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Part 17
Super Smash Bros. Brawl

Part 17

Dive deep into the Ice Climbers' grab game in Super Smash Bros. Brawl. Learn advanced techniques, combos, and special move applications for dominance.

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Dive deep into the Ice Climbers' grab game in Super Smash Bros. Brawl. Learn advanced techniques, combos, and special move applications for dominance.

Walkthrough
  1. 1
    Aerial Attacks:
    • Back Aerial: Quick, high damage if both hit. Use frequently.
  2. 2
    Up Aerial: Powerful and quick, good for finishing weakened foes.
  3. 3
    Forward Aerial: Slow but compensates with speed. Popo hits horizontally, Nana hits downwards.
  4. 4
    Neutral Aerial: Standard weak attack to push foes away, good for breathing room.
  5. 5
    Down Aerial: Standard plunging move, generally not recommended.
  6. 6
    Grabs:
    • Nana's Independent Attacks: Tap directions on the c-stick while grabbing (don't hold Z). Popo attacks, Nana uses smashes.
  7. 7
    Down Throw + B (Blizzard): Popo down throws, Nana uses Blizzard. Good for damage and follow-ups due to delay.
  8. 8
    Advanced Nana Attacks: Subtle motions allow Nana to use Hammer Squall or forward tilt. The second hit always launches. Exploit this for Nana forward tilt into forward smash.
  9. 9
    Jump Cancel Grab: Press X or Y to jump with Nana while opponent is grabbed. Enables down throw to forward aerial combos.
  10. 10
    Chain Grab (Down Throw): Popo alone can chain grab with down throw into a running forward grab. Works at lower percentages.
  11. 11
    Forward Throw Infinite: Forward throw, then input a dash grab as Popo throws. Nana runs up and grabs. Repeat by alternating Popo and Nana for an infinite combo. (Difficult to execute consistently).
  12. 12
    Special Moves:
    • Ice Block: Projectile that accelerates based on ground slant. Can be fired in alternating patterns if desynchronized.
  13. 13
    Hammer Squall: Useful for recovery and grab combos. Mash B quickly while recovering to gain more air.
  14. 14
    Belay: Recovery move where they jump up connected by a rope. If Nana grabs the ledge, she pulls Popo. A lone Ice Climber can still gain air from this.
  15. 15
    Blizzard: Damage-racking move. Hits both sides on the ground; both climbers shoot forward in the air. Best used after a short hop. Useful in grab combos.
  16. 16
    Movement and Mechanics:
    • Cannot wall jump, wall cling, or crawl.
  17. 17
    One midair jump.
  18. 18
    Roll and spot dodge are average.
  19. 19
    Only Popo's death counts as a loss, but Nana has an invisible damage counter.
  20. 20
    Nana's shield depletes separately.
  21. 21
    Possible independent stale move negation for each climber.
  22. 22
    Can be desynchronized:
    • Grab leaves one free.
  23. 23
    Simultaneously press shield and a direction; Nana rolls the wrong way.
  24. 24
    Share a ledge; either climber occupying it prevents enemies from grabbing it.
  25. 25
    Ignore slippery effects of icy surfaces (no sliding or tripping).
  26. 26
    Matchups:
    • Good against most characters.
  27. 27
    Struggle against light characters who can attack safely from the air (e.g., Mr. Game & Watch, Meta Knight, Jigglypuff, Kirby) as they break out of grabs easier and Ice Climbers are weaker in aerial contests.
  28. 28
    Bowser and Donkey Kong are particularly difficult matches due to their size, weight, and falling speed, making them easy targets for grab combos.
Tips
  • Abuse Nana's ability to attack independently out of grabs.
  • Practice the down throw chain grab and forward throw infinite for high-level play.
  • Use Ice Block for zoning and pressure, especially when desynchronized.
  • Mash B during Hammer Squall recovery for extra height.
  • Short hop before using Blizzard for optimal air usage.
  • Understand that Nana has her own hidden damage and shield health.
  • Exploit the ledge-sharing mechanic to deny opponents ledge access.

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