So, when I practice I often find nifty things that I want to remember but never can because I go off and do something else and I don't practice enough to remember lol.
Since I've practiced every day this week so far(planning on doing so up until pound5) I decided to take some notes and I'll be dumping them here. If anyone else wants to do the same feel free and I'll put them in the OP. Always a chance you will learn something from someone, even if it's known.
Hylian's notes:
Cheese's notes:
Lux's notes:
Since I've practiced every day this week so far(planning on doing so up until pound5) I decided to take some notes and I'll be dumping them here. If anyone else wants to do the same feel free and I'll put them in the OP. Always a chance you will learn something from someone, even if it's known.
Hylian's notes:
- When doing the squall desynch press B BEFORE you input a direction, if you do a direction first or at the same time it will buffer the direction and nana won't do an ice block.
- Kakera's desynch: When you shield watch nana. Once she goes into her skidding animation press B and this desynch will always work. The visual cue helps a lot.
- Using the shield drop desynch(or really probably just the dash back desynch, it's just easier to identify when doing kakeras version) spotdodge when you shield instead of dropping it. This creates sort of a spotdodge desynch by combining the kakera and dash back desynch with a spotdodge. Seems pretty useful in certain situations.
Cheese's notes:
- Usually worth committing to saving Nana, unless you have a huge lead or are SLIGHTLY behind, risk the stock for the infinite.
- Don't squall shields, it doesn't work often enough to be worth it.
- Don't assume that because you set up a grab, you landed it. Continue actions to limit their options until you actually confirm a grab.
- NEVER overcommit to a grab, they'll eventually land into them.
- Few options doesn't mean no options.
- When your opponent is at kill %, do NOT throw extra kill moves, just punish something, or kill them off the top with stale uair, who cares?
- When falling, landing on your opponent is generally bad unless you have a specific reason. "Grab" is not a specific reason.
- Tether without jumping whenever possible, if you DI up off a clipped tether, you can usually recover if you still have a jump.
- Airdodge Mixups:
1. Full jump towards, retreating double AD
2. SHFFAD (OBVIOUS)
3. If you repeat these two, you die. - Every single % tacked on counts. One safe % from blizzard is > any amount of unsafe options.
- Camp when you're winning, ALWAYS!
- Dash grabs are obvious and usually terrible.
- When SoPo, play safe, it's amazing how many stupid moves you can land on an opponent chasing a single climber.
- If you can't grab them, stay away from them. (generally, not in all MUs)
- After you take off a stock, you're incredibly vulnerable. Don't corner yourself, and especially don't waste your double jump.
Lux's notes:
- If you're getting hit, don't do that* A lot of the setups that I advocate require precision in terms of execution and zoning. Certain setups lend themselves to being more aggressive in terms of how they cause interaction with your opponent, while others are more defensive. If you're getting hit out of a more aggressive option, use a more neutral option. If you're getting hit out of a neutral option, use a defensive option. If you're getting hit out of a defensive option, don't use a setup at all.
- If you're losing, run the play where you win* Try different things even if you find something that "works". Try different things if you have enough time. Then once you're comfortable with what works, practice executing that.
- Do that thing I taught you* I talk a lot out of theory with little regard for what's practical to execute. However, even if it's too hard, a lot of the things I talk about do actually work. Practice execution until you can do even the Hylian's and RIDSCSR setups on a consistent basis.
- Getting separated is the easiest Desync* When you get separated and after you've successfully Guard broken, you'd be surprised what kind of random setups you can cause just by holding down special as Nana returns to you.
- Out Tech skilling your opponent = Victory *We are Ice Climbers. While it might not look "flashy", even the little things that are technically hard to execute go a long way in helping keep opponents off balance. If your matchup plan is sound, if your tech skill doesn't fail you, you will win.
- SONAR, CPR, AIDS, DSG, LD1* Seriously, DSG and LD1 are legit, especially combined
- If you can't remember what the acronym stands for, it's probably not that important anyways *Just because it looks technically intimidating by the input name, doesn't mean that it's unexecutable. What's more important is how you use it.
- If you can't remember the frame data off the top of your head, it's probably not that important anyways*Your own reaction time has more to do with if your counters hit or not. If you have a game plan with how you'll react prior to mixup, you can be more frame ideal which is often better than trying to choose the frame ideal option.
- Level 9 CPU's go stupid hard aggro so you can learn desync spacing in practice with them* This helps surprisingly well in finding out what's safe. If you want to find out what's a good aggro option, go to training with a level 9 CPU and put the thing on "Run" and use only setups to try to catch it.
-Stop dropping chaingrabs * Practice on all the universal stage list levels. Practice in weird scenarios like on platforms. Practice all characters
- TL v. IC Matchup > Pick up a secondary* Especially since we suck on RC and Brinstar, there's no shame in picking up a second.
-Please don't infract me, I can write a legit one if you want, I'm just really bad so nobody wants my opinion anyways* I hope people agree with what I said.
- Besides, nobody would understand it anyways* And I hope it's relatable and helpful.
On PS1 and PS2, walk your opponents to the metallic edges using Dthrows CGs if you grab them. The stage transformation will break CGs
It's definitely more difficult to space CGs while on ramps, especially for Bthrows. Rather than CG on a ramp, it's often safer to walk your opponent to a flat spot.
If you have to walk them on a ramp, it is much easier using Dthrows going down the ramp. It is also much easier to use fthrows going up a ramp. I frame tested it.
When you random Ice Climbers 3 rounds in a row as your opponent to practice CG's on, it's time to quit.
- If you're losing, run the play where you win* Try different things even if you find something that "works". Try different things if you have enough time. Then once you're comfortable with what works, practice executing that.
- Do that thing I taught you* I talk a lot out of theory with little regard for what's practical to execute. However, even if it's too hard, a lot of the things I talk about do actually work. Practice execution until you can do even the Hylian's and RIDSCSR setups on a consistent basis.
- Getting separated is the easiest Desync* When you get separated and after you've successfully Guard broken, you'd be surprised what kind of random setups you can cause just by holding down special as Nana returns to you.
- Out Tech skilling your opponent = Victory *We are Ice Climbers. While it might not look "flashy", even the little things that are technically hard to execute go a long way in helping keep opponents off balance. If your matchup plan is sound, if your tech skill doesn't fail you, you will win.
- SONAR, CPR, AIDS, DSG, LD1* Seriously, DSG and LD1 are legit, especially combined
- If you can't remember what the acronym stands for, it's probably not that important anyways *Just because it looks technically intimidating by the input name, doesn't mean that it's unexecutable. What's more important is how you use it.
- If you can't remember the frame data off the top of your head, it's probably not that important anyways*Your own reaction time has more to do with if your counters hit or not. If you have a game plan with how you'll react prior to mixup, you can be more frame ideal which is often better than trying to choose the frame ideal option.
- Level 9 CPU's go stupid hard aggro so you can learn desync spacing in practice with them* This helps surprisingly well in finding out what's safe. If you want to find out what's a good aggro option, go to training with a level 9 CPU and put the thing on "Run" and use only setups to try to catch it.
-Stop dropping chaingrabs * Practice on all the universal stage list levels. Practice in weird scenarios like on platforms. Practice all characters
- TL v. IC Matchup > Pick up a secondary* Especially since we suck on RC and Brinstar, there's no shame in picking up a second.
-Please don't infract me, I can write a legit one if you want, I'm just really bad so nobody wants my opinion anyways* I hope people agree with what I said.
- Besides, nobody would understand it anyways* And I hope it's relatable and helpful.
On PS1 and PS2, walk your opponents to the metallic edges using Dthrows CGs if you grab them. The stage transformation will break CGs
It's definitely more difficult to space CGs while on ramps, especially for Bthrows. Rather than CG on a ramp, it's often safer to walk your opponent to a flat spot.
If you have to walk them on a ramp, it is much easier using Dthrows going down the ramp. It is also much easier to use fthrows going up a ramp. I frame tested it.
When you random Ice Climbers 3 rounds in a row as your opponent to practice CG's on, it's time to quit.