KarateF22
Smash Journeyman
ICE CLIMBERS
(a work in progress)
Before we begin, i ask that the chain grab debate is kept out of this post. This is to discuss other areas of the Ice Climbers game. You may mention the chaingrabs, but do not debate them please. Direct that to the post about it that already exists; here is a link to said post: click here. You may point out any combos or part of their game you want.
CHANGES
-IC Infinite removed
-IC's Popo's solo squall -> trajectory 60 from 30
-IC's Popo's nair -> KBG 90 from 100, BKB 90 from 20
-IC's Popo's sweetspot uair -> KBG 145 from 120
-IC's Popo's Fair -> BKB 58 from 40
-IC's Popo's D-smash Hitbox 1 -> KBG 120 from 105, trajectory 45 from 60
-IC's Popo's D-smash Hitbox 2 -> KBG 120 from 105, trajectory 45 from 83
-IC's Popo's D-smash Hitbox 3 -> KBG 120 from 102, trajectory 45 from 60
-IC's Popo's D-smash Hitbox 4 -> KBG 120 from 102, trajectory 45 from 83
-IC's Popo's Nair -> BKB 60 from 40
-IC's Popo's dash attack -> KBG 40 from 60, BKB 60 from 90
-IC's Nana's squall -> KBG 80 from 130, BKB 5 from 15, trajectory 240 from 30
-IC's Nana's nair -> KBG 70 from 128, BKB 40 from 20, trajectory 320 from 20
-IC's Nana's Uair sourspot -> KBG 50 from 142, trajectory 35 from 70
-IC's Nana's Upsmash -> Trajectory 97 from 83
-IC's Nana's Downsmash -> KBG 95 from 135
-IC's Nana's Downsmash Hitbox 1-> Trajectory 10 from 60
-IC's Nana's Downsmash Hitbox 2-> Trajectory 10 from 83
-IC's Nana's Downsmash Hitbox 3-> Trajectory 10 from 60
-IC's Nana's Fair Sourspot-> KBG 15 from 100, BKB 8 from 40, trajectory 270 from 40
-IC's Nana's Fair Sweetspot -> KBG 30 from 10, BKB 10 from 20
-IC's Nana's Dair-> KBG 60 from 130, BKB 30 from 40
-IC's Nana's Dash attack -> BKB 60 from 90
-IC's Down+B->KBG 91 from 180-130-30, , trajectory 225 from 70-20
-IC's Neutral B-> DMG 5 from 3
-IC's Grab attack has ice effect (no gameplay effect)
-IC's Down+B: After 66 speed up by 2
-IC's Side B: after frame 55 speed up by 1.5
-IC's Jab:After frame 8 speed up by 1.5
-IC's shorthop 20% lower and fastfall 30% faster, both of which are beneficial
An easy way to sum up the above is that, aside from Nana's sweetspot Fair she got a knockback (but not damage) nerf while Popo got a knockback (but again not damage) buff. This is good in the end because only Popo's knockback REALLY matters and it makes SoPo a good deal more viable. There are exceptions to be found, but thats the general jist of it. If Nana is your primary climber, replace Nana with Popo and vice versa.
COMBOS
Nair + dash shorthop + nair: only over a stage at low-mid percents
Dash attack to grab: only works near 0%
Dash attack to Fair: Not sure if it works 100% of the time, but i believe it does if your quick. Only works to about 40%, varying a bit depending on weight. Very nice way to prematurely end the opponents stock
Side+b to grab: only works near 0%
Side+b to fair: works at around same percent as dash attack to fair, as before, not sure if it works 100% of the time.
Bair to Bair: works at low-mid percents.
Uair to Uair: works to mid percents
Dash attack to Uair to Fair: works at low-mid percents, dependant on opponents DI.
Side+b to uair: works at low-mid percents
Desync blizzard to grab: works at all percents unless the opponent is VERY good at SDI
Desync blizzard to smash: works at all percents
Grab + pummel (once) + blizzard while pummeling, regrab and repeat: works to 80%, unless opponent SDI's well.
TECHNIQUES
1. Desyncing - Desyncing is accomplished by making Popo and Nana attack seperately. The two easiest ways to accomplish this by yourself is to do a single left-right or right-left dashdance to iceblock, or up-b to a ledge and immediately attack, Popo will get up but nana wont. Once the desync starts its best to use smashes or blizzard against those up close, and ice block against those afar. Space the moves apart as best as possible. For the crawling blizzard wall, you do down+B, shorthop forward down+b, shorthop forward down+B, etc.
2. Non-sweetspotted Up+B Nana save - Basically, when your up+b doesnt snap like a tether, but popo makes it to the ledge, you can often save Nana by dropping down and immediately performing up+b again. Just be sure you dont suicide in the process.
TACTICS
Tactics will go here later.
MINDGAMES
This will be the most vague one, as mindgames can be essentially anything. It will go into the psychological effects that the Ice Climbers have on the opponent. Some debate that mindgames dont even exist. Until evidence of this is proven im going to go ahead and act like they exist. I believe mindgames represent anything that causes your opponent to play differently, or causes them to play into a trap of your setting, etc. By this definition, Ice Climbers are the master of mindgames. Below I will list some "mindgames." Some of them may just be innate properties that cause the opponent to play differently. Others are active things you can do to trick your opponent.
1. Nana - As much as we may sometimes hate her, Nana (or Popo if you play Nana as primary climber) is our greatest attribute. Her simple presence causes the opponent to play extremely defensively, almost to the point of paranoia. The opponent knows that he cannot go for the grab because Nana will swiftly punish them upon landing the grab, allowing us to abuse our shield much more than any other character in the game. Of course, we also have a spike and nearly double damage with Nana around.
2. The grab - This the SoPo downthrow chaingrab that can go up to 60% for some characters and our kill from grab capabilities. Opponents jump through hoops to avoid this, giving us the advantage of abusing their attempts to dodge our killer grab. They also use their shield much less in fear of getting grabbed through their shield. The opponent knows that if he badly mispaces just once under the right circumstances, he can face major punishment. This adds extra pressure on the opponent in amounts that no other character can really do.
3. Desyncing - Ice Climber desyncs are somewhat misunderstood. Some believe them to be fairly worthless gimmicky mindgames that only work on those that dont know the matchup. Others believe that they can wreck the opponent. I believe it is somewhere in between. It is somewhat situational, but desyncing at the right times can put enormous pressure on the opponent, often dealing good amounts of damage in the process. Desyncing can be useful, just be sure that its not all you do as there are ways around it.
VIDEOS
Ice Climbers videos will go here, please PM me if you believe you have a good contribution. Brawl+ guides, matches, or technique demonstrations are all accepted. I may not post all matches sent to me, as only the ones that can be learned from will be useful and posted.
MATCHUPS
Matchups will be here soon.
I will make this post look nicer as time goes on.