Thanatoast
Grim Reaper in Training
First of all, props to the Minus crew for making the Side-B viable in the air with the jump-cancel
However... it's still not quite as good as it should be. I don't quite understand why side-B while in the air forces the Ice Climbers to fall into special tumble... Normally, I could understand if, say it entered into an infinite combo or something. But the problem is that the Ice Climbers' side-B doesn't really combo into much on the ground. The end-lag from this really just, well, doesn't allow them to do much. It might be able to set up a really slow combo if the end hit knocks the enemy into the air. But that is a serious maybe.
The Ice Climbers also have abysmal horizontal recovery period. Why punish the player as well by throwing in the special tumble? It's not like you could combo in the air easily with this. The Ice Climbers still feel high risk and high work with little reward. At the very least, make it so that they can recover in the air proper.
Popo and Nana gotta be able to recover horizontally.
However... it's still not quite as good as it should be. I don't quite understand why side-B while in the air forces the Ice Climbers to fall into special tumble... Normally, I could understand if, say it entered into an infinite combo or something. But the problem is that the Ice Climbers' side-B doesn't really combo into much on the ground. The end-lag from this really just, well, doesn't allow them to do much. It might be able to set up a really slow combo if the end hit knocks the enemy into the air. But that is a serious maybe.
The Ice Climbers also have abysmal horizontal recovery period. Why punish the player as well by throwing in the special tumble? It's not like you could combo in the air easily with this. The Ice Climbers still feel high risk and high work with little reward. At the very least, make it so that they can recover in the air proper.
Popo and Nana gotta be able to recover horizontally.