PCyph
Smash Apprentice
im actually going to do this nowalternating sh airdodges= ultimate mindgame into blizzard combos
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im actually going to do this nowalternating sh airdodges= ultimate mindgame into blizzard combos
Hitting both climbers with the same move will do the same amount of damage. The move will only be staled by one factor after the attack finishes.does hitting the two climbers at the same time reduce the damage and knockback of a move two stages or just one?
example marth hits both climbers with forward air. he hits popo first it does 12 damage. then the same swipe hits nana for 10 damage. does that happen?
find the best mk in your region and play them for like 70-80 hoursSup ICs, I'm picking ICs up. They were my first main and I used them for about a year back in 08-09 but I played totally different then so I feel like I'm going to have to start from scratch. I don't really know how to go about it. I'm big on knowing my character and specifically reading up on them as much as possible but do you guys have any tips or a general ICs guide. I don't wanna get into chaingrabs and quirky things until I have the basics down. Which moves to use in particular situations and all that. All I know is Uair is the best and that's not gonna win my battles lol
Jesus christ... Do you know how many times I looked for a general guide? I swear that **** wasn't there beforeThere's a guide stickied in the ICs forum.
pretty much this.perfect shield side b then grab
this tooZSS has no defense whatsoever at a 45 degree above her to her left or right while grounded. Feel free to squall in and lol at her.
SDI behind him and grab, or back and blizzard, or down and powershield-grab. Or uh...well falco loses 100-0 so I don't actually know, I've never had to try against a falco.so can ICs do anything to punish falco's jab on shield or jab cancels? or am i forced to just SDI out of jab cancels and and run away? <_<
pretty much this.
quick summary based on my experience/research:
- if they're far away, walk in and ps everything until they have no room to back up.
- if they're close and side b, dash ps grab.
- if they're close and jab, shield wait till the second hit then grab. also if you get hit by the first hit, hold down on the stick and shield and the 3rd hit will auto-ps.
- if they're close and down b away, you can't do anything.
- if they're close and down b over you, follow with a dash ps grab.
- if they're close and dsmash, ps and sit in shield and react appropriately to her next action or escape.
- if they're close and do anything else, ps grab.
- while edgeguarding, if they're below the stage then have nana take the ledge and popo stay onstage, and refresh her invincibility when she's under no threat. if zss has her second jump in this situation then be wary. otherwise she's dead. you can save nana no matter what zss does here.
- if she's recovering above stage, prepare to follow a (probably footstool-extended) down b. if it looks like she's going to drop to stage level or lower, have only nana take the ledge and follow the previous point.
- if you're being edgeguarded, up b if possible (it'll go through dsmash or anything else). if she takes the ledge, side b up and away from the stage and DI into the stage after you're above stage level (you'll probably die here though, if they're any good). there's not many options while you're recovering tbh, but these seem to be the best courses of action.
- never jump, ever. if you're airborne you're dead, period. however:
- if you're directly above zss, dair. it cancels out pretty much everything and is very useful in stopping up-b followups and such. don't dair if you're above and even slightly to the side, though.
- if not, side b away preferably or find some other way of getting to the ground asap.
What do you mean in the bold? o.o You shouldn't see them bounce at all, just a slam on the ground.Alright im having some probelms with the bthrow-d-throw cg, i can do it 100% practing vs g&w, but when i move to mk after like 60% when nana dthrows to popo it bounces too high for me to grab again,idk maybe im not timeing right. sometimes i grab too fast and popo ends up jabbing <.<
And what would you say are the most important cg's to master for each weight class?
Thx in advance
not bounce, (wrong choice of words) i would see the slam on the ground input my grab, but he would be already too high and I miss grab maybe im just timeing it wrong :DWhat do you mean in the bold? o.o You shouldn't see them bounce at all, just a slam on the ground.
Learn bthrow-dthrow/fthrow/bthrow. They are all very important. I'm biased and love bthrow to bthrow because it's the most efficient throw combo. Whatever feels most comfortable with you on each character. Try them all out.
How is bthrow to bthrow the most efficient? It stales faster than bthrow-dthrow and has a higher chance of tripping.What do you mean in the bold? o.o You shouldn't see them bounce at all, just a slam on the ground.
Learn bthrow-dthrow/fthrow/bthrow. They are all very important. I'm biased and love bthrow to bthrow because it's the most efficient throw combo. Whatever feels most comfortable with you on each character. Try them all out.