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Social General Ice Climber Chat

Binx

Smash Master
Joined
Jul 19, 2006
Messages
4,038
Location
Portland, Oregon
anything with wobbles is pretty ****. He has all kinds of sick tech tricks now. Someone really needs to make him a combo video. Like 2 matches for 5 or so different characters would probably make it diverse enough since he does so many good combos every match.
 

stelzig

Smash Lord
Joined
Jul 10, 2006
Messages
1,415
Location
Århus, Denmark
Smasher89: I think one of your problems is that you sometimes simply play too passive and let your opponents out of pressure for free. I know you didn't play your best vs. me at smashers reunion (like you couldn't even chaingrab, which I know you've done to me before), but since other people agreed with me when I said it, I thought i'd let you know :)
 
D

Deleted member

Guest
fly is dangerous as hell cuz he keeps getting better each time i play him like a saiyan

im still getting better too tho
 

Binx

Smash Master
Joined
Jul 19, 2006
Messages
4,038
Location
Portland, Oregon
I should probably redo some of the match ups, it just takes a lot of time, wavedashing at longer distances is fine vs falco but just not that useful, using iceblocks to put on some pressure if you are both at longer distances is good, so is running jumping blizzards if you predict a laser.

If you predict any aerial with di towards you you can dash dance grab before a shine can come out. Utilt and Usmash are great if you think they will commit to an attack from directly above you, usually if they fall through a platform. I also have had a lot of success with just rushing falco with nairs, it sounds like it shouldnt work but at lower percents if they don't cc it you get grabs and at medium percents it does a knockdown and you can tech chase out of it.

Any time you can push falco off the edge you probably should as this leads to some easy gimps a lot of the time. Jab is mad risky vs good falcos but if you space it at max range and they cc it you can sometimes get a fsmash off and they will DI it terribly, if they aren't ccing it leads to grabs or ftilts which knockdown to tech chases. If you ever predict a double jump you can do a fast double jump and nair or uair them and steal their jump which is awesome.
 

GhllieShdeKnife

Smash Ace
Joined
Jan 21, 2010
Messages
687
i look through your matchup guides every couple of days and there could be much more content on the matchups u have already, dont work on the matchups u dont have;)
i appreiciate those guides and they have helped me loads
keep up the good work
does anyone have a gif of wobbling, i would like to see the animation as the hitstun from the headbut finishes, would be useful to beginners to have just a headbutt gif with hitstun
 

Binx

Smash Master
Joined
Jul 19, 2006
Messages
4,038
Location
Portland, Oregon
vs Fox I feel like you HAVE to make hard reads and punish severely anytime you connect with anything. I find wavedash jabs work pretty well as long as you space to hit with the very tip, if they dont cc you get a grab if they do you can try to get a fsmash with bad DI on their part.

If they nair approach alot you can dash dance grab or upsmash but if they trick you or your spacing is off even a little you are going to eat some punishment yourself in these spots. Use rolls sparingly but there are a lot of times I feel like they are a good defensive option vs Fox.

Short hop uairs in neutral positions work pretty well for some reason. Other than that its just about good spacing and movement making one hard read and making it count. But yeah upsmash is my new best friend in the matchup, for some reason I just seem to connect with it a lot more than I feel I should.

Someone comment I have trouble with Fox too =D
 

Fly_Amanita

Master of Caribou
Joined
Aug 24, 2007
Messages
4,224
Location
Claremont, CA
Posting this here because why not:

Nintendude, you did two main things wrong against Vist.

1) There were times when you could have totally safely gotten back in sync with Nana, but instead went for some high risk, variable reward attack with Popo. For example, there was one time when Nana was getting up near the center of FD, you grabbed Vist near the right, and threw him off with bthrow. That's all fine, but instead of getting back together with Nana, you then went for a full jump fair at Luigi afterwards. You weren't in a situation in which you really needed to take any big risks and you could have easily just went back to Nana after tossing Vist offstage and then set up another wall, or at least get back in sync. There were lots of little incidents like this throughout the set.

2) More generally, you took a lot of pointless risks. I don't mean to discourage risks, because they're worth it here and there and are often necessary, but there were lots of times when you were in a good position, and then did something with a risk vs. reward that didn't favor you at all and also put you in a bad position afterwards. Luigi isn't a character you need to go for lots of ballsy reads against.

I guess it's also worth noting that there were lots of times when you could have easily set up a projectile wall, but didn't, but that's not really bad, especially if you only did it sparingly so that he'd spend less time thinking about how to get around it.


Pardon the random unsolicited advice.
 

Nintendude

Smash Hero
Joined
Feb 23, 2006
Messages
5,024
Location
San Francisco
Hah, I was actually just coming here to ask you something. I caught a glimpse of the stream comments and saw you questioning one of my stage strike choices. Which one was it?

I was admittedly playing really impatiently. Part of it was because it was past midnight on a weekday and losing meant getting more sleep so I wasn't playing super tryhard. It was also a completely free / lulzy tournament. I ended up in losers round 1 because I tried Peach / Mute City against ycz for fun to see how it'd work out (and it didn't lol).

But I still do have some bad tendencies that showed up in that set last night, so thanks for pointing them out. I'd like to refine the projectile wall strategy against Luigi because I think it has a lot of potential to completely shut him down. I just have to be more reactive to when he tries to approach from above / diagonally. btw, what are your feelings on FD vs. Luigi?

edit: I also caught some comment on how my aerial combos need work. Anything in particular you were referring to?
 

Fly_Amanita

Master of Caribou
Joined
Aug 24, 2007
Messages
4,224
Location
Claremont, CA
I think the stage strike comment I made was about you starting on YS against a Falco. I view that as one of Falco's two best neutrals against ICs along with Battlefield. If you like the stage against him, I'm interested in knowing why. However, the Falco player was also worse than you, so if you just wanted to go to a small stage so the game would go slightly quicker, then that's fine.

And yeah, a free tourney on a Tuesday night is pretty weird.

I like FD a lot against Luigi since it heavily cuts down his approach options.

I think I made the aerial combo remark when you were playing against a Falcon; you'd hit him with a uair that you could follow up with another uair or a bair, but instead of doing that, you'd just go back to the surface. There were a few times that you did this where it kind of made of sense to me, since you might not have always been sure if you had a guaranteed follow-up, or maybe you didn't want to put yourself high in the air after the combo, but after at least some of the uairs, I think you had a guaranteed and totally safe follow-up that you chose not to go for.
 

Nintendude

Smash Hero
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Feb 23, 2006
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5,024
Location
San Francisco
I'm honestly somewhat indifferent when it comes to my stage striking and it kind of depends on who my opponent is. At Apex, Wenbo beat me on Dreamland by camping excessively on platforms but he never beats me otherwise. I went to Yoshi's since it's much harder to platform camp there imo.

Generally against campy spacies I'll try to strike to Yoshis and against more aggro spacies I'll try to go to Dreamland.

I've been getting more cautious about extended strings of Uairs against fastfallers because I used to get punished a lot by overextending myself in the air. I just gotta find the right balance between committing and playing it safe.
 

Binx

Smash Master
Joined
Jul 19, 2006
Messages
4,038
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Portland, Oregon
Yeah im like that too, I actually prefer yoshi's and BF vs spacies because the edgeguards seem pretty easy on those stages, they cant go as low as normal on yoshis and your fsmash covers the forward b sweetspot so if you time it right you can take out that entire line of recoveries, also waveland bairs off the platforms on yoshis feel like the pay off way more than similar moves on other stages.

There are major disadvantages vs Fox on yoshis as well but I just really love the stage anyways. VS Falco I just like it a lot entirely, i feel like its a good select vs him.
 

knightpraetor

Smash Champion
Joined
Oct 20, 2005
Messages
2,321
so i got a lot of IC vs zelda practice because the guy i was playing with seems to think zelda is better than sheik vs ICs. that seemed to be the case at first, but then i realized that blizzard outranges zelda.

at first I thought it wouldn't matter much, but blizzard randomly freezes and pops zelda up...and ICs **** zelda when she's above them. However, what determines whether they pop up after the blizzard?

also, dashdance grab seems horrendous vs zelda, as does spacing bair ( it's ok but her bair is just better and splits you up). I was curious though if people think reaching a good spacing and approaching with fair as she lands from her aerials is good. I got some decently long combo strings off of that as well.

and of course if you time your wd right you can wd in and dsmash/grab.

also can fsmash equal the range of zelda? cause if so maybe i should have used that more as well.
 

Nintendude

Smash Hero
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Feb 23, 2006
Messages
5,024
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San Francisco
imo it's not worth taking those kinds of risks vs Zelda because they aren't necessary to win. If you play it safe with projectile spam she'll eventually leave herself open because she's a ****ty character that doesn't have any answer to it.
 

Fly_Amanita

Master of Caribou
Joined
Aug 24, 2007
Messages
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Claremont, CA
I think Zelda has a couple decent responses to that sort of camping, but one of them is weird as **** and not something most Zelda players will actually do.
 

knightpraetor

Smash Champion
Joined
Oct 20, 2005
Messages
2,321
neutral b is not a valid response..even if they tag you with it here and there it doesn't have any followup. even though you lose some space you'll just retake it with an approaching blizzard pretty easily. I mean it's good, but I don't think it will win the matchup for zelda.

can't the zelda just get out of range of the blizzard and then jump in with a kick afterward? or can the IC really move out of the way in time. I never seemed to get punished by anything except zelda's neutral B or by zelda DJ over and getting a spacing advantage but no guaranteed punish.

also, no one answered my question about what causes blizzard's pop up, so if anyone knows i would appreciate the answer..pop up by the blizzard is like ridiculously good.

also i wasn't really using blizzard as a camping tool. I definitely didn't find camping necessary. blizzard is a perfectly valid approach against zelda. takes stage space really really fast. comes out high during the jump and sweeps downward so she can't get over it easily.
 

knightpraetor

Smash Champion
Joined
Oct 20, 2005
Messages
2,321
ah thanks for the input..just wanted to know..but yeah, so far my advice is just blizzard and then when they pop up **** them for a lot of damage...you can also attempt wd dsmash/grab after they get out of blizzard stun, which is how i picked up the actual kills.

fair seems to work better than bair camping because you need pretty solid damage to compete with the bairs splitting you, and dashdancing into fair is easier then wding around to get bairs because you first need to break the zelda's aerial spacing to get your fair.

if you're wavedashing through that range you can get ***** for it, but if you're dashdancing you can often just turn around to dodge.

because of this dash dance fair seems to work better than straight up competing with bair and WDs. However, even if it's not an advantageous option to use constantly it's still not bad for getting kills. I just think it's easier to just blizzard and pick up the kills when they have to come down.

of course if you want to be crazy...though hopefully there are less of you in super smash theory bros. land since these boards are not the fox boards, most likely dashdance into pivot bairs is actually a far superior option for those of you wanting to be the most technical ice climber out there
 

Binx

Smash Master
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Jul 19, 2006
Messages
4,038
Location
Portland, Oregon
so dash into bair range after Zelda misses a kick then pivot bair? I feel like Zelda has time to just duck or shield to not get hit by this.
 

knightpraetor

Smash Champion
Joined
Oct 20, 2005
Messages
2,321
wow out of it

hmm, maybe you're right and it's not as good as I thought. I guess it only has relevance if you wanted a super fast way to dash inside range and pivot bair and compete with an aerial opponent. Still doesn't sound bad though, but it seems easier to just deal with the lag of zelda's aerials or just completely outrange her with blizzard.

on paper, i should have been doing better about punishing zelda's aerials, but i watched fly or choknator or someone vs zelda and they were pretty bad at beating the lag too...just using blizzard seems a lot easier
 

Binx

Smash Master
Joined
Jul 19, 2006
Messages
4,038
Location
Portland, Oregon
If they dont DI towards you during an aerial then it is kind of like Marth, theres just nothing to punish, you can iceblock or blizzard to poke but in the end your counting on your read to be accurate to do like 10 damage.

What it does do though is force them to di towards you if they think you will iceblock, otherwise they take 10 damage again and get nothing again, so it forces them to play more risky more often to try and take advantage of your iceblocks. Because they do this you can dash dance and get grabs because of the forward momentum. Not 100% sure this works on zelda but I know it works vs Marth.
 

knightpraetor

Smash Champion
Joined
Oct 20, 2005
Messages
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sorry I can't understand this: "What it does do though is make them away to di in more often to try and take advantage of your iceblocks then you can dash dance and get grabs because of the forward momentum. Not 100% sure this works on zelda but I know it works vs Marth."

however, ICs **** zelda, so moving on, someone give me tips vs sheik. I got around 40 matches of IC vs 2 different sheiks yesterday, as well as watching one of them play IC against the other.

things I'm confused about how to deal with.

When pressured I feel like I get *****, but I assume I just need to roll around or WD back because I can't just directly compete with the tilts properly spaced.

I guess the bigger problem is that I don't like going near the edge cause I get *****. I have no idea how to take space in this matchup or how to camp properly either. Therefore I am interested in anyone's vs sheik strategy at all. I know that sh upairs get under sheik and **** her for like a bazillion damage.

Anyway I will go through the stuff I tried and you can tell me if it should work, it is just bad, or maybe i need to use it differently.

IC's fair - absolute garbage, appears to almost always lose to sheik's tilts. I bet it would work if i could get the sheiks to try running away from me, but there is no dash away, just more tilts or another SH.

IC spacing bair. this seems to work decently, but once they catch on they start walking around and then dash attack to split me up. also at non kill percents the risk reward does not seem to be in ICs favor. Initial thoughts: maybe if I only used it fading i could prevent getting hit by the dash attacks by staying at the edge of range, but again, one of my biggest problems in this matchup is that i feel like i can't retake space that I've lost. and at the edge once one IC is pushed to the edge the other always dies.

biggest issue is most likely my understanding of wavedashes. Wavedashes have immense amounts of lag (10 frames I think) and you cannot start any move till the end, correct? a lot of matches i see the ICs CC a lot to make up for this, but if you wd forward and they just react to you coming in range they should be able to hit you with a faster move always right?

dodging with WD
assuming that they swing near the last 5 frames of your dodging WD, to punish with WD dsmash you would need 5 frames + 10 frames for another WD + start up of dsmash. that seems like an exceptionally slow punish, so I don't think it would work unless they used a laggy move or try to dash away. However, they will only dash away if you start punishing them with other moves that are faster.

so i am guessing after using a dodging wavedash I need to use dash attack or grab if i'm not in range to smash the lag of sheik's tilts and the like.

for some reason I can't remember testing dash attack much vs sheik. is this move decent vs her or do you end up getting split up with a bthrow or something?

I didn't use either of these moves much and wasted most of my time trying to fair in to punish lag. I did attempt a fair number of grabs but i felt like i was only getting 1-2 per match out of 7-8 attempted.

but yeah does dash attack have a place vs sheik, and should i attempt to max range it or cross over with it. Also I really wish there was a hitbox thread for ICs. I should learn how to capture off youtube so i can do that cause I really feel like sometimes I go right through an opponent with the dash attack but the hitbox oesn't hit them. I feel like there must be a time when the visual animation is showing a dash attack but the hitbox isn't actually there.

another comment. Is it just me or is there no way to save nana once sheik bthrows her off. the sheik will take the ledge and then either shino stall or fair if i get close. I worked on punishing fairs from the ledge and managed to get a few kills this way but most of the time I just ate a fair or stayed out of range and then watched nana die to bair, followed by sheik's typical invuln off stage tricks, maybe i get a grab with popo after and 30-40 damage ( i can't seem to do the chaingrab 0-deah with popo. sheik either goes off stage where i can't chase or I slip up.) but honestly if sheik just teleports to a platform after killing nana i feel like she just eats one or two upairs.

also if i hog the ledge against sheik for her close to mid range recoveries rather than letting her on for free, she will come close and explode nana while i'm standing on, so even though I punish her I can only solo punish with her popo. she will teleport to the platform too, and i will get 1-2 aerials on her in exchange for nana taking massive fire damage. Hardly seems worth it

anyway help help i don't know what I'm doing.

one of the people i played with has played with choknater a lot and said choknater sets up an ice block/blizzard wall. what do i use blizzard for agaist sheik? is it for catching her jumps? Is that better than just shing under her and starting a combo?
 

DerfMidWest

Fresh ******
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Slippi.gg
SOFA#941
I would think fair is absolute garbage against the tilts...
Its slow and starts from the too coming down, whereas sheik's ftilt is fast and starts at the bottom going up, so it gets under you. It also outranges fair.

I've been playing this mu a lot (but of course I'm not good with ICs yet) and I'm really liking SH bair. Its a wonderful thing.
Blizzard is also pretty cool (haha cwutididthar)
But I really like dash dancing, because sheik's seem to love to dash attack it. And the i get a free CC grab.
Most sheiks seem to be scared of the ICs though and try to space fairs...
Is the best way to get through this WD->utilt?
Or should i use like.. Shffl'd Uair or something goofy like that?
Sometimes i just blizzard them.
 

knightpraetor

Smash Champion
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Oct 20, 2005
Messages
2,321
i would really like it if some of you would give me some more tips on how to approach the matchup but while we're at it since grim tuesday asked i will mention that when i first started playing the matchup i had read wd uptilt and wd upsmash were both good, but couldn't get them to work at first...especially upsmash..the timing on that seemed harder unless you read the jump as opposed to just reacting and going. i think you can react and still get off uptilt before they land though at some spacings. however, sh upair seemed as good in terms of wracking up damage at least since i'm bad at the grab game (i am guessing uptilt grab would be **** if you can zero to death them off the grab). Also what I said earlier about dthrow dsmash regrab not seeming very good was true. nana needs to start the dsmash immediately as the grab is going and if the sheik DI's the dsmash regrab then nana lags so they can break out. I'm trying to break all the hours of dthrow dsmash training mode conditioning now and use dthrow dair regrab, but I keep using the other one by accident.

Meanwhile when i tried to use wd uptilt and upsmash I got punished quite a bit. Now though i've gotten a bit better and I can hit wd uptilt quite easily. wd upsmash is also easy as long as you're not trying to punish the jump from out of shield pressure (I think the lost frames from a bair or something would prevent you from getting your upsmash out in time, but I dunno, I could have just been mistiming it).

what do you use blizzard for? when i use it I either hit them and get a few percent and nothing significant or they punish me for like 30. do you get frame advantage after a blizzard to do something? anyone know how many?
 

DerfMidWest

Fresh ******
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Slippi.gg
SOFA#941
I don't think I'm the right person to give any kind of tips... I've been playing the character for like a month...

But for blizzard... I just like to like... Nanapult at them when they are trying to space fairs... Then i run in and grab them (because they usually try to sdi away and shield)
Or i just out space them with a blizzard and get a few free percent and then they stop trying to space fairs lol.

I like the dthrow->dair cg a lot in this mu. But i like it in all MUs because its the only cg I know how to do (other than the handoff)
I've been trying to learn dthrow dsmash regrab, but its silly. Is there a video guide for it somewhere?
Because i think i'm doing it wrong.
 

knightpraetor

Smash Champion
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Oct 20, 2005
Messages
2,321
this is off topic but how is the IC/pikachu matchup...do you think it's better than marth/pikachu?
 

Grim Tuesday

Smash Legend
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Nov 4, 2007
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Adelaide, South Australia, AUS
I think ICs is Pika's hardest match-up. He gets punished pretty hard and doesn't really have anything reliable to pressure ICs with, unlike other good characters (Shine, range or power).

I can't comment on Marth/Pika with any credibility, seeing as I don't use either character - but I don't think Marth beats anyone that hard at top level... his spacing (realistically, perhaps not in Theory Bros) just has so many holes that every character can learn to abuse it.

AXE has played both MUs a **** ton, so he'd be the best person to ask.
 

DerfMidWest

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SOFA#941
Axe hates the IC mu as pika. And with good reason.
That is a hard MU.
Marth is really bad for him too though.
If you're looking for a pika counter either character would do, so choose the one you find most comfortable with.

However, I will say, from my experience as a pika player, ICs is really hard. And most pikas aren't well versed in the MU and play it incorrectly.
 

knightpraetor

Smash Champion
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Messages
2,321
k, I haven't put much time into the matchup with marth, but my initial impression would be that IC counter pikachu's strengths better than marth and that IC struggle more with characters that can wall them or split them fast, which I don't see pikachu doing.

granted right now I suck at IC so I would lose far more often than with marth, but since I don't really have any particular knowledge of hte matchup i think i will learn it with ICs instead.
 

DerfMidWest

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SOFA#941
Pika can split you up with dsmash if he can land it...
But that shouldn't be an issue...
Because blizzard raaaaapes.

If you wanna play full homo just camp with blizzard and iceblocks and pika can't do anything.
Don't shield a lot because pika's nair is safe on shield and fthrow or bthrow will protect him from nana.
Aaaand... I believe dthrow chaingrab works on him.

Oh and the handoff is really easy on him.

So thats about all the advice i can give you, as I've only really played that MU as pika...
 

Binx

Smash Master
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Portland, Oregon
Pikachu is really easy, the only real danger is going off the edge vs them, its pretty hard to edgeguard pika, I just grab the ledge and try to punish if they land on stage, but otherwise its pretty easy to win trades on the stage.

If pika hits your shield with any aerials you can generally wd to safety and you can just kinda do moves since pika has to win several trades in a row to kill you. Grab combos are super easy, you outrange him, you outprioritize almost all his moves with almost all of yours and your projectile is more useful. Even sopo can combo pika to 60% from 0 so even if they kill Nana you are still at the advantage.
 
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