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Fair is harder to hit off than dair imo.nair is like the best move in the game, def use it more. in fact all of our aerials are amazing, even fair/dair in certain (very specific) situations.
Nair is godlike. Better than Uair in some situations because no one ever expects it anymore.Yeah now that I think about it, I only use uair. When I get to SoPo, I go really aerial and actually do better than with the 2 >_>
I guess that's my problem with IC...
^this.Yo, somebody get@me with this ICs skype chat.
Hylian, a few others, and I, usually do.I always use blizzard when possible and I also notice a barely do anything OoS. I play really stupid with my IC, but still do pretty well with them. Small improvements and I am da Bess :D
If I can get videos, does anyone critique them around here?
Lux with this strenuous workout plan.I've been doing about 2 hours of practice a day with this:
5 minute warm up going through my core desync group: DeLux, RIDSCSR, Hylian, Kakera Dash Back, Squall, Belay, SOME hitlag (I have a few more I need to incorporate and need to refine like the hitlag setups but I'm going to wait until after tourney time to add them to the repetoire)
60 minutes Training Mode, Place Level 9 Wario/JPuff/MK CPU on Attack, to practice getting off CPUs under pressure and understanding spacing of said desyncs. Switching stages between the universal stage list every 5 mins or so.
40 mins of CG practice. VS. mode random characters CG up to 300% until they die on accident or I get to 300.
15 mins of the important or hard CGs exclusively. My list is: (MK, Snake, Lucas, TL, Olimar, Rob, Lucario, PT)
I've been doing about 2 hours of practice a day with this:
5 minute warm up going through my core desync group: DeLux, RIDSCSR, Hylian, Kakera Dash Back, Squall, Belay, SOME hitlag (I have a few more I need to incorporate and need to refine like the hitlag setups but I'm going to wait until after tourney time to add them to the repetoire)
60 minutes Training Mode, Place Level 9 Wario/JPuff/MK/ whoever I want in terms of match up CPU on Attack, to practice getting off desyncs against a hard aggro CPU under pressure and understanding spacing of said desyncs. Switching stages between the universal stage list every 5 mins or so.
40 mins of CG practice. VS. mode random characters CG up to 300% until they die on accident or I get to 300.
15 mins of the important or hard CGs exclusively. My list is: (MK, Snake, Lucas, TL, Olimar, Rob, Lucario, PT)
I have the same problem, which is why when I practice CGs I close my eyes when I start the throws.I don't get to practice my cgs really (except at the multiple smashfests we have each week.) as I don't have a non-hd tv in my dorm room.
So I have to hold attack while attempting to perform it and then depending on what I press I end up withWhile standing, smoothly move the Control Stick to halfway between center and the back rim (the rim behind you), then snap the Control Stick in a dashing motion to the forward rim (the side you were originally facing), and input any move during the second motion (typically holding Attack).
One of these? Or do I not have to hold attack and I get different effects? Ugh this is all very new to me lol I just dont want to be a one trick ICs.SuperGrab
SND (Late Z)
Nana dashgrabs, Popo rolls forward
A relatively unpunishable form of grabbing that attempts to put the opponent in the worst possible position. Done correctly, any action they take is punishable, with the exception of rolling into Nana (which puts them out of range for their own follow-up). However, characters with long-lasting, double-sided moves (such as R.O.B.'s DSmash) can hit you out of this.
Ice Storm
SND (Down) → Down/Forward and Special
Popo Blizzards, Nana Squalls
An excellent offensive-defensive tactic that outputs decent damage while protecting the Climbers, and comboes into aerials and grabs depending on DI.
FSmash Trap
SND (Hold Late Attack)
Nana charges an FSmash, Popo FTilts
A camping setup that allows Popo many more options while being backed by a fully charged FSmash. Most notably leads into Nana Charge Deception (2.4).
Reverse FSmash Trap
SND (Hold Early Attack)
Nana charges a reverse FSmash, Popo reverse Jabs
Has the same connotations of camping and pressure as the FSmash Trap, but performed facing the opposite direction.
USmash Trap
SND (Up) → Hold Attack
Nana charges an USmash, Popo UTilts
With similar connotations of camping and pressure, this is nonetheless a much more offensively viable version of the FSmash Trap. While it of course leads into Nana Charge Deception (2.4), it also acts as an effective anti-air strategy and sets up comboes, most notably Popo Utilt → Nana USmash → Smash-Cancelled Belay.
B-Sync
SND (Early NSpecial)
Popo Ice Shots (direction depending on timing), Nana short-dashes
The fastest version of the SND and one of the fastest desynchs in the game, faster even than Pivot (NSpecial). Although nothing else about it is special, its speed makes it perfect for pure desynching.
Taunt Trap
SND (Taunt)
Popo Taunts, Nana short-dashes
The amazingness of Ice Climbers' taunts leaves the opponent bewildered, allowing for a free follow-up of Nana's own bewildered choosing!
DSmash Protector
SND (Dashdance) → CStick Down and Grab
Popo reverse-dashgrabs, Nana charges a DSmash
Most notably leads into Nana Charge Deception (2.4), but is also useful in that the DSmash can be Smash-Cancelled.
Shield Roll
SND (Shield)
Popo Shields, Nana Rolls (direction depending on timing)
Moderately useful for both desynching and positioning simultaneously, but comparatively useless to other SND derivatives.
Dash Spacer
SND (Very Late Attack)
Popo FTilts, Nana Dash Attacks
A decently-ranged approach that keeps Popo safe while allowing for follow-ups from the Dash Attack.
SUPER AWESOME SPECIAL TAUNT
SND (Forward) → Forward/Down (Hold Until Stop) → FTaunt
Popo and Nana cross hammers while taunting
The opponent dies.
Ok. I could sit and write a big long technical explanation behind the SND and exactly why it works and how you can manipulate it. But I'll just keep it simple because I'm starting to realize nobody likes reading what I write.Hmm I'm still having issues understanding the mechanics of the Standing Nana Derivative.
One of these? Or do I not have to hold attack and I get different effects? Ugh this is all very new to me lol I just dont want to be a one trick ICs.
To be fair, it also helps my friends and girl have been out of town for winter break and everyone bails on KU during the winter. No distractions lol. Just Brawl.I have to get up at 5 so I have to go to bed at 10![]()
Yes, but DO YOU LIKE IT?I don't believe you write Lux.... I believe you type it up and then post it.
Also I read what you post. o.o
If I didn't like it do you think I would spend all of that time reading it? o.oYes, but DO YOU LIKE IT?
This is probably going to spark a huge debate among everyone, but the more I think about it, the less I like the SND as a desyncing agent. In my opinion, I use it when I have no space but am in a situation where I NEED to be desynced. I've been recently using it as a last resort since it has the lowest spacing requirement and is the most compact of any of the desyncs. And I also use it as a edge pressure technique. Of the desyncs I use, it is probably the most situational at least in terms of getting the benefits out of what it was "designed" for.^ I totally get it now! Thanks Lux. Now I just need to implement these into my game. There's a lot to learn about ICs but I'm having a blast learning. I've been wanting to play ICs in tournament ever since the first time I saw Lain play them at a tournament on 1/31/09. But I thought I would suck at them so I didnt try them but now its all making sense![]()
Yeah, school doesn't start here until the end of the week.You're still on winter break? ;-;
You are one of the few I imagine lolIf I didn't like it do you think I would spend all of that time reading it? o.o