• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Beginner's Guide For New IC Players. (****** School) Updated! 70% Complete.

Vts

Smash Champion
Joined
Sep 10, 2007
Messages
2,535
Location
Loser's Semis vs ihavespaceballs
****** school

Alright typing this up to make a small guide to make you not suck with IC even if you have never played them before.

Before we start i'll make a quick guide of what you will need to learn.
1. The ****** in you
2. Basic movement and understanding Nana's physics
3. Character's moves.
4. Basic Combos.
5. Intermediate/advance tactics.

1. The ****** in you!
- The IC aren't for everyone first try to goof around with them before deciding you wish to main them.
- The IC are an odd character since its 2 characters controlled by 1 people.
- To become good it takes times don't give up so easily if you seem to hit a wall ask questions on the Ice Climber Board in the Melee Character Section.
- Be ready to learn!


2. Basic Movement and Nana's Physics
-For starters get use to IC jump,walk, and dash.
-During a dash your character starts of faster then slows down.
-Pressing the stick over fast does a dash, if you only press stick over really fast then stop it makes a short dash and doesn't go into your run.
-Using the dash to go back and forth is called DashDancing something use to space and bait your opponents movements while making sure you are not in shield.
-Nana's Physics are a copy of your own moves ,With exploiting the game you can make her do something while you do something, but that's later.
-Nana has a small box of where you have control of her, to see this box hold down your shield until it breaks once it breaks u can control ur nana only while u are dazed.

3. Character's Moves


-Ground Moves

Normal
* Neutral attack- Two hammer swings in front. 2-1% first hit (usually adds up to 3%), then both Climbers do 3% on the next hit
* Dash attack- Leap and swing hammers in front. The landing has some end lag, but both climber's hits add up to an impressive 17%, for a dash attack.
* Forward tilt- A similar swinging motion in front as their Neutral Attack, only slightly slower with more knockback and damage. 7% and 8%, adds up to 15% if both Climber's hits connect.
* Up tilt- The climbers twirl their hammers in a somewhat short-ranged by highly damaging way above themselves. Many hits, usually does around 21-24% damage if most or all hits connect.
* Down tilt- A sluggish swing to the floor. One of the climber's less damaging moves even with both their damages combined; 4% then 5%, 9% total if both climbers connect.

-Smash attacks

* Forward smash- Somewhat quickly brings their hammers up and brings them down. 12% and 14%, adds up to 26% uncharged, 15% and 16% fully, adding up to 31%. Great knockback.
* Down smash- Swirl their hammers below them in a 360° style. Fast but somewhat short ranged, good for tight spacing.11% and 12%, 23% total uncharged, 16% and 14% fully, adding up to 32. Good sideways knockback.
* Up smash- Swings their hammer in an arch above them fastly. 10% and 11%, 21% total uncharged, 15% and 13%, 28% total fully charged. Excellent killer at higher damages.

-Other attacks

Note: only the lead IC can use the ledge attack, because the computer IC cannot hang onto the ledge. The partner usually makes an additional jump to get back on stage, though.

* Ledge attack-Brings him/herself up and swings his mallet in a similar way to their forward smash. 7% damage.
* 100% Ledge attack- Slowly gets up and thrusts his/her mallet forwards. 10% damage.
* Floor attack- gets up and spins their hammers. ~4-6 per IC, ~9-13% total

-Aerial attacks

* Neutral aerial- Twirl around in the air. Short ranged, but good for air-spacing and following up with N-Air if predicted right. 8% damage.
* Forward aerial- Hold their hammers up and bring them down in a similar fashion to their forward smash. Can spike if sweetspotted. 10% and 10%, adds up to 20%.
* Back aerial- Turns around and swings their hammers in a similar fashion to their forward tilt. 10% and 11%, 21% total.
* Up aerial- Thrust their hammers above them like their up tilt, only with one hitbox per climber. Both do around 8% each, adding up to 16-18%
* Down aerial- They hold their mallets below them and fall downwards. Can be angled, has long duration and some landing lag (though L-cancelling helps). 7-9% per climber, though usually one hit.

-Grabs & Throws

* Pummel- The most damage racking pummel in the game- both climbers pummel the foe for 1-2% per pummel, and the damage adds up quickly due to their fast pummeling speed.
* Forward throw- Takes the foe and swings their mallets in a Bat-like way, launching the foe forward. 4% and 5%.
* Up throw- Bash the foe above themselves. Powerful, though it's power costs them combo follow ups, for a throw. 5% and 6%.
* Down throw- Takes foe and slams them harshly into the ground. Only the lead Ice Climber attacks, doing only 5% damage, though the foe is usually knocked right in front of the IC, leading into many quick combos.
* Back throw- Takes foe and flings them behind with one hand. 7% damage.

-Special Moves (B button)

*Neutral B (Ice Shot)-The controlled Ice Climber summons a small stalagmite of ice and hits it with a hammer so that it slides off along the ground, damaging whatever it hits 2-3% damage (1 block) 4-6% total after both hit.
*Forward B (Squall Hammer)-The controlled Ice Climber spins around like a top and travels forward along the ground for a short moment. Does 2-20% depending on if your "Nana" is with you. Is also used as a recovery and can be used instead of belay to recover when solo ice climber and with your "Nana" to gain maximum height. (pressing b 14 times a second will give you highest height)
*Down B (Blizzard)- The controlled Ice Climber stays put on the ground and shoots out a stream of frigid air from the palm of its outstretched hand for about a second to damage opponents in front. This move is mimicked by the CPU Ice Climber if it is with the human-controlled one, and the CPU Ice Climber will shoot out Blizzard in the opposite direction while standing behind the back of the human Ice Climber. If used in midair, the CPU Ice Climber's Blizzard will be used in the same direction as the human Ice Climber's, making it more powerful.
*Up B (Belay) It functions as a third jump, but only if the CPU-controlled Ice Climber is present. The controlled Ice Climber throws the CPU one up a short distance while the two are attached by a rope, and the CPU Ice Climber will then send the human one a long ways upward by pulling on the rope, and both will enter the Helpless state until they land, making them individually vulnerable until then. If this move is used to recover from falling off the edge of a stage, the CPU Ice Climber will likely fall to its doom while the human one will land on the stage safely.
 
Top Bottom