@@climbersmp8392 so you made a fangame/clone of a old nes game, changed nearly nothing, and it looks like you where wanted to fill it with ads and freaking paid skins? and you needed 3000 for it?!?! ya, no thanks.
@@Slash0mega 1. I'm not gonna FILL it with ads. Ads is really annoying. 2. It's gonna be NETWORK multiplayer with real competitive (show me how can you disable your opponent in an original game, as I know it's impossible as well as network on mobile). 3. You can get skins for free. 4. Better physics and more convenient control than it's now on mobile devices. 5. Servers are not free. I have to pay for it. 6. Wanna beautiful skins? For free?... Artists cost money.
Wobbling is an infinite grab technique exclusive to the Ice Climbers in Super Smash Bros. Melee. When performed with the right timing, opponents cannot break out of Popo's grab and will continuously get hit; the technique can also be performed on all characters in the game except against another pair of Ice Climbers. Wobbling received its name as a reference to American smasher and Ice Climbers main Wobbles, with Ken coining the term after Wobbles claimed 9th place in NCT2 with considerable use of the technique. While his name is attached to the technique, Wobbles did not actually discover Wobbling; he learnt of the technique's existence after watching videos of Japanese Ice Climbers players. Although only the Ice Climbers can perform true wobbling, the term "wobble" is sometimes used by competitive players as a pejorative term for any guaranteed combo that is very easy to perform. In team games, a team wobble can be performed by having one player grab the enemy, with the teammate attacking, in a similar fashion to the normal wobble. Wobbling begins with a grab by Popo. Following this, the Ice Climbers player must use one of many methods to desynch the Ice Climbers, and have Popo pummel while Nana forward tilts or down tilts. If done correctly, Popo and Nana will hit the enemy repeatedly in an alternating rhythm while the enemy cannot escape. This technique can inflict significant damage, and can lead to a KO if Nana performs a smash attack after sufficient damage has been inflicted. In addition to standard Wobbling, a variation called Blizzobbling can also be performed, where Nana instead uses Blizzard to attack opponents instead of using a tilt. Like Wobbling, it is also inescapable. Wobbling works by the existence of a mechanics exploit in Melee. When an opponent is grabbed, they cannot mash out of the grab if the character grabbing them is performing an attack. This is the basis behind how pummeling works; opponents cannot mash out when a pummel connects, but pummels are not fast enough to stop them from escaping in-between them. However, Popo and Nana are treated as the same character when attacking. Thus, players can exploit desynching to force them to attack in an alternating manner that does not allow enough time for any character to escape from the grab; the delay between the pummel and the tilt is minuscule, and is impossible to escape from.
thesatanic6 I was going to disagree but ignoring the hilarious "collection derection" part, I think you're right. Ice Climbers' problem is that the jumping is frustratingly difficult to control. Bad collision, though? You won't notice that if it exists in this game.
It’s sad that this game has no actual ending and you can just select from any stage you want,and because of that,this game feels more like a demo, also nintendo ahould,ve added a status bar wich should move along with the player. And lastly,nintendo should,ve put those bonus stages as saperate screens rather then making become a part of those levels.