low ending lag. It can sometimes also work as an anti-airing and anti-juggling option against characters with slow aerial mobility or moves, and boasts among the strongest spike in the game that can KO as early as 55% or lower precents, while easily gimping many recoveries. As well, landing with it can lead into various other moves, especially a smash attack, a tilt, forward aerial, Judge and Oil Panic, which allows Mr. Game & Watch to take stocks incredibly early.

However, Mr. Game & Watch's greatest weakness is his lack of survivability: as evident with this particular flaw, due to his two-dimensional appearance, Mr. Game & Watch is tied for being the third-lightest character in the game (surpassing only and, and only being tied with  and ). In combination of