jjl
08-08-2005, 04:47 AM
IMO the ICs clearly reign on the ground, with the grab combos and all. I've been practicing a grab combo that does at least about 50% damage, which exploits the fact that while Popo is throwing the opponent, if Nana hits the opponent at the very start of the throw animation, the opponent will not fly out of Popo's hands, regardless of what Nana does. Thus, I present the following combo:
1. Popo: grab and headbutt
2. Nana: blizzard while Popo continues headbutting
2a. (optional) Repeat headbutt and blizzard as many times as you'd like
3. As soon as the blizzard animation finishes, hit down on the C-stick while gently pushing up on the analog stick (explanation below). Popo will dthrow and Nana will dsmash, but the opponent will still get dthrown and NOT fly away from the dsmash (if timed correctly)
4. Pause a moment to resync, then use the C-stick to double fsmash (have Popo and Nana fsmash simultaneously).
The reason it is useful to push gently up on the analog stick is in case you need to change step #4. If the opponent does not DI, the double fsmash will work. But if the person DIs and lands above you, it sets you up for a Nana utilt followed by whatever you like with Popo (potentially more disastrous than a double fsmash). I'm wondering if it's possible to have Nana and Popo alternate the utilt so that the opponenent is perpetually stuck in it. I'll have to try this...
It's crucial to time step 3 so that Nana's dsmash doesn't knock the enemy away. I've learned the timing and can do this 50% combo consistently... it is quite destructive, and totally baffles opponents who haven't played you before. At least, that's the way it works with the people I've been playing with lately.
The above combo sets up nicely for a nice little edgeguarding tactic I like to use. If you use a backward WD to edge hog, Nana will follow suit but will jump as soon as Popo slides off the stage. While Nana is in the air, you can have Popo roll back onto the stage, winding up further away from where Nana lands from her jump. In addition to a position offset, they will also be desynced. At this point, I mash repeatedly down on the C-stick, so that the ICs will continuously downsmash but at different times (and different locations!). This works great for me because the opponent will see the edge hog and will attempt to overshoot the edge instead of sweetspotting it, and immediately get caught in Nana's dsmash. If the opponent has a horizontal recovery (such as DK), Popo is further down the stage and will be able to catch him with his dsmash. The desync'd and positionally offset dsmashes also help confuse your enemy!
What I think needs more development is the aerial strategy. How would you fight an opponent who is continually trying to send you into the air, or is spamming projectiles? Of course, the short answer is "don't get hit into the air" but I really think the ICs can have a destructive aerial game as well. The bair is pretty powerful but I don't usually see many opportunities to use it. The uair is great for juggling. Sometimes it gets difficult for the ICs to penetrate the defenses of a turnip spamming Peach or a missile-happy Samus. We can definitely beat these guys... but how?
Also, please post any other destructive combos (grab combos or otherwise) you use!
1. Popo: grab and headbutt
2. Nana: blizzard while Popo continues headbutting
2a. (optional) Repeat headbutt and blizzard as many times as you'd like
3. As soon as the blizzard animation finishes, hit down on the C-stick while gently pushing up on the analog stick (explanation below). Popo will dthrow and Nana will dsmash, but the opponent will still get dthrown and NOT fly away from the dsmash (if timed correctly)
4. Pause a moment to resync, then use the C-stick to double fsmash (have Popo and Nana fsmash simultaneously).
The reason it is useful to push gently up on the analog stick is in case you need to change step #4. If the opponent does not DI, the double fsmash will work. But if the person DIs and lands above you, it sets you up for a Nana utilt followed by whatever you like with Popo (potentially more disastrous than a double fsmash). I'm wondering if it's possible to have Nana and Popo alternate the utilt so that the opponenent is perpetually stuck in it. I'll have to try this...
It's crucial to time step 3 so that Nana's dsmash doesn't knock the enemy away. I've learned the timing and can do this 50% combo consistently... it is quite destructive, and totally baffles opponents who haven't played you before. At least, that's the way it works with the people I've been playing with lately.
The above combo sets up nicely for a nice little edgeguarding tactic I like to use. If you use a backward WD to edge hog, Nana will follow suit but will jump as soon as Popo slides off the stage. While Nana is in the air, you can have Popo roll back onto the stage, winding up further away from where Nana lands from her jump. In addition to a position offset, they will also be desynced. At this point, I mash repeatedly down on the C-stick, so that the ICs will continuously downsmash but at different times (and different locations!). This works great for me because the opponent will see the edge hog and will attempt to overshoot the edge instead of sweetspotting it, and immediately get caught in Nana's dsmash. If the opponent has a horizontal recovery (such as DK), Popo is further down the stage and will be able to catch him with his dsmash. The desync'd and positionally offset dsmashes also help confuse your enemy!
What I think needs more development is the aerial strategy. How would you fight an opponent who is continually trying to send you into the air, or is spamming projectiles? Of course, the short answer is "don't get hit into the air" but I really think the ICs can have a destructive aerial game as well. The bair is pretty powerful but I don't usually see many opportunities to use it. The uair is great for juggling. Sometimes it gets difficult for the ICs to penetrate the defenses of a turnip spamming Peach or a missile-happy Samus. We can definitely beat these guys... but how?
Also, please post any other destructive combos (grab combos or otherwise) you use!