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I d-throw CG ICs plenty of times in the match, and if they DI and jump, I'll use u-air. And from ITF's quote, I do use lots of desynched Blizzards, smashes, Squalls, and u-airs. >_<;I may actually have experience on this matchup someday.
I'm guessing it would just be smashes/blizzards/squalls/uairs.
Maybe even a dthrow CG? lol
Single hardest, actually. It's small, light-weight and floaty, and has amazing DI abilities. Chaingrabbing nightmare.ICs vs Puff is horribly frustrating. One mistake costs you Nana because she'll get WoP'd right into oblivion, and Popo is sure to follow. If you can fight clean and keep Nana on you, there's no reason to lose, assuming you can actually chain the **** balloon, I think she has the second hardest timing in the game.
Sorry for the wall of text but its good info.The summary of the matchup: do not get grabbed. And Jigglypuff is one of the few characters that can essentially ensure this, as long as she spaces well using bair and rising dair spacing. Try to approach with a retreating bair, then rise over them with a dair and then mix up variations of this. However, they still have a few tools to deal with you. Blizzard, U-smash, and desyncs, especially with squall, can really wreck Jigglypuff. This is where dair becomes crucial, and so does bair. A well spaced bair beats out the Ice Climber's U-smash, and a dair can punish a desynced squall by allowing you to start racking up damage on Nana. Jigglypuff is probably one of the best at punishing a separated Ice Climbers. Once Nana is separated from Popo, go attack Nana. Do not go for Popo under almost any circumstance unless he really cannot do anything to avoid you. Remember Popo has an actual players skill and will air dodge and avoid you and be able to get to Nana much better than Nana can get to him. There are three ways really to hit the Ice Climbers. 1 is a hit that does not leave you vulnerable for a grab because you outspace their relatively poor grab range. These are mainly rising pound, dair, and bair. 2 is a move that attacks them while they are in motion and slightly desynced, so you will definitely hit one, meaning they cannot start a chain on you until very high percentages. Moves like this are pound, falling pound, fair, F-smash, and boost smash. However, be very careful doing these because if you underestimate the situation doing this, you will lose a life. The final move is one that gives enough shield knockback so they can't punish you. Unfortunately, Jigglypuff is relatively poor in moves here but next to the edge, F-smash and dash attack are both very viable. try to use a mixture of these attacks so you do not become predictable, which is one of the major reasons why people get grabbed. As for gimping the Ice Climbers, you really have to worry about their B-up. Because of this, always be ready to grab the ledge. Their normal recovery, which has very high priority, separates them if they don't auto cancel on the ledge. Use this to your advantage. Also, many will recover using a squall type recovery, where it takes longer and so if you try to edgehug, you will be stage spiked. However, their squall recovery can be stopped fairly easily with a dair or other aerial. So they will almost certainly mix up the two and try to punish you for one assumption. However, if they are below the ledge, you have one way of getting a fairly reliable gimp on them or at least separation. Just grab the ledge when you expect them to recover. If they use their B-up right then, roll onto the stage and try to punish them accordingly. However, if they use their squall, push away a bair and try to get separation like that. As far as stages go, the Ice Climbers need room to chain grab. They also don't like small platforms because it allows people to wait for the opportune moment to approach and avoid almost anything they can throw at you. Therefore, ban Final Destination on them. Its one huge area where you are forced to approach them and because of desynced ice blocks, no one can plank them here. Instead, go to Smashville and Jungle Japes and Norfair. Most Ice Climbers for some reason enjoy going to Smashville, so if you can make it your first stage do so. On Smashville, stand on the platform and wait until you get close to them before working in and out avoiding a grab. Then, when you are far from them, go back onto the platform and repeat. Its hard for them to approach you up there and even if they do, the ability to chain grab is greatly reduced. The same is true for Norfair, where the small platforms screw with their chain-grabs and overall approaches badly. Just stay on a top platform and you should be fine. On Japes, the edges are above and very small making it almost impossible for them to chain grab well, so go here and also try to gimp them into the water. Overall, these 3 stages are great counterpicks for you.
You infinite him to past 150% and then Usmash. Lol Fiction cmon, you have a pretty good IC's lol why you asking something like that? U know how to kill him.how do I kill D3 without the fthrow spike at the end of my chaingrab.....
I have the same query.how do I kill D3 without the fthrow spike at the end of my chaingrab.....
This.I just bthrow footstool the entire time though lol. It's so easy and there arn't any grenades to worry about.