bit of info for Peach, G&W, Ice Climbers
As long as you can keep her above you while in the air you can usually deal with her more easily. Her Uair is also nothing sepctacular since it appears to have a narrow range.
Turnip game is not as dangerous as before but one should still be wary of it.
Mainly since I have had instances in which my opponent drew a beamsword.
Another time the horrifying stitchface , but luckily I caught it and pwnt Peach with it.
- Personally it's a well spaced (height) d-air that gets me. It's like a floating, moving Lucario :[
- Random note, keep in mind that Peach can glide toss too, and she may use it to approach
----------------------
G&W
- It may have just been because he triggered his earlier, or that I was coming from under him, but I think Sonic's B-air outranges the turtle.
- ASC eats hotdogs ;D
----------------------
Ice Climbers (some good stuff ;D)
- When their tether recovery begins, Popo actually floats in one place VULNERABLE to attack slightly before he pulls in.
- If you knock them off the edge but slightly far apart, poke Nana to prevent an up-B recovery, or even just simply gimping Nana. Example: (Dash attack> edgeguard with jabs)
- If you grab Popo, he will usually start buffering inputs for Nana to attack. Usually only takes one attack to free Popo, but you can disrupt this by doing a grab attack.
I got a pretty awesome stagespike earlier by using B-air on Popo as he was using up-B. Nana grabbed on, he floated there and I b-aired ftw (er.. stock)
I gimped Nana with that jab combo. lol.