_Kadaj_
Smash Hero
lol not to see if its viable to play.
I wouldnt go ic's tho i only use them in friendlies
I wouldnt go ic's tho i only use them in friendlies
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I cant go OoS. People know it in montreal lol. And its a shame lol.lol not to see if its viable to play.
I wouldnt go ic's tho i only use them in friendlies
False, you can SDI the ice block and DI it. You can go as far as 2/5th of FD if you do perfect SDI, a normal person can do 2-3 inputs, which is 1/4th of FD. 2nd you wont be fast enough if they do 3 SDI and you walk. They can still get past you, i tried and did it a few times in trianing, its easy. SDI is not a change of trajectory man, learn your stuff yourself. I wrote a 6000 words guide on this. They cant still get to the ledge. You sdi DURING hitlag. Hitstun comes after, you can only DI during hitstun. Its the SDI here that causes problem. SDI is a transition, not a change of trajectory. The smash will still hit if you walk, if it does after the grab as some people suggested, it will grab break. If it does before, you can SDI. Please, dont argue with me on this or il start being an *** about it.I believe this tactic is still viable. I don't really see how there is a loophole in this swordgard.
You back throw, you footstool, and then you Ice Block. In that first phase, the only way that someone can DI is via the Ice Block. However, that distance that the person gains is so miniscule that it wouldn't help them much in avoiding your grab. The Ice Climber's walking speed is faster than it should be for this leaving you time to wait before the person's invincibility frames from the footstool get up animation to grab them. The Back throw footstool part makes this grab viable to be an infinite since you don't need much area to do this since you footstool right after the backthrow making it so that this only requires about 5 character lengths even if you include a person's Smash DI from the Ice Block. If they SDI toward you during the Ice Block after the back throw footstool, the natural character force that keeps foreign characters from being on top of you will prevent him from getting across you. Him SDIing toward you would actually help you since it doesn't require as much Slide from nana since you don't have to walk as far. More walking for Popo is all the SDI from the Ice Block can do...
Nana footstooling to the fsmash won't leave much of a delay because an aerial footstool shouldn't give you any more air than a normal shorthop on the ground. If Popo uses Ice Block and continues walking toward the oponnent while they are getting up, Nana will have enough time to land the vertical distance while the invisible box that surrounds Popo that keep's Nana from exceeding a certain horizontal range will help he get to you while you are walking since the box moves with Popo. By the time the person starts the animation, Nana will be able to start a forward smash and the invisible box of sync around Popo will continue sliding Nana until she is directly on top of Popo.
The second phase of it is Nana releasing the charging the smash to the grab during hitlag. SDI only can change the trajectory of the hitstun AFTER the hitlag. If the person is grabbed during the hitlag, they can't do anything to stop this since they are frozen in this position until they recieve the knockback portion of the attack. Nana's Fsmash slide makes it so that if you are walking max speed to grab someone who SDIed away from you after the Ice Block, the fsmash hitbox will hit right where Popo is when he stops to wait for a grab because the sliding continues during the whole smash's animation giving it more range then where it was released.
I believe that you should actually learn your stuff swordgard.
Read my fully edited post before replying in a violent manner.False, you can SDI the ice block and DI it. You can go as far as 2/5th of FD if you do perfect SDI, a normal person can do 2-3 inputs, which is 1/4th of FD. 2nd you wont be fast enough if they do 3 SDI and you walk. They can still get past you, i tried and did it a few times in trianing, its easy. SDI is not a change of trajectory man, learn your stuff yourself. I wrote a 6000 words guide on this. They cant still get to the ledge. You sdi DURING hitlag. Hitstun comes after, you can only DI during hitstun. Its the SDI here that causes problem. SDI is a transition, not a change of trajectory. The smash will still hit if you walk, if it does after the grab as some people suggested, it will grab break. If it does before, you can SDI. Please, dont argue with me on this or il start being an *** about it.
You dont know your stuff, get over it.
Unless you can show me that this miracle distant SDI from ice block is possible through a video or something of that sort. I stand my ground in this discussion.Look, it doesnt matter, its the way it works, reread what i said. You are wrong, you can SDI out of it. Move on now, this topic should have been ended long ago.
7 frames of hitlag. Do you at least admit you can SDI during any attack?Unless you can show me that this miracle distant SDI from ice block is possible through a video or something of that sort. I stand my ground in this discussion.
3 SDI inputs can't carry you that far. Since you don't need to walk at the max speed when the person doesn't DI at all, the Ice Climber can just walk at the max speed to chase the opponent while nana is sliding proportional to your speed. ALso, who said you can't input a run for Popo while Nana is charging?7 frames of hitlag. Do you at least admit you can SDI during any attack?
3 SDI+ normal DI do, and it doesnt change the fact that as soon as you can go behind someone, well you basically made the grab no longer infinite. The smash can also be SDIed, making it useless, therefore. Either A) it works a few times until the edge and deals little damage.3 SDI inputs can't carry you that far. Since you don't need to walk at the max speed when the person doesn't DI at all, the Ice Climber can just walk at the max speed to chase the opponent while nana is sliding proportional to your speed. ALso, who said you can't input a run for Popo while Nana is charging?
If they go behind you with this SDI and DI, Nana won't have to slide as much and there is such a big delay for the person to get up from the lock that the Popo will have enough time to react to this. Also, you grab DURING the hitlag of the smash so that means that the person can't input SDI for 7 frames, only a fraction of them since the Popo grabs during the hitlag. Since the grab range is enough if the Popo is standing right next to the opponent, this still is a true infinite.3 SDI+ normal DI do, and it doesnt change the fact that as soon as you can go behind someone, well you basically made the grab no longer infinite. The smash can also be SDIed, making it useless, therefore. Either A) it works a few times until the edge and deals little damage.
B) It works with smash once for surprise, 2nd time they SDI out.
Swordgard was right that the smash would do a grab break. Nana can only do a non-grab break smash with an uncharged one. If it is charged, it has the potential to break the grab. We are arguing, though, on the iceblock and other portions of the sequence though...if you guys didn't read what i said you can grab right before the smash connects as well making it impossible to DI because you cant DI a grab
I gotta admit, i was surprised too by how far the SDI sends you , but its because of 2 things.Swordgard was right that the smash would do a grab break. Nana can only do a non-grab break smash with an uncharged one. If it is charged, it has the potential to break the grab. We are arguing, though, on the iceblock and other portions of the sequence though...
If they go behind, Popo walks to the getting up opponent while Nana slides with Popo and switches directions while charging the Fsmash. You can get as far away from them if you go behind since part of the distance is taken away by needing to go around them. Walking more is all they need to do.I gotta admit, i was surprised too by how far the SDI sends you , but its because of 2 things.
Not only do you SDI 3 times, but holding the direction provokes regular DI in that direction on the next frame and ASDI on that frame too. Whatsover, as soon as you can move behind the other or forward, you can get out of it. Making it useless compared to infinites.
What swordgard and I are arguing is about how SDIing the Ice block and the Fsmash hitlag can do in escaping this sequence. I understand that the ledge isn't a true way of escaping since if he DI's toward it while in front of you, your backthrow footstool to the Ice Block lock puts him back to square one and if he SDI's behind you toward the ledge behind you, you can turn around and backthrow to the footstool to once again nullify that distance.Hobbling can infinite due to the fact that you can push your opponent along the ground away from the ledge by walking against them while their getting up invincibility is wearing off before you grab. True, at high percents the greater pushback of ice blocks make them able to escape... but typically not past 100% at which they are basically toast anyways.