Dive deep into the Ice Climbers' grab game in Super Smash Bros. Brawl. Learn advanced techniques, combos, and special move applications for dominance.
Walkthrough
- 1Aerial Attacks:
- Back Aerial: Quick, high damage if both hit. Use frequently.
- 2Up Aerial: Powerful and quick, good for finishing weakened foes.
- 3Forward Aerial: Slow but compensates with speed. Popo hits horizontally, Nana hits downwards.
- 4Neutral Aerial: Standard weak attack to push foes away, good for breathing room.
- 5Down Aerial: Standard plunging move, generally not recommended.
- 6Grabs:
- Nana's Independent Attacks: Tap directions on the c-stick while grabbing (don't hold Z). Popo attacks, Nana uses smashes.
- 7Down Throw + B (Blizzard): Popo down throws, Nana uses Blizzard. Good for damage and follow-ups due to delay.
- 8Advanced 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.
- 9Jump Cancel Grab: Press X or Y to jump with Nana while opponent is grabbed. Enables down throw to forward aerial combos.
- 10Chain Grab (Down Throw): Popo alone can chain grab with down throw into a running forward grab. Works at lower percentages.
- 11Forward 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).
- 12Special Moves:
- Ice Block: Projectile that accelerates based on ground slant. Can be fired in alternating patterns if desynchronized.
- 13Hammer Squall: Useful for recovery and grab combos. Mash B quickly while recovering to gain more air.
- 14Belay: 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.
- 15Blizzard: 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.
- 16Movement and Mechanics:
- Cannot wall jump, wall cling, or crawl.
- 17One midair jump.
- 18Roll and spot dodge are average.
- 19Only Popo's death counts as a loss, but Nana has an invisible damage counter.
- 20Nana's shield depletes separately.
- 21Possible independent stale move negation for each climber.
- 22Can be desynchronized:
- Grab leaves one free.
- 23Simultaneously press shield and a direction; Nana rolls the wrong way.
- 24Share a ledge; either climber occupying it prevents enemies from grabbing it.
- 25Ignore slippery effects of icy surfaces (no sliding or tripping).
- 26Matchups:
- Good against most characters.
- 27Struggle 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.
- 28Bowser 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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