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CounterPicks?

ignore the fire

Smash Journeyman
Joined
Feb 28, 2008
Messages
432
Location
Oswego, IL
link and toon link because they can pull out bombs that eventually blow up and stop chains.
ice climbers, becuase you can't chain grab both of them.

and as far as stages go, anywhere like rainbow cruise where they can't stay in one spot, therefore, breaking a chain grab.
 

Ark22

Smash Apprentice
Joined
Feb 23, 2008
Messages
139
MK, Marth, and Toon Link are all very hard matches for the Ice Climbers.

Rainbow Cruise, Brinstar, Green Hill Zone, and Port Town are all good counter pick stages because they either move too much or don't have enough flat land for the ICs to chain grab.
 

Jmex

Smash Lord
Joined
Feb 28, 2006
Messages
1,422
Location
Ca
NNID
Jmex25
3DS FC
4613-8799-3599
Any stage that moves too much... Or any char. with explosions...
 

billythegoat

Smash Journeyman
Joined
Aug 15, 2007
Messages
212
I love to go to Picto-chat. It is a very decent stage for these little guys. It for most of the match will just be a large flat board with little to no platforms, much like final destination. It also offers many options out of a grab with a solo Popo. Chaining you opponent into a spike or couple of missles can be just as effective as having Nana by your side. Ontop of that the stage hazards must be moved into aside from the missles wich are very slow. Which means that they almost never interupt a chain-grab unless you want them to.
Bad stage: Norfair, nuff said.
 

BbqCombo

Smash Apprentice
Joined
May 8, 2008
Messages
94
Meta Knight is one of the worst match ups. His air attacks are so annoying. If you jump around and attack the whole match, its nearly impossible to get grabbed
 

Finch

Smash Lord
Joined
Dec 3, 2007
Messages
1,730
Location
Tallahassee, FL
^ no it isn't

Ice climbers are only really good on big flat stages with minimal platforms. FD and smashville are their best in brawl.
 

Corner-Trap

Smash Ace
Joined
Apr 17, 2007
Messages
535
Location
Fayetteville, NC
Stages with too much movement or hazards give the IC's trouble since it'll constantly disrupt them. Here are their bad match-ups:

MK:
This is literally their hardest match-up. Everything about him is almost a direct counter to the IC's general play style. To simply put it, MK has a very easy time separating the IC's and edgeguarding them, which are their most exploitable weaknesses.

Snake:
He simply out ranges and out prioritizes you. His ground game will completely wreck you, and approaching from the air is also bad because of his Utilt. Smart Snake players will constantly hold nades preventing you from CG'ing since they'll explode in the middle of the combo.

Marth:
He also beats you out in range and priority. His ground and air game are both better than yours, and he has superb edgeguarding meaning you'll probably lose at least one IC when falling off the stage.

Pika:
Dsmash will **** you completely. It's hard to DI out of and it will easily separate the IC's. Some Pika players will tend to spam thunder in case you grab them which will probably disrupt you.

R.O.B.:
This match isn't really bad, but spot dodge into Dsmash can be as troublesome as Pika's. Also his edgeguarding can get some easy gimps.

Pit:
Hit arrows will go over your ice blocks, through your blizzards, stop your squall hammers, and disrupt your desynchs. Your approach is just completely totaled.

Those are the only characters who can potentially counter the IC's, they seriously have a lot of bad match-ups.
 

Ark22

Smash Apprentice
Joined
Feb 23, 2008
Messages
139
Though most people don't use her, I'd probably add Zelda to the list of bad match ups. Her over B is quick and has a huge radius which can mess up your desynch approaches. She can also short hop over your ice blocks and still fire this at you at ground height. Her smashes all have good priority and separate the ICs pretty well.

At least you have a few options against Snake. Your desynched ice blocks interrupt his boost smash and pretty much any of his other ground approaches. They are spaced close enough that he does not have time to pull out a grenade on the ground. His tilts have good range and priority, but so do your desynched SH blizzards. His aerial approach is slow and can be avoided pretty easily. If you are on a flatter stage, you can probably go even against him. If the stage moves a lot though, then he pretty much destroys you.
 

Corner-Trap

Smash Ace
Joined
Apr 17, 2007
Messages
535
Location
Fayetteville, NC
IC's actually have the advantage versus Zelda. Her approach is complete garbage, and any good IC player will simply use desynched ice blocks to interrupt any din's fire attempt. Her jump is slow enough for you to react to if she hops over your ice blocks.
 

Ark22

Smash Apprentice
Joined
Feb 23, 2008
Messages
139
Zelda doesn't fall as fast when she uses Din's fire, so she can short hop + over B over your ice blocks. It also hits through squall hammer and blizzard. Din's fire separates the ICs very well, and her up smash has similar properties to pika's down smash.

This whole video is Zelda out prioritizing the ICs approach, separating them, then gimping their recovery:

http://youtube.com/watch?v=veApy0Sj8HE
 

ChokE

Smash Apprentice
Joined
Mar 19, 2008
Messages
136
Location
Norcal
Like Corner-Trap said Pit counters the IC because of pit's arrow. When fighting IC should a pit player just camp on the side and shoot arrows, and when they get too close do the neutral A combo? Is a lame way, but is the only way i know to fight a IC
 
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