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Reenvisioning Ice Climbers-
08/17/2010, 09:19 AM (This post was last modified: 09/11/2010 02:58 PM by Kink-Link5.)
Post: #1
I've posted these ideas in another thread, but I figured they would get much more attention if they were separate.

Since there are very few people who use Ice Climbers as they are [as is the case with every smash I guess], it doesn't seem too far out there as a request to have the character[s] be remade almost entirely. It's being done with Sonic, Lucas, and I believe Olimar, and probably others as well. As an IC main in Melee and Minus currently, I think I should have a good background of the character[s]. So, without further ado:

Quote:I believe the current build has Nana dealing more damage with each attack than Popo does (ie: Nana's Uair deals maybe 3 more damage than Popo's). Invert it so Popo deals more damage and Nana simply helps put on a little more.

IC's shouldn't have a flaw of "Remove Nana and you win." Nana should offer some extra output damage and little else. That being said, Nana moving in smashes and f-tilt, and [sometimes] using two nairs is an excellent addition and should be expanded upon. Moving forward on D-tilt, Jump IASA for Nana on U-tilt, among other changes would help build their team work gameplay. You could even let Nana set up for ground attacks by making her dair have very little knockback, like both of their Dairs have in Melee. Also fix Dair in general. The move acts like it wants to stall-then-fall but then changes its mind. It might be a trick caused by the sound effects, but it feels like they are given weird momentum when they use the move. If you have Popo's U-throw not send opponents quite so high, Nana could jump up and use an aerial out of it, also adding a benefit to keeping Nana alive.

Boost Popo's solo side-B recovery, and either make Double Side B's final hit freeze and hit at a higher angle, or freeze and have more KBG and its current angle. Boosting its power was a good call, but freezing opponents into space with a finisher as good as Wolf's Up-B would help tremendously.

Remove the little jump on Ice Block and make Popo's alone land cancel for follow up chases (Think Melee Ice Block chases). Nana's would not land cancel, allowing a desynch option. This gives Popo a Solo option with the move and gives even better options with Nana.

Increase damage output on Popo Bair by 2% and Nana by 1%.

On the other side, Popo should have options when Nana is gone as well. Examples of this are some of the things I stated earlier- Land Cancel Standard B, better recovery, better output damage by himself. In addition to this, perhaps have his solo Up-B's little ice dust freeze opponents, make solo ground Side-B interruptable, make his Dair have low landing lag and send opponents at a better angle to combo from, and overall make Popo more viable by himself with Nana existing to increase damage output, add a few tricks, and kill earlier than he would by himself.

Finally, tone down both their air speed and air maneuverability by about 15% and 25% respectively. In other words about 85% and 75% of what they are now respectively. Higher air mobility is always welcome but it just seems weird when the two normally move in the air with Melee Kirby mobility now weave more than vBrawl Wario. It's also a common cause of them being separated far too easily. Many times I'll outspace with bair only to see Nana flinging way open into the enemy's range. Low air speed may have been put in originally due to issues with this.

With all of this added I'd probably main IC's more exclusively than I do currently.

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08/17/2010, 09:36 AM (This post was last modified: 08/17/2010 09:50 AM by ItsRainingGravy.)
Post: #2
Y'know, I kind of miss it when ICs' NeutralB had melee hitboxes to it. Opponent was up close, and you still had Nana? Around 26% damage, IIRC. Their current NeutralB, while being funny and having that "Minus" flair, is kinda redundant at times...most notably on sloped stages.

I used to main the ICs back when I still played Melee, but I never really know how to go about with them anymore. I guess I'll leave the rest up to everyone else, then. I'm tired, anyways.




EDIT: Slightly off-topic, but I apologize for my rudeness in the previous topic, Kink-Link5. Methinks I had a bad day for reasons which I have already forgotten, but weren't really forum-related. SOOO...yeah.

Still, the only thing I really don't like about ICs is their ridiculous ability to set up chain grabs. Only a personal peeve of mine, and otherwise I really don't care if other people use it. Was it Brawl+ that removed Nana's ability to grab people? Can't remember; but I thought that was hilarious. d:

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08/17/2010, 10:36 AM
Post: #3
(08/17/2010 09:36 AM)ItsRainingGravy Wrote:  Y'know, I kind of miss it when ICs' NeutralB had melee hitboxes to it. Opponent was up close, and you still had Nana? Around 26% damage, IIRC. Their current NeutralB, while being funny and having that "Minus" flair, is kinda redundant at times...most notably on sloped stages.

I used to main the ICs back when I still played Melee, but I never really know how to go about with them anymore. I guess I'll leave the rest up to everyone else, then. I'm tired, anyways.




EDIT: Slightly off-topic, but I apologize for my rudeness in the previous topic, Kink-Link5. Methinks I had a bad day for reasons which I have already forgotten, but weren't really forum-related. SOOO...yeah.

Still, the only thing I really don't like about ICs is their ridiculous ability to set up chain grabs. Only a personal peeve of mine, and otherwise I really don't care if other people use it. Was it Brawl+ that removed Nana's ability to grab people? Can't remember; but I thought that was hilarious. d:

'Sokay.

Hammer hitboxes on neutral B would also be a very welcome readdition. For the ice blocks themselves, I also always thought the growing blocks were unneeded and made the character[s] look like a one-trick pony. Since I am more concerned with options in play, I would have gone with a route of increasing the blocks' starting size, then having the block neither grow nor shrink, with my aforementioned landing and "jump" changes.

Ice Climbers can only currently chaingrab via Solo Popo, which is not an issue with anyone as far as I know. Every one of Nana's throws (Except U-throw?) freezes the opponent, preventing them from being grabbed afterward.
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08/17/2010, 08:39 PM
Post: #4
NeutralB changes sound good, as is most everything else you said in the OP. Didn't know that Nana's throws freeze the opponents...actually, I like that idea MUCH better than Nana not having a grab at all. Possible removal of CGs without removing the benefit of doing damage to the opponent is awesome; something that I'll test later today, probably. Even though I don't really mess with the ICs much anymore, I'll see if I can find anything new that they would have the potential of effectively using in combat...

______________________________
Karnith: It's like you read my mind or something.
Isaac: You have been forever immortalized with that face in my mind.
dmbrandon: What was stupid about it? I mean, besides what I already wrote?
Linkshot: My friend was *****ing at me today about MUGEN being too hard because, instead of mapping Hadouken to a key, it's a quarter-circle.
filbert: Illegal is great as long as you're the only one who sees it.
Rkey: ...wow. You opened my eyes man, I'm not forgetting it.
filbert: I realised that I shouldn't judge you based on what I think of others.
Shade_: The internet is fun as long as you don't take it seriously.
The Cadet: Holy **** get this guy in the backroom now.
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08/18/2010, 06:55 AM
Post: #5
Okay seriously this air speed thing with them simply doesn't work. Nana kills herself way more often than the opponent does due to weaving too far from Popo for their Up-B or Side-B to combine. If nothing else, fix THIS.
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08/18/2010, 05:27 PM
Post: #6
The only problem is how they get separated too easily. I remember there was some talk about trying to make it so their shields come out at the same time. That could be good.
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