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Reenvisioning Ice Climbers-
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08/17/2010, 09:19 AM
(This post was last modified: 09/11/2010 02:58 PM by Kink-Link5.)
Post: #1
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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. |
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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
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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
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(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. '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
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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...
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08/18/2010, 06:55 AM
Post: #5
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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
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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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