calprinicus
Smash Cadet
Calprinicus’s strategy guide to the Ice Climbers
If you would like to contribute knowledge please reply with a post. I will credit you for your help!
LATEST UPDATE: 4-8-08 lots of small stuff
Other guides by me:
Toon Link
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0={:::::::::::> INDEX
--How to find article faster:
Since this is a long tutorial, to find what your looking for faster please hit “Ctrl+F” on your keyboard and type what is in the []s in the search box and press “next” to skip to the article!
CHAPTERS:
01. [CHP01] Introduction
02. [CHP02] Move set
03. [CHP03] Tips and Tactics
04. [CHP04] Strategy
05. [CHP05] Combos
06. [CHP06] Character Match-ups
08. [CHP07] F.A.Q
09. [CHP08] Videos
10. [CHP09] Credits
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0={:::::::::::> INTRODUCTION [CHP01]
--About Me: I don't consider myself to be a pro at ICs however I will share all the information I find with you and whoever else reads this guide.
--Why Ice Climbers:
--Summary of Background:
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0={:::::::::::> MOVE-SET [CHP02]
-- GROUND
Jab:
Description: This is a series of two hits. The first swings forward hitting for 5% damage and the second hits for 6% with a little bit of knock back. For a total of 11% damage.
Uses:
U-tilt:Uses:
Description: They thrust their hammer upward twisting them for a series of hits totaling 17% damage.
Uses:At low percentages, using U-tilt can score you a grab since it'll just juggle them a little and then they'll fall into your hands.
F-tilt:Uses:At low percentages, using U-tilt can score you a grab since it'll just juggle them a little and then they'll fall into your hands.
Description: They swing their hammers horizontally dealing 16% damage.
Uses:
D-tilt:Uses:
Description: They swing their hammers along the ground dealing 10% damage.
Uses:
Running:Uses:
Description: They lunge forward swinging their hammers upward dealing 10% damage.
Uses:
U-smashUses:
Description: They swing their hammers around their heads dealing 20% damage uncharged and 28% charged.
Uses: Hits on all sides.
F-smashUses: Hits on all sides.
Description: They swing their hammers vertically downwards dealing 23% damage uncharged and 32% damage charged.
Uses: Hits on all sides
D-smashUses: Hits on all sides
Description: They swing their hammers around their feet dealing 20% uncharged and 28% charged.
Uses: This can deal 38% uncharged and 44% charged if spaced right.
--AERIALUses: This can deal 38% uncharged and 44% charged if spaced right.
N-air
Description: They spin in two circles flinging their hammers dealing 12% damage.
Uses:
U-airUses:
Description: They thrust their hammers upwards dealing 17% damage.
Uses: This is by far the best move to use if your opponent is above you. It juggles well, has high priority and can really just keep you from getting ***** out of the sky.
B-airUses: This is by far the best move to use if your opponent is above you. It juggles well, has high priority and can really just keep you from getting ***** out of the sky.
Description: They swing their hammer behind their backs dealing 19% damage.
Uses:
F-airUses:
Description: They swing their hammers vertically downwards dealing 24% damage.
Uses: Meteor spike (Nana Only)
D-airUses: Meteor spike (Nana Only)
Description: They stand on their hammers riding them downwards dealing 13% damage.
Uses:
--GRABS/THROWSUses:
D-throw
Description: they smash the enemies head to the ground. This deals 8% damage.
Uses: highest grab damage. This is the best throw to set up for a spike on the edge of the stage. Also, against some characters (preferably if the opponent has bad DI), A single IC can chain with the d-throw.
B-throwUses: highest grab damage. This is the best throw to set up for a spike on the edge of the stage. Also, against some characters (preferably if the opponent has bad DI), A single IC can chain with the d-throw.
Description: they throw the opponent behind them. This deals 6% damage.
Uses:This is important in the f-throw chaingrab since it allows you to turn it around and go the other way. You can also f-throw to Nana, charge an Up Smash and then have Nana b-throw into it. This is a great finisher.
F-throwUses:This is important in the f-throw chaingrab since it allows you to turn it around and go the other way. You can also f-throw to Nana, charge an Up Smash and then have Nana b-throw into it. This is a great finisher.
Description: They use their hammer like a bat and hit the opponent.This deals 6% damage.
Uses:
U-throwUses:
Description: They swing their hammers above them dealing 6% damage to the opponent.
Uses:
Throw HitUses:
Description: they head-butt their opponent dealing 3% damage.
Uses:
--SPECIALSUses:
B = (Ice Shot)
Description: they shoot out ice that slides on the ground. This deals 2% per ice cube.
Uses: ONLY PROJECTILE!
U-B = (Belay)Uses: ONLY PROJECTILE!
Description: They jump in the air with a piece of rope that attaches to them dealing 16% damage if hit.
Uses:
F-B = (Squall Hammer)Uses:
Description: The spin around each other with their hammers flinging about. This deals 2% damage per hit.
Uses: Best recovery when solo.
D-B = (Blizzard)Uses: Best recovery when solo.
Description: The breath ice out dealing 2% damage per hit.
Uses:
--DAMAGE TABLEUses:
Code:
Popo Nana Together
GROUND
Jab 3>4 2>2 5>6
U-Tilt 10 7 17 (1/hit)
F-Tilt 9 7 16
D-Tilt 6 4 10
Running 6 4 10
F-Smash 13 10 23
F-Smash CH 16 16 32
D-Smash 12 8 20 (38 if spaced right)
D-Smash CH 16 12 32 (44 if spaced right)
U-Smash 11 9 20
U-Smash CH 15 13 28
THROWS
F-Throw 8 8 8
D-Throw 6 6 6
U-Throw 6 6 6
B-Throw 6 6 6
Throw Hit 3 3 3
AERIALS
B-Air 11 8 19
F-Air 12 12 24
U-Air 9 8 17
D-Air 8 5 13
SPECIALS
N-Special 2/hit 2/hit 2/hit
U-special n/a n/a 16
F-Special 2/hit 2/hit 2/hit
D-Special 2/hit 2/hit 2/hit
KEY:
ch = when fully charged
> = follow up attack
x/hit = x damage per hit
________________________________________________________________ch = when fully charged
> = follow up attack
x/hit = x damage per hit
0={:::::::::::> TIPS AND TACTICS [CHP03]
--Meta-game - what is it?:
Meta-game is the knowledge of the skills of the character and how they apply to the game. It is he reason for competitive play. In other words knowledge is power.
--Tips:
BASICS:
shielding: - what? and why important
normal shield:
Your shield can block all attacks and projectiles. The shield doesn't block grabs. After you block an attack you can let go of the shield button counter-attack. This is very vital to your game since it can stop alot of the damage done to your character. The shield will also decrease in size after being hit or you hold the shield button after enough size decrease it will 'break' and you'll be dazed and unable to move or attack. it will however grow in size after you let go and stop shielding. This can seperate the casual player to the good players.
while shielding tap right or left. You'll have a few invincibility frames while moving directions in that direction.
Press down and shield at the same time to side step. This will give you invincibility frames and can negate all attack, and projectiles while staying in the same spot.
The perfect shield is done by tapping the shield button during the few frames while that the attack is inside the shield area. This will flash your shield white as well as making a faint noise. This negates the move, can reflect projectiles (at half damage), and allows you to a move and attack directly afterwards. Though still ineffective vs. grabs. Practicing this is worth your while, since hard to pull off it's allows for surprises. Mastering can make you in the top players list (if one existed).
While pressing your shield in air you become invincible for a few frames. you cannot be hurt, projectiles fly through you, and will not receive any knock back. This is effective for recovery.
grabbing is an attack that cannot be blocked. This beats all shield. a standard grab (either grab button or shield + 'a') allows you to throw your opponent wither forward, backwards, upwards, or down. During a standard grab you can hit your opponent by pressing the attack button while you have them held. However grabbing is expectially important to the iceclimbers game since they can chain grab and are the only characters who can smash attack while grabbing. every character will eventually get out of a grab however the more damage they have the more they have to struggle to get free.
A short hop (or SH) is smaller than your normal jump. It's used by pressing and releaseing your jump button before the ICs get off the ground. You can use all the moves you normally can when doing a normal jump. SH is used for speeding up the game is the fastest way to use aerial attacks.
Fast falling is making your character move quicker while falling. This can be done simply by pressing down while your character is falling. This is a common practice to make your game quicker and can be used with Short hopping to vastly increase the speed of your character.
The Directional Influence(or DI) is used when your being hit or the frames after the hit to help control your knock back. Though It cannot change it completely it can substantially lower the length of the knock back or alter the original trajectory of your character. This help on escaping your opponents combos and chain grabs and surviving at high percentage. every attack will have your character follow a trajectory which is determined by your characters weight and falling speed.
dash shield:
while in running animation use your shield. you'll have your shield bubble around you and be sliding forward.
dash shield grab: while in a dash shield press your 'a' button and you'll go into a grab with forward momentum.
pivot grab: while running press the opposite direction and grab at the same time. you'll turn around and grab.
hyphen smash (JC u-smash): while running press your c-stick up to do your u-smash while sliding forward.
TID-BITS:
NANA:
- Is the only one that can Meteor spike
- Follows Popo 6 frames behind when 'synced'
- Nana can auto footstool opponents when in the air.
- Nana and Popo can grab the same ledge (FINALLY!)
- Nana can switch to be lead in certain costumes: all above situationals are passed to Popo as the follower
normally I don't go over final smashes since in the tournements I play they're not turned on but there are other were they are so lets be safe.
NOTES:
--Tactics/TechniquesNOTES:
- The iceberg hurts non-allied players.
- you can use your final anywhere just press 'b' after you get it. it'll always be the same size (though seem bigger on small levels and smaller on biglevels.)
- the iceberg shrinks when it takes damage.
BASICS:
Edge-Guard: what is it?
Edge-guarding is doing what is needed to keep your opponent off the stage while recovering and keeping you alive while doing so. It is CRITICAL to keep your opponent off the stage and forcing them to lose a stock. There are four ways to do such.
- On-Stage:
On-Stage edge-guarding is when your opponent is recovering your waiting for his recovery while your character is on the stage. Since most recovery moves (u-b) make you helpless after use, you wait for their gimp so you can punish them and fling them off the stage once again.
- Off-Stage:
Off-Stage edge-guarding is when your jumping off-stage to attack your opponent so they cannot get back to the stage. This can be done by either running/jumping off the ledge while on-stage or dropping from the ledge (tapping away from the ledge) while your grabbing it. Your Ice shot projectiles can be used as an off-stage edge-guard when your opponent is below the stage.
- Edge-Hog:
Edge-Hogging is grabbing the edge of the stage so a recovering opponent cannot grab it. This will prevent them coming back onto the stage and forcing them out of a stock.
METHODS:
- run off the ledge and immediately press the control stick in the opposite direction (like a pivot).
- grabbing the edge while in air. The most effective way is to use your belay (u-b) since it has can auto-sweet spot.
- Edge-Hug:
The act of having one IC on the stage while the other is grabbing the ledge. This is only capable with the ICs and a great way to edge-guard.
METHODS:
- While both ICs are hanging from the ledge press down and use your Belay (u-b). This will toss one IC on stage and the other will grab the ledge.
- While both ICs on-stage run and pivot close to the edge. If timed right Nana will fall and grab the edge and Popo will remain on top.
Desync - what is it?
Desync is when you separate the two ice climber animations so you can control them individually. You can do this during a grab to have one ice climber hold the opponent and have the other wail on them. Or you can desync to have them switch between moves. This vastly improves their offense and makes them hard to approach. Start to learn this technique as soon as possible.
How to desync:
- Starting desynch- If you hold down an attack before the match starts, Nana will perform the attack while Popo stands still.
- Grab desynch- After you do a throw, you can input a command for Nana while Popo is still recovering.
- Dash dance desynch- Do a dash dance into an attack, and while Popo does the attack Nana should be recovering from the dash dance.
- Trip/Injury desynch- If the IC's become separated or if one of them trips, then you can input the commands for one while the other recovers.
- Ledge desynch- If one IC is holding the ledge, then you can input the commands for the IC thats already standing as the other rolls back onto the stage.
- F-B desynch- While you're performing squall hammer you can input a command right before it ends and only Nana will perform the action.
- Reverse grab desynch- Probably the most useful desynch of all. Simply hit back and Z, which will result in Popo rolling backwards as Nana does a grab you can then input a command for Popo while Nana recovers from the grab.
- Belay desynch- Simply do UpB on the ground, then you can input commands for the IC that lands first.
- Footstool desynch- For some unapparent reason, when you footstool jump, Nana won't always jump with you which results in a desynch.
- Spot/roll desynch- Hit downback and shield at the same time. It should result in Nana doing a spot dodge while Popo does a back roll, but the timing is strict though.
- Platform desynch- Jump towards a platform and hit down right when Popo touches the ground. Popo should drop to the lower platform while Nana stays on the top one.
- Jump desynch- Hold downback as you jump and immediately jump again as you land. Popo should do another jump while Nana stays on the ground.
- Tilt desynch- Do either Utilt or Dtilt and hit a direction on the D-pad then do a Ftilt, both should be doing two different tilts at the same time.
- Ledge/belay desynch- Hang on the ledge and hit down and immediately do UpB. Popo should do a solo belay while Nana jumps onto the stage.
- Initial dash desynch- Do a dash in the opposite direction you're facing, as the initial animation ends input a command, and only Nana should perform it.
- Landing desynch- Jump and hit the opposite direction you're facing, Popo should merely turnaround while Nan dashes forward.
- Aerial desynch- Do an aerial right before you land then input a command while Popo is still recovering.(*note*- you can do a landing and aerial desynch at the same time)
- Fast fall desynch- As you fast fall Popo should land first so you can input a command for Nana before she touches the ground.
- Reverse roll desynch- Hit back and L, this will result in Popo rolling backwards as Nana rolls in the opposite direction.
What to do when De-synced:
(These are a few of what I use there are much more than this. Important note: try to change up so less predictable.)
Approaches:
Defense:
- Ice shot to hyphen smash: Nana shoots ice blocks while you hyphen smash (run to u-smash). Stops most projectiles with ice shot and hyphen smash to lay on pressure.
- hyphen to hyphen: nana and popo do consecutive hyphen smashes. great for close games or opponent w/o projectiles.
- squall to squall: you get a few super armor frames at start, if you hit once you can move with the DI of opponent. can move across the stage rather fast.
- ice block to SH aerial: keep floaty characters down while stopping charge moves and projectile. my favorite vs. my friends sonic.
- SH blizzard to grab: when in close throw a blizzard after a SH, this makes them stay closer to the ground where the other IC can grab starting one of your chains or a dual smash K.O.
Defense:
- Ice shot to Ice shot: self explanatory (furthest range).
- SH blizzard to blizzard: blasts of ice slightly above and level. Blizzard is the attack with the most range and can help keep large characters at bay while you setup for something else.
- u-smash to SH U-air: Help if opponent has a good d-air. and can help control where they land. (This is chaining your two highest priority moves)
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0={:::::::::::> STRATEGY [CHP04]
--Mind games – what is it?:
Mind games can not be taught be reading but by play, thought I guess I'll try. Mind games makes the opponent unsure about your next move as well as trying to confuse them, thus making you more effective. It's about being unpredictable while still having control of your character. My tag is 'Nana' which helps save the real Nana upon occasion.
Change it up:This is all about being unpredictable. keep your moves fresh and learn to switch it up. don't do the same moves over and over like a noob. ICs are unique in being able to desync which helps alot.
Fake:If you think your doing something to much turn it to a fake. Like if your constantly finding yourself running into hyphen smashes and your opponent catches on, run into a shield grab instead. The opponent will think your just doing another hyphen smash. You have to predict that they're preparing for another hyphen smash and can catch them off-guard.
________________________________________________________________0={:::::::::::> COMBOS [CHP05]
--IMPORTANT NOTE ON COMBOS:
Combos are never 100% always going to work in a match you must know how to improvise if the opponent DI’s out of you mess up. The key is to use these as guidelines and learn to adapt in different situations.
Combos:
Chaingrabs:
- Dthrow- You can repeat Dthrows until a certain percent that varies amongst characters, and it only requires one IC.
- Dthrow into Fair- Just like repeated Dthrows this only works until a certain percent. If the opponent is still standing you can regrab, but if the opponent hits the floor then you can do a Fsmash. You can also use this to spike the opponent while next to the ledge, but you must hit the Fair while the opponent is directly under you.
- Alternating throws- This is an infinite that works on every character, but the timing is difficult and varies on the percent and the character you're fighting against. First you grab with one IC, then do a Fthrow, Bthrow, or Dthrow, then grab with the other IC.
- The hardest to preform is the f-throw to b-throw chain, since it requires a desynced set-up before you grab your opponent. preform this by having Nana and Popo separated then grab your opponent with one IC and f-throw or b-throw them to the other IC and repeat. The two ICs will eventually meet however this can be harder to escape than the other chaingrabs.
- Double smash throw: This is a good way to rack up damage and KO your opponent. You simply just grab with one IC and attack with the C-stick. This results in Popo doing grab hits while Nana does smashes. After Nana does the second smash it'll knock the opponent out of Popo's hand.
- Charged smash throw: This is a good way to get off a fully charged smash attack for an easy KO. Simply grab with one IC and then hit the C-stick in any direction for a smash while hold Z, which will result in you charging your smash while the opponent is still grabbed.
- F-throw to hyphen smash: Throw your opponent forward and use the other IC to run and do a hyphen smash when close. This sends them flying upward.
- F-air spike: when you have grabbed your and they are off the edge you can throw down and have nana do a SH to f-air. This spikes them downward k.oing them.
- Block lock: At the end of a dThrow to Fair use your ice shot move (n-b) immediately afterwards in initiate the lock (instead of re-grabing). You will have to continue to use ice blocks in a pattern to hit the opponent after he gets off the ground. This is hard to explain so I added a video in the tutorial section of this guide.
- Squall Juggle: Throw down. Then use your squall hammer move immediately afterward (nana will do the move). When nana is at the end of the move use it again this time Popo will do it. continue this desync. You should be able to keep the opponent in air between the two squall hammers for quite a while afterwards.
0={:::::::::::> CHARACTER MATCH-UPS (Alphabetical) [CHP06]
Any help here would be great
--Bowser:
Description:
Counter:
--Captain falcon: Counter:
Description:
Counter:
--Diddy Kong: Counter:
Description: every time I face a Diddy I shrill. Not because the match is hard, though it is, but because the bananas are the most annoying move in the game. be prepared to trip, fall, and get humped by a fast and tricky comboer.
Counter: First note: Diddy players love to throw bananas. They use them for approuching, camping, and defense. They're a great move. However annoying at the same time because they make you trip. The trip has lots of lag and since diddy is quick he normally attacks afterwards or combos up with another peel.
Don't worry the peels are nothing to the IC. 1.) a peel on the ground does no damage and just trips. 2.) they only do 5% damage when thrown. 3.) remember you can pick up the banana peels and throw them too. 4.) they can only trip one IC at a time. 5.) a tripped IC means a free desync. 6.) the desync with an approuching diddy = upperhand.
Your best moves to do after your tripped are a smash attack, blizzard, or squall hammer since they have more priority than most of Diddy's moves.
Diddy's recovery is bad as well. If he is hit while charging his jet pack barrels things they fall off or explode depending (if they've been fired yet) and he falls to a K.O. If diddy is under the stage desyncing ice-shots is a good call. or hanging on the edge while doing your b-airs is also a good call. but be warned if your edge-hogging and Diddy grabs the edge after a jet pack barrel thing, there is a chance you'll be spiked down from the explosion.
you can desync ice-shot to SH ice-shot if Diddy decides to camp. since it blocks his peanut gun and ruins his banana attemps.
you should play defensively and use your grabs to your advantage since Diddy is pretty easy to chain with. He is fast and has some powerful f-moves. you NEED to shield, dodge, and sidestep! this can leave some open time for a grab or preparing for his next wave of attacks or bananas. Use his gimps (slow attack lags) to start grabs. Diddy gimps: his rockets barrels and the diddy hump (a.k.a his f-b).
--Donkey Kong: Counter: First note: Diddy players love to throw bananas. They use them for approuching, camping, and defense. They're a great move. However annoying at the same time because they make you trip. The trip has lots of lag and since diddy is quick he normally attacks afterwards or combos up with another peel.
Don't worry the peels are nothing to the IC. 1.) a peel on the ground does no damage and just trips. 2.) they only do 5% damage when thrown. 3.) remember you can pick up the banana peels and throw them too. 4.) they can only trip one IC at a time. 5.) a tripped IC means a free desync. 6.) the desync with an approuching diddy = upperhand.
Your best moves to do after your tripped are a smash attack, blizzard, or squall hammer since they have more priority than most of Diddy's moves.
Diddy's recovery is bad as well. If he is hit while charging his jet pack barrels things they fall off or explode depending (if they've been fired yet) and he falls to a K.O. If diddy is under the stage desyncing ice-shots is a good call. or hanging on the edge while doing your b-airs is also a good call. but be warned if your edge-hogging and Diddy grabs the edge after a jet pack barrel thing, there is a chance you'll be spiked down from the explosion.
you can desync ice-shot to SH ice-shot if Diddy decides to camp. since it blocks his peanut gun and ruins his banana attemps.
you should play defensively and use your grabs to your advantage since Diddy is pretty easy to chain with. He is fast and has some powerful f-moves. you NEED to shield, dodge, and sidestep! this can leave some open time for a grab or preparing for his next wave of attacks or bananas. Use his gimps (slow attack lags) to start grabs. Diddy gimps: his rockets barrels and the diddy hump (a.k.a his f-b).
Description:
Counter:
--Falco: Counter:
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--Fox: Counter:
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--Game and Watch: Counter:
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--Ganondorf: Counter:
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--Ice Climbers: Counter:
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--Ike: Counter:
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--Jigglypuff: Counter:
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--King Dedede: Counter:
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-Kirby: Counter:
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--Link : Counter:
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--Locario: Counter:
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--Lucas: Counter:
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--Luigi: Counter:
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--Mario: Counter:
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--Marth: Counter:
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--Metaknight: Counter:
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--Ness: Counter:
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--Olimar: Counter:
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--Peach: Counter:
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--Pikachu: Counter:
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--Pit: Counter:
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--Pokemon Trainer:Counter:
Squirtle:
--R.O.B: Description:
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Ivysaur: Counter:
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Charizard: Counter:
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--Samus: Counter:
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--Shiek: Counter:
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--Snake: Counter:
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--Sonic: Counter:
Description:
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--Toon Link: Counter:
Description:A sword (disjointed hitbox) and projectiles... some would say it's the Ice Climbers' worst enemy. They play a ground game and rely on grabs for their major combo and damage opportunities. Despite how hopeless it could feel to approach a Toon Link, there is a way.
Counter: Since TL has better projectiles, he will want to camp. Don't let him. stay close. Beware however of his d-smash,u-smash, and f-smash will send you flying away and he'll start to camp again. (His f-smash is two attacks remember to shield both!)
His mixed projectiles is tough to deal with, but think of it this way: he can only shoot them one at a time, and there is a way to defend against each.
If you grab him, never mess up your grab combo. Because of hitstun and game speed, grab combos are actually easier than in melee, but harder to improvise on because of less possibilities. TL isn't THAT hard to grab combo, and he's pretty light. make sure he dies.
TL has a very gimped u-b, d-air,and grab if he tries one of these and fails: grab him.
All that said, TL still has the advantage in the matchup. This matchup is hard to learn simply by reading advice, you have to get out there and play him and learn how to deal with all the projectiles. Use your dashes, shields, and dodges to space everything properly, and don't mess up defensively... taking a few % from a bomb is better than being hit by every single projectile. Defeat his spamming game and grab him. It is difficult, but possible, and work on those 0-death combos. Though it's a lot harder than it sounds. Make sure that 1 grab = -1 stock for TL.
--Wario: Counter: Since TL has better projectiles, he will want to camp. Don't let him. stay close. Beware however of his d-smash,u-smash, and f-smash will send you flying away and he'll start to camp again. (His f-smash is two attacks remember to shield both!)
His mixed projectiles is tough to deal with, but think of it this way: he can only shoot them one at a time, and there is a way to defend against each.
- Arrows: Shield or SH Ice-Shot(not as effective)
- Boomerang: Shield or SH Ice-Shot.
- Bomb: Dodge or Catch with a SH, don't shield the bomb may not fly far enough away when it explodes.
If you grab him, never mess up your grab combo. Because of hitstun and game speed, grab combos are actually easier than in melee, but harder to improvise on because of less possibilities. TL isn't THAT hard to grab combo, and he's pretty light. make sure he dies.
TL has a very gimped u-b, d-air,and grab if he tries one of these and fails: grab him.
All that said, TL still has the advantage in the matchup. This matchup is hard to learn simply by reading advice, you have to get out there and play him and learn how to deal with all the projectiles. Use your dashes, shields, and dodges to space everything properly, and don't mess up defensively... taking a few % from a bomb is better than being hit by every single projectile. Defeat his spamming game and grab him. It is difficult, but possible, and work on those 0-death combos. Though it's a lot harder than it sounds. Make sure that 1 grab = -1 stock for TL.
Description:
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--Wolf: Counter:
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--Yoshi: Counter:
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--Zelda: Counter:
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--Zero Suit Samus: Counter:
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0={:::::::::::> F.A.Q. [CHP07]
Q: What control setup do you use?
A: everyone is different this just feels nice to me:
- type: cube controller (Wave-bird)
- tap jump: off (make SH easier for me and can use tilts better)
- L - trig : jump (my main jump button)
- x: grab (used for grab combos/desync since closer to attack and special button)
- y: jump (used for grab combos/desync since closer to attack and special button)
Q: what is your player tag? what is your Friend code?
A:
Tag: "Nana" (for mindgames)
FC: if you want to play me send me a message and I'll be glad to reply with the code.
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0={:::::::::::> VIDEOS [CHP08]
--Important Video Notice:
I will show all videos that I find that play a good IC that I find important. Or instructional videos. If you would like to request a video please reply to the thread and I will try to put on if relevant. I will show all videos not just ones when IC wins. A good IC doesn’t mean you always win like some people might suggest.
TECHNIQUE VIDEOS:
COMBO VIDEOS:
MATCH VIDEOS:
VIRTUAL VOID:
IC v. R.O.B
IC v. Diddy(1)
IC v. Diddy(2)
MORE HERE
SOM:
IC v. DK (1)
IC v. DK (2)
IC v. DK (3)
IC v. DK (4)
IC v. DK (5)
IC v. DK (6)
IC v. DK (7)
IC v. FOX
IC v. DIDDY
MISC:
IC v. Pikachu
IC v. Peach
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0={:::::::::::> CREDITS [CHP09]
Thanks to everyone who is a supporter of IC and supports this thread.
Special Thanks to:
- CORNER-TRAP: great write up for chain-grabs and desyncs
- Choknater: ToonLink matchup.
- Foxy K: move uses (u-air, u-tilt, d-throw (extended), b-throw.)