
The AI-controlled partner now attempts to use Belay for recovery. The AI-controlled partner now spot dodges on the same frame the player does.Ī glitch involving their walk momentum has been corrected.All throws' release points adjusted to be closer to Melee.Belay allows both Climbers to snap to ledge, and has increased knockback and damage.Ĭhanges from PM to P+ Revisions v3.0.Blizzard deals slightly more damage and uses its larger Brawl size.The meteor on both Climbers' forward aerials has been converted into a deadly spike with a weak hitbox and a strong hitbox.Forward smash and up smash are more effective as anti-air moves because of the fixed hitbox interpolation on the hammers.By holding a shield button at the start of a match, one can play as a solo Ice Climber.

The freeze glitch is no longer possible.The Climbers' chaingrabs from Brawl have been reduced to a 1-frame window, despite the intention for them to be completely removed.Most hammer attacks have had their hitboxes resized and/or moved to reach the end of their hammers.The AI-controlled partner will also now always perform an up throw while in the middle of the stage and throw away from the stage when near edges, allowing for consistent follow-ups when the partner lands a grab.The AI-controlled partner is much more efficient at recovering when alone, allowing them to live longer horizontally.Both Climbers' can occupy the same ledge, a trait carried over from Brawl.In addition, they possess several new desyncs unique to PM for a more diverse kit.They also retain most of their Melee desynch methods, including sidestep and roll desynchs.This greatly improves their approach options and their offensive game. Brawl's desynching methods are retained, albeit nerfed from their original functionality.

To compensate, however, they have both been made slightly more competent at fighting on their own, without the aid of their partner. Nevertheless, their arsenal of grab combos and mixups have been greatly expanded, and the Ice Climbers still benefit greatly from chaingrabbing, as seen here. This is an overall nerf as wobbling and grab infinites previously contributed to their success at a competitive scene. The Ice Climbers have been modified to focus more on desynching and standard combat rather than on their grab infinites from Brawl and Melee. A notable example, and their biggest disadvantage Ice Climbers has after the partner is defeated is the poor recovery offstage Belay only gives a small fraction of the height the move normally gains, and although Squall Hammer can travel a fair distance, its hitbox doesn't compensate for edgehoggers. A lot of their attacks are a lot better when both Popo and Nana are present, so if one of them is KO'd, the player's options are limited. However, one of the Ice Climbers' biggest strengths is also their biggest weakness. Ice Climbers are capable of dealing substantial amounts of damage The partner will copy the player's move and has the same damage output, effectively doubling their damage output while both Climbers are alive if both attacks hit. In Project M, the Ice Climbers can no longer perform most of their infamous grab infinites, but are compensated with buffed recovery options and better options in neutral.
Brawl mod ice climbers nana damage plus#
The player, in half of the retained Brawl costumes plus the alternate costume, controls Popo, and Nana will copy the player's movements under normal circumstances, and vice versa for the retained other half of the costumes. Ice Climbers is a duo consisting of the characters Popo and Nana.
Brawl mod ice climbers nana damage how to#
Once I figured out how to get the spike with Popo, I will always mix up what I do at the ledge. The people that I play against have learned how to DI Popo's d-throw so I can't get the spike properly. For the last hand-off you have a couple options, you can d-throw with Popo to f-smash, d-throw with Popo to Nana f-air spike, or my personal favorite, handoff to Nana again, have her forward throw then go out as Popo for the f-air. Usually when I get a grab within the 30 units that Nana will automatically forward throw, I will hand off until I can't. There are a lot of options Ice Climbers can do at the ledge.
