Vts
Smash Champion
i feel ur pain i lose to my friend who doesn't play ic in dittos but i can also beat his main in dittos lolI'm really bad at IC dittos, but yes I'm going and sure I'll IC ditto you
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i feel ur pain i lose to my friend who doesn't play ic in dittos but i can also beat his main in dittos lolI'm really bad at IC dittos, but yes I'm going and sure I'll IC ditto you
u can stop the lag with jabs by pressing down at the right time.how do you jab and grab so fast?? and jab and Dsmash?
its just doubles but you control both people sortaI really enjoy ICs dittos even though I can't think of a single reason why I should.
Yea, that's a good point. It seems like people try to stay in the air a lot against ICs to avoid getting grabbed. Uair counters this response wonderfully (soooo much damage/priority) if spaced correctly. Nair is like Peach's, with less priority and knockback. But throwing out nairs Cort/Wife-style (in prediction of a jump, to nail 'em as they leave the ground) seems like a good way to land a stronger hit at ^percents to get the opponent offstage.Once they start jumping alot I start approaching with short hop uairs and full hop up airs with some nairs mixed in after 100%
Many many people jump as predictably as a noob rolls, its a habit most people never have pointed out to them because its tough to realize that jumping isn't safe at high levels of play, people jump a lot without a reason to do it, jumping over someone is a predictable and punishable move, running through someone with fox, or wavedashing through them with Ice Climbers is just as punishable but its risky to try and punish you for it because if you are going to shield then they might eat some damage. People leave the ground too often and when you do you go to high in the air, all your best options, especially as an IC player are on the ground.Yea, that's a good point. It seems like people try to stay in the air a lot against ICs to avoid getting grabbed. Uair counters this response wonderfully (soooo much damage/priority) if spaced correctly. Nair is like Peach's, with less priority and knockback. But throwing out nairs Cort/Wife-style (in prediction of a jump, to nail 'em as they leave the ground) seems like a good way to land a stronger hit at ^percents to get the opponent offstage.
Can anyone tell me what fair is good for? I never know when to use it, or why.
Ice Climbers lose a lot of power in teams because their recovery is really gimpable, and they don't have room to shield pressure like they should be.So how good is an IC's team that outnumbers the opponent 4-2? ^_^
And on that note, 4 player IC's free for alls on Yoshi's Story is the funnest thing in existance.
I can only wobble consistently when I'm drunk.My rhythm gets better when I'm drunk? or at least I think it does and thats what counts, and even If I'm wrong grabs + smashes plus bad drunken DI = win.
you my friend need to get drunk with me a tom/ihsb and play teams its so much fun.I don't drink so I don't know lol.
Yea, against floaties (or fast fallers at medium percents) SoPo's downthrow > nair > dsmash is pretty ****. I actually overuse nair because I think I'm Peach or something.I've been using the nair a LOT more often lately, its completely ****. Nobody expects you to be aggressive in the air, its always slow fairs or high uairs, nairs really nail people trying to keep "correct" spacing from a uair. I mostly just use it vs fast fallers though. Never gotten a good tech chase out of one, but I love it at medium low percents for distancing and general pressure
You and I both, man.I don't drink so I don't know lol.