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!
already met AD, met wobbles (super chill bloke), didn't meet the rest lolMy bet youre going to meet Johnkorv, Fa0, Wobbles, alphadash, Bêst and Däumling. Sadly wont attend since i went to Dreamhack Winter and this event is rather expensive even though i live like 2h from the venue. I've spent almost less money on attending tournaments abroad compared to this one :/. Also ending the tournament like 12 pm (or what it will be) makes sure theres no way to travel home since the last trains from gothemburg leaves at 10pm.
ICs actually have a really good invincible ledgedash. You could try ledge-dash D-smash to tell the Marth to better respect the space.Is invincible ledgedash to grab the only option when Marth is dtilting by the ledge? I've lost way too many Sopos at low percents to this.
In my play I continuously wall out my opponents with ice blocks, blizzards, and desynced Nana aerials. Over all I think there is lack of desync centered play and people usually make getting the Wobble their main priority.Do people utilize continously desyncing or is there a bunch of improvement needed in that aspect of ice climbers?
The TL;DR is don't Fastfall and try to L-cancel as late as possible.Can someone explain L-cancel desyncs frame by frame? im having trouble finding the timing.
Dazzles are worth considering.Hey, do you guys have any suggestions for recording devices?
Continuous desynching requires incredibly technical play and awareness. It can often get Nana killed, or in general provide your opponent more openings since it's harder to do everything at 2 times speed, especially SHFFLs. The other downside is that continuous desynching often restricts your movement since you need to stay in range of Nana when you move with Popo and you can't get Nana to move too much due to the force.Do people utilize continously desyncing or is there a bunch of improvement needed in that aspect of ice climbers?
IIRC this is the fastest way to shoot iceblocks. It's pretty nice, but a lot of ICs hate being on platforms, so take from that what you will. It definitely helps us gain some breathing room and regenerate a shield vs. Samus and such.Hi, I think I might have found something that is underused or something new, its a tech in which one drops down a platform and then neutral Bs so the bounce of the neutral b pushes them back onto the platform, this means that the landing lag of the move is reduced and you can do a mixup to blizzard drop downif the opponent tries to shark you.
Are you sure? Do you have experience with Dazzles and would you recommend them? I want to get something that's the best bang for my buck, while not being impossible to set up. I'm sorry about the questioning, but I don't want to get screwed again by recording devices.Dazzles are worth considering.
It's ID0 so I think it's the innermost hitbox.Simple question... where is the spike hitbox in fair?
I'm never sure, haha. It's recommended to people getting into speedrunning and stuff, it's kind of like the intro recording device. There's not really anything to set up though, pretty much just plug it in and use OBS/AmaRec. I think you might have to google drivers for it but I don't remember. I'm not going to say it's the best thing because I haven't researched the other stuff, that's your job =PAre you sure? Do you have experience with Dazzles and would you recommend them? I want to get something that's the best bang for my buck, while not being impossible to set up. I'm sorry about the questioning, but I don't want to get screwed again by recording devices.
I mention that it can be done from SHFFL and such, it just makes it possibly harder. FFing can reduce the window from a 2 frame window to frame perfect execution. For consistent L-cancel desyncs I would not recommend FFing.You can fastfall and still do an l-cancel desynch...
not a spike, it's a meteorSimple question... where is the spike hitbox in fair?
It's not that Nana lacks a pivot animation, but that her direction (facing left or right) is updated to match Popo's a frame early. When she receives the input to dash backwards, she has already reoriented to face that direction, and interprets the input as "dash forward". This causes her to continue dashing in whatever direction she was dashing, rather than turning around. It is possible to pivot with Nana, as long as Popo doesn't change orientation 6 frames earlier.Hey guys I've been looking into what happens when you dash dance with ice climbers. Its usually considered to not be useful because nana gets very confused by it.
The reason for nana being unable to follow popo's dash dance is her lack of a pivot animation. I have found that when popo pivots nana will do one of two things. If nana has moved an incredibly short distance (such as in a pivot desync) she will simply snap into a standing position. If she has moved any further than that (dashed for more about than 4 or 5 frames) she will enter the run skid animation and come to a stop.
Both of these two situations can allow you to desync nana. In the first case if you input a move a few frames before nana goes to the standing state she will be able to comply while popo will be busy dashing and thus won't be able to do the move. This desync can be seen in wobbles' ice climbers are silly where he called it the defender.
In the second case if you input a move just before her run skid animation ends she will be able to do it. This is a little more difficult to pull off however as you will need to be able to prevent nana from straying too far away while you dash dance. This is very similar to the dash dance blizzard desync although people very rarely do more than the 3 initial dashes which makes it a little difficult to do things like smash attacks. https://www.youtube.com/watch?v=31vdqNLtleQ&feature=youtu.be this video has an example of the desync using a longer dash dance and upsmash.
In addition to these two it is possible to make nana do aerials on her own by inputting them as popo changes direction and is thus stuck in the initial dash animation.
As almost every other character makes use of their dash dance, why can't we? If we study why nana freaks out we may find that this apparent weakness can be turned into a strength. While I have not yet spent much time looking into this I am starting to find patterns which could potentially be useful.
My tip is, since theres no local peach, avoid playing friendlies as ics against peach as much as possible, that way you can keep them from getting exp in the matchup and can easier win the matchup in tournament, you do not want peach to get experience in the matchup, unless you actually find the way to beat floatcanceled fair, something weve been struggling with for years since it's her main advantage.Should I just work on the Peach match up or develop a secondary? There is no good peaches in my little scene, but there are a few in my state that I will run into at a little bigger tournaments.
ID 0 just means the hitbox has priority over the other hitboxes, it doesn't have to do with the actual hitbox placement. I can check the hitboxes in a couple hours to confirm where the hitbox is (I think it's the hammer, but just comes out later. Will confirm soon).It's ID0 so I think it's the innermost hitbox.
I was aware this wasn't completely sound reasoning, but I thought it was at least a general trend that the lower #'d hitboxes are typically inwards, guess that was a bad assumption =SID 0 just means the hitbox has priority over the other hitboxes, it doesn't have to do with the actual hitbox placement. I can check the hitboxes in a couple hours to confirm where the hitbox is (I think it's the hammer, but just comes out later. Will confirm soon).
EDIT: The meteor hitbox for the spike is the hammer. There are two hitboxes there, one is the meteor and one is the normal hitbox. The "normal" hitbox is bigger (1200 compared to the meteor's 700), but the meteor has more priority. If you're close enough when you hit them, they will get meteored.
LDSenpai
You're welcome. I don't think there's much of a trend for hitbox ID's, it varies with pretty much every move. Some characters have consistent hitbox ID placement, like marth. His tippers tend to be ID 0 I think.I was aware this wasn't completely sound reasoning, but I thought it was at least a general trend that the lower #'d hitboxes are typically inwards, guess that was a bad assumption =S
Thanks for the researched answer mate ^_^/
His tippers are typically the highest ID# except for stuff like D-tilt. Marth's high #'d tipper hitboxes, like F-smash, is what I was basing my assumption on actually, haha. I guess it's safer to not assume patterns though.You're welcome. I don't think there's much of a trend for hitbox ID's, it varies with pretty much every move. Some characters have consistent hitbox ID placement, like marth. His tippers tend to be ID 0 I think.
Awesome post. Are you saying that ICs sync'd ftilt will always clank with a Peach downsmash regardless if it is stale or not? I would like to know the option that will work all the time in these scuffles.Clanking happens with every character. This small part of the game isn't usually talked about, but if you expect a clank you can make great use of it. After a clank both characters are put in rebound assuming the moves were close enough in damage output (9%). The character who used the weaker move has less rebound lag and can take advantage of the clank.
This works for any character, but ICs have such weak moves (especially D-tilt) that it comes into play more often. We usually hit a character with our moves twice, so the moves by themself don't typically have a lot of damage output. This means that we're typically in an advantageous position if a clank were to occur.
However, clanks are impossible to adequately react to, the rebound window is small so by the time you react to that clank sound your character has been chilling for a while. So here is where we prepare for the clank by inputting something soon after attacking, expecting the clank, this is especially applicable with grab (ICs' grab is preeetty good). You can do a dash grab right after a move. You clank? You get a dash grab. You whiff or hit them? Dash grab doesn't come out, proceed as normal.
Here's a couple of examples of me using this. I'm using *D-tilt against a staled Peach D-smash and inputting dash grab soon after, if I had not clanked the dash grab would not have happened because I would still be in D-tilt animation. The same idea is in progress using a D-smash against a Fox Up-smash.
Link in case gfy doesn't load: http://gfycat.com/TemptingBlaringAmericanbobtail
*It's worth noting that the D-tilt only works because Peach has hit me with 1 or more D-smashes. If her D-smash was fresh I would not be able to clank as she would do more than 9% of D-tilt. I can always clank with here using F-tilt though, which I'd highly recommend.
Players typically don't expect a clank, and if they only react to the clank noise you can typically get a dash grab from the interaction. If a Marth isn't expecting a D-tilt clank for example, you might get a dash grab. Some people react with spot-dodge or jab, but even these shouldn't be fast enough unless someone has super-human reflexes.
This isn't a revolutionary strategy, but it is a very good habit to establish, kind of like CC grabbing after a whiffed move, or going for techs every time you Up-B, stuff like that. The only downside these habit have are the arthritis the extra inputs brings, but we'll talk about the Puff vs Puff meta another day. Thanks for reading ^_^/
F-tilt will always clank with Peach D-smash unless F-tilt is very staled (you've hit with F-tilt ~8 times out of your last 9 moves). So F-tilt is the more guaranteed and recommended option. If you're eating a lot of D-smash to the point where you know it's stale, I think D-tilt is a cute option since if it hits, instead of clanking, you can do the hitlag desync off of it.Awesome post. Are you saying that ICs sync'd ftilt will always clank with a Peach downsmash regardless if it is stale or not? I would like to know the option that will work all the time in these scuffles.
IC's sync'd Dtilt clanks with Marth's dtilt correct?
Isn't the solution just to shorthop fair?Hey, any method to beat Marth dtilt a cool 95% of the time is a method I'm a fan of. That sword bugs me. Cheers, OddishGuy !
well sort of, you commit a lot with the fair and if they are doing something other than dtilt it can go real poorly.Isn't the solution just to shorthop fair?
Unless you are using only 20xx its really hard to have people play sopo. That said I feel sopo is low tier enough to qualify if you can make it happen.So I'm hosting a side bracket Low Tier only tourney at Pacific Northwest Majors. I was asked if Sopo is legal in low tier tourneys. I don't know enough about Ice Climbers to give him a solid answer. What do you guys think? Should Sopo be legal?