Chesstiger2612
Smash Lord
@
Hinichii.ez.™
Not all of them are included yet, it seems that after a WD back -> tilt stick -> anything they will do different actions.
The most useful for neutral game and offense should be on the list right now although I think we might miss 2 or 3 which are essential to avoid techchasing.
@ Iceman
I tried much stuff...
Btw the Ice Block thing is done the "secret" was that there is a hammer hitbox at the Ice Climber doing the move with more KB and a higher angle. Also there is some kind of "stay grounded" threshold keeping you grounded when you are grounded if the KB amount isn't high enough. This seems to cause the different results when using Ice Block.
I first have to get used to the timing again because I started testing with Dolphin (because you can advance frame by frame for some tests) and I am not used at all to the timing at my Wii. -,-
Back-throw is a bit DI dependent, here I would try to keep it as simple as possible, but if its your only chance to continue the combo try regrabbing them. If they have enough percent to not being able to mash out as fast you have a pretty safe regrab by tilting the stick in the opposite direction (Nana will walk, the grab won't happen yet) and then instantly regrabbing. Otherwise you can try to followup with an Ice Block, but often the back-throw isn't the best choice at mashout-dangered percents.
Also as little note if you pummel with Nana you have time to throw until they mash out, but in return the pummel input has to be as tight as the d-throw one. Good at high percents because you want as much % per grab as possible, because every handoff gives a chance to mess up.
An other note: Following up always gets easier if you control the other climbers movement while the other does the throw animation: For example if I am close to kill percents I can handoff with JC grabs and then f/d-smash at the ledge where killing obviously is easier. That also means less required regrabs and less chance of messing up.
Another find: When you go out of synchronization range while Nana is currently grabbing, she is waiting for you to get in sync range again and input an action. Might be useful when grabbing out of turnaround desync
Not all of them are included yet, it seems that after a WD back -> tilt stick -> anything they will do different actions.
The most useful for neutral game and offense should be on the list right now although I think we might miss 2 or 3 which are essential to avoid techchasing.
@ Iceman
I tried much stuff...
Btw the Ice Block thing is done the "secret" was that there is a hammer hitbox at the Ice Climber doing the move with more KB and a higher angle. Also there is some kind of "stay grounded" threshold keeping you grounded when you are grounded if the KB amount isn't high enough. This seems to cause the different results when using Ice Block.
I first have to get used to the timing again because I started testing with Dolphin (because you can advance frame by frame for some tests) and I am not used at all to the timing at my Wii. -,-
Back-throw is a bit DI dependent, here I would try to keep it as simple as possible, but if its your only chance to continue the combo try regrabbing them. If they have enough percent to not being able to mash out as fast you have a pretty safe regrab by tilting the stick in the opposite direction (Nana will walk, the grab won't happen yet) and then instantly regrabbing. Otherwise you can try to followup with an Ice Block, but often the back-throw isn't the best choice at mashout-dangered percents.
Also as little note if you pummel with Nana you have time to throw until they mash out, but in return the pummel input has to be as tight as the d-throw one. Good at high percents because you want as much % per grab as possible, because every handoff gives a chance to mess up.
An other note: Following up always gets easier if you control the other climbers movement while the other does the throw animation: For example if I am close to kill percents I can handoff with JC grabs and then f/d-smash at the ledge where killing obviously is easier. That also means less required regrabs and less chance of messing up.
Another find: When you go out of synchronization range while Nana is currently grabbing, she is waiting for you to get in sync range again and input an action. Might be useful when grabbing out of turnaround desync
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