ignore the fire
Smash Journeyman
Let's put our heads together here. I think it would be beneficial to discuss ways to land grabs. After actually thinking about desync combos and the ICs move set, I realized that getting a grab should be so much easier than it is. Let's get creative and think of some ways to get grabs. Hopefully this thread kicks off, and we'll have a list of combos and desyncs that ensure a grab. Some of this might be old, but I'm just trying to organize our ideas into a useful thread. People are getting good at not getting grabbed, so let's get better at grabbing!
Run up and shield grab: This is actually more effective than it sounds. I was playing a Marth once and he tried to counter me when I ran up to him. I guess charging at someone puts them on the defensive...
Bait an Airdodge>Grab/Reverse Pivot Grab: Simple, yet effective. To be safe, I would try a dash attack first as your opponent lands to see what their reaction is. Hitting them while they land may also train them to airdodge before hitting the ground.
Utilt: This move works the best on fast fallers and usually only when your opponent isn't expecting it. The only problem with this move is the situational hitbox (it only really hits right above your head). If you can't get a grab, another utilt will usually hit after the first one.
Desynched Squall: Self-explanatory. If you can catch them with a single squall and they don't DI properly, you'll probably get a grab.
Desynched/Alt. Blizzards: The best part about blizzard is that it can't be spot-dodged. It's not always easy to get a grab from a blizzard (unless it's right at the mittens) because your opponent usually ends up above grab range. Also, if you run into the blizzard too early, you may get stunned just long enough for them to escape your grab. This will probably only work if they can't DI...
IB Chase: This one is self explanatory. It can catch your opponent off guard and land a grab or lead to other combos. I use the dash-dance desync (press forward, back, forward) and have Nana shoot an IB. Very easy. Note: the dash dance desynch is different than the pivot desynch. In the pivot desynch, Popo is the first to act. In the dash dance desynch, Nana is the first to act.
Squall>IB Chase: I've never tried this, but it sounds like a good idea. Get them in a solo squall and shoot an IB right when the squall is ending. The IB should add just enough hit stun to sneak in a grab. It may also work because people tend to just shield multi-hit attacks.
Blizzard>Fair: I came up with this yesterday and it makes landing grabs so much easier. I like to use it in correlation with the IB Chase because it's safer. Basically, just have Popo blizzard and have Nana fair. At low percents you can just grab them, and at high percents shoot an IB and you'll force a standup. This is AMAZING because it basically turns the ICs most ranged move into grab. I would definitely try to incorporate this into your game.
Thanks to everyone who's contributed something thus far. Now that basically every possible CG has been discovered, we can focus on some of the other nuances of IC play.
Run up and shield grab: This is actually more effective than it sounds. I was playing a Marth once and he tried to counter me when I ran up to him. I guess charging at someone puts them on the defensive...
Bait an Airdodge>Grab/Reverse Pivot Grab: Simple, yet effective. To be safe, I would try a dash attack first as your opponent lands to see what their reaction is. Hitting them while they land may also train them to airdodge before hitting the ground.
Utilt: This move works the best on fast fallers and usually only when your opponent isn't expecting it. The only problem with this move is the situational hitbox (it only really hits right above your head). If you can't get a grab, another utilt will usually hit after the first one.
Desynched Squall: Self-explanatory. If you can catch them with a single squall and they don't DI properly, you'll probably get a grab.
Desynched/Alt. Blizzards: The best part about blizzard is that it can't be spot-dodged. It's not always easy to get a grab from a blizzard (unless it's right at the mittens) because your opponent usually ends up above grab range. Also, if you run into the blizzard too early, you may get stunned just long enough for them to escape your grab. This will probably only work if they can't DI...
IB Chase: This one is self explanatory. It can catch your opponent off guard and land a grab or lead to other combos. I use the dash-dance desync (press forward, back, forward) and have Nana shoot an IB. Very easy. Note: the dash dance desynch is different than the pivot desynch. In the pivot desynch, Popo is the first to act. In the dash dance desynch, Nana is the first to act.
Squall>IB Chase: I've never tried this, but it sounds like a good idea. Get them in a solo squall and shoot an IB right when the squall is ending. The IB should add just enough hit stun to sneak in a grab. It may also work because people tend to just shield multi-hit attacks.
Blizzard>Fair: I came up with this yesterday and it makes landing grabs so much easier. I like to use it in correlation with the IB Chase because it's safer. Basically, just have Popo blizzard and have Nana fair. At low percents you can just grab them, and at high percents shoot an IB and you'll force a standup. This is AMAZING because it basically turns the ICs most ranged move into grab. I would definitely try to incorporate this into your game.
Thanks to everyone who's contributed something thus far. Now that basically every possible CG has been discovered, we can focus on some of the other nuances of IC play.