![]() The term "wobbling" is also loosely used to refer to indefinite or long lasting chains of the same attack, which is usually made possible by certain stage elements. In Ultimate, Nana can no longer act at all when Popo grabs opponents (and instead cheers for him) unless she is in the air, meaning that even if the grab mechanics were unaltered from Melee, wobbling would be impossible to perform. This is because the game’s reduced shield lag, buffed powershield, and the removal of advanced movement options such as wavedashing made it much easier for the Ice Climbers to land a grab. ![]() However, the Ice Climbers are considered far more tournament viable in Brawl, and were recognized as the second best character in the game behind Meta Knight. As such, the loss of wobbling is technically a nerf to the Ice Climbers. In Melee, Ice Climbers players almost never drop a wobble, but because the new chaingrabs are more technically demanding, Brawl Ice Climbers players were known to frequently drop the guaranteed combo in tournament. Although the technique acts differently from wobbling, it is still often referred to as “wobbling” by competitive players. Despite this, the Ice Climbers gained a new, infinite chain grab that, while more difficult to perform, still guarantees a KO if properly performed. Wobbling is impossible to perform in Brawl, due to changes in the game's grab mechanics. In conjunction with any move that does damage and can go in rhythm with pummels, easiest with ftilt and dtilt, the opponent will constantly be in this form of hitstun and unable to escape the grab, allowing the wobble to work. When an opponent is grabbed, they cannot get out of the grab while they are in a special form of grab hitstun. Wobbling works by the existence of a mechanics exploit in Melee. 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. This can lead to a KO if Nana performs a non-stale smash attack after sufficient damage has been inflicted. If done correctly, Popo and Nana will hit the enemy repeatedly in an alternating rhythm (exactly 200 BPM) which cannot be escaped. While the aforementioned tilts are easiest and most dominant for wobbling, wobbling can also be done with staled forward smash and down smash, back air, neutral air in conjunction with back air, back air in conjunction with up tilt, or any other move that allows for proper rhythm to be had to keep the opponent in a special form of grab hitstun during the grab. This is achieved by slowly tilting the Control Stick in the middle of Popo's pummel animation if done too fast, either Popo will throw the opponent or Nana will knock them away with a smash attack. 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. 1 situation and requires good spacing from the attacker it is therefore uncommon. However, this can only be done reliably in a 2 vs. In team games, a team wobble can be performed by having one player grab the enemy while the teammate attacks, in a similar fashion to the normal wobble. While his name is attached to the technique, Wobbles did not actually discover Wobbling he learned of the technique's existence after watching videos of Japanese Ice Climbers players.Īlthough only the Ice Climbers can perform true wobbling, the term "wobble" is sometimes used by competitive players as a pejorative term for any guaranteed, powerful combo that is very easy to perform. 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. The technique can be performed on all characters in the game except against another pair of Ice Climbers. Opponents cannot break out of Popo's grab and will continuously get hit by Nana. Wobbling is an infinite combo exclusive to the Ice Climbers in Super Smash Bros.
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