ignore the fire
Smash Journeyman
the release grabs work. they can only jump break if their feet aren't touching the ground when you grab them. they can also only jump break if you're not hitting them with a grab attack. so basically, just keep pummeling them and walk out for the regrab.Does that work? I heard people can Jump break or DI the grab release to escape it.
Also, is it possible to DI out of a squall? I did the dthrow into fair CG today and ended with a squall. I got 70% or so out of it in a matter of seconds. This was on training mode, so my opponent didn't DI or anything, but I'm curious if you can escape most of the damage from the squall (like DI'ing from a mach tornado)
as far as DIing out of a squall goes, it really depends on if you catch them in the middle of it. you can use squall in CGs by holding forward during the grab so nana is moving forward while popo is holding them. you shouldn't throw them but nana should be out in front of popo. now just do a squall and they'll end up directly behind popo. i don't think they can DI at early %s, but it's probably easier and safer to just stick to alt grabs
both are considered "cheap", but you're the Ice Climbers. we thrive on being "cheap"Which would you consider cheaper/broken...er?
Alternating Throws
Wobbling
i would say wobbling is broken, though, because it's alot easier to do.