KRDsonic
Smash Master
Sheik is annoying to fight with IC? Wait what? That's one of IC's best matchups because Sheik has very little she can do against Ice Climbers, except the chain.
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Sheik is still fast enough to be able to seperate them easily, provided she doesn't mess up on her sheildpressure or spacing. She doesn't have the advantage but it's not a horrible **** match-up. She CAN be annoying.Sheik is annoying to fight with IC? Wait what? That's one of IC's best matchups because Sheik has very little she can do against Ice Climbers, except the chain.
Explain how sheik is going to approach you as the ice climbers lolSheik is still fast enough to be able to seperate them easily, provided she doesn't mess up on her sheildpressure or spacing. She doesn't have the advantage but it's not a horrible **** match-up. She CAN be annoying.
Explain how approaching is in Brawl.Explain how sheik is going to approach you as the ice climbers lol
true...sort of. IC are indeed high tier characters.meaning they most likely wont have alot of bad matchups,but more equal matchups are most likelyok i think this matchup is a little bit off, seriously the iceys have more than just 3 bad matchups, and they are only to snake meta and G&W? the other bad matchups are like 4-6 or 45-55? no way, if that was true they would be just under metaknight, because snake has more bad matchups than that.
Yes, Zelda is a pretty good IC counter. Hell, she always was. She has a really strong anti-ground game. She's really frustrating.wait... the iceclimbers.... think they have the advatage against Zelda?
honestly she mobs the two of you like nobodies business... and the long duration of her USmash and FSmash mean that it's not unlikely that she'll rip at least one of you out of your shield
her normally difficult to land powerhouse aerials have NO trouble hitting your retarted partner the second she/he separates.
She's incredibly resistant to being grabbed, the sole property that puts the icies as high as they are on the teir list...
oh and also, the icies can't really approach her well..... that's a big problem...
and... they are one of the few charcters with a worse air game than Zelda... Zelda can ACTUALLY go into an aerial dogfite with the climbers and come out the victor... and have been predicted to do so.
what do the icies have on Zelda at all?
70:30 Zelda.... conservative estimate... courtasy of the zelda boards WITH input from IC mains... or maybe it was just one main... regardless... it was a respectable IC and he aknowledges Zelda is a very hard matchup for the ICs
The best advice I can give is don't get separated. MArth can gimp Nana like nobody's business. D:Im having problems with a marth whos specialty is gimping right now. I need to find some decent way for him not to gimp nana, any idea? Also i need help to approach him
Your whole argument is so bias its facepalm worthy.wait... the iceclimbers.... think they have the advatage against Zelda?
honestly she mobs the two of you like nobodies business... and the long duration of her USmash and FSmash mean that it's not unlikely that she'll rip at least one of you out of your shield
her normally difficult to land powerhouse aerials have NO trouble hitting your retarted partner the second she/he separates.
She's incredibly resistant to being grabbed, the sole property that puts the icies as high as they are on the teir list...
oh and also, the icies can't really approach her well..... that's a big problem...
and... they are one of the few charcters with a worse air game than Zelda... Zelda can ACTUALLY go into an aerial dogfite with the climbers and come out the victor... and have been predicted to do so.
what do the icies have on Zelda at all?
70:30 Zelda.... conservative estimate... courtasy of the zelda boards WITH input from IC mains... or maybe it was just one main... regardless... it was a respectable IC and he aknowledges Zelda is a very hard matchup for the ICs
Really, its hard to say. Id go for a 45:55 in IC favorYou've got Zelda down as 6-4 IC, which is an advantage. In the explanation, you've got 70-30 Zelda, which is a huge disadvantage. What should I put down in the matchup chart?
Edit:
*sees an IC v Zelda discussion*
*waits*
I'm actually not being biasbias
GG XDi'm always glad to mediate for the D3, sheik/zelda, and ic boards, since i main all 3
Just shield or sidestep aswelldon't SHAD past din's fire, just roll past it
Zelda's punishment doesnt even compare to IC punishment, no characters does.Zelda vs ic's close combat is even imo, zelda is just as likely to be grabbed as ic's are likely to get dsmashed or caugh in nayru's love or fsmash
Even if shes in the air, your going to be on the ground right? Just Uair herzelda has the advantage in the air, but ic's are never gonna be in the air so whatever
I actually have no trouble timing it so I dont get hit, maybe thats just me =\din's spam is more effective than you'd think vs ic's, especially when they are recovering (there are many frames where at least one ic will be hit by din's even if you air dodge)
Predictable stuff is easy to punishzelda can avoid grabs decently well if she jumps around with bairs and nairs a lot cuz there's little lag
Exactly, thats what you usually have to do to get around IC, but since she cant, she's at a disadvantageshe can't really platform camp to avoid ic's though
55:54 ICIMO zelda 60:40
I'm quoting this so that it gets seen. Hell, for all intents and purposes, with good timing and spacing Wario can hit repeatedly w/ dairs till he pops Nana into the air, and from there it's just a gimping/pummeling frenzy. If a Wario is being overly cautious you'll be hardpressed to grab him at all. Wario can also own ICs trying to recover with Belay. IMO what makes thiss matchup even is that the IC's side b, when intelligently used, is very hard for Wario to punish (nothing beats it except coming from the top with a dair); as well as our nice grab range being nullified by Nana's presence . If it wasn't for the hammer owning us, I would actually give slight advantage to Wario. By the time I ended up getting grabbed by Hylian (when I played him), I would've been dead had a smash hit me anyway.Wario vs IC's:
Wario is tough to grab... most of the time he can just hit your shield with an aerial and retreat away safely. He has no range at all. Period. Abuse that advantage carefully, don't get careless and think you are safe just because you have a desynch "wall" put up. He's great at separating Nana, he's great at gimping the IC's even when you have both of them to recover, and even if he doesn't gimp you he can flat out kill you at gross %'s.
It feels like a baiting game, IC's bait Wario into attacking by appearing to make a mistake in spacing, timing, etc. and Wario baits the IC's into going for a grab or an attack when it really isn't safe to do so. I would put it as an even matchup.
thats cool.
You can use this if you'd like. =)
PKF is not Ness best tool. A simple yo-yo is all thats needed (or a lucky bat) Squall hammer is ignited by PKF IIRC.I think Ness is really bad at punishing squall hammer, which is a huge problem for him. I'll admit that I don't have a lot experience in this match-up, but I feel like if I just space myself a bit within the max range of pk fire, I can control the pace of the match very well, and what little experience I have against Ness is consistent with this feeling.
I already know that PKF isn't anything amazing in this match-up, although I guess I can see it being okay for getting Nana KOed at high percentages. I like being a bit inside the max range of PKF, but still far enough for Ness's fair to not be much of a threat, just because it's a range at which the ICs can randomly approach with sh squall hammer (preferably a cross-up squall hammer, but that isn't always viable), which usually nets the ICs a positional advantage, or just camp with little risk of getting punished.PKF is not Ness best tool. A simple yo-yo is all thats needed (or a lucky bat) Squall hammer is ignited by PKF IIRC.
That sounds like a ridiculously easily intercepted approach, even for a desynch approach. It's almost always better to stay synched when approaching in pretty much all of the ICs' match-ups.desynched Squall then Blizzard to a grab works fine for an approach but you just need to watch out for his PK Magnet if he times the move correctly during Blizzard.
I can chaingrab ness quite easily actually, pretty easy with Bthrowedit 2: The ICs can CG Ness just fine; most ICs, including myself, probably just don't know how to time it since we never actually play against Ness. However, while CGs are nice, they are totally unnecessary for the ICs to win this match-up.
Ness can't be infinited by IC, stop spreading false info. A good Ness won't allow himself to get punished when using PKF.Ness can be infinited, just do continuous b-throws. :/ Squall punishes Ness, and I think that desynched Squall then Blizzard to a grab works fine for an approach but you just need to watch out for his PK Magnet if he times the move correctly during Blizzard. And once he uses PK Fire to the ICs, he'll start to grab, do a dash attack, or whatever, just DI out of PK Fire then hit him. xD
And b-throwing one of Popo or Nana doesn't mean they get killed early, they get killed around more than 110% if I recall correctly. And didn't you forget once Ness grabs the other ice climber can attack as a counter? Since b-throw has a bit of start-up lag you can just counter it with an attack.
PKF ISN'T NESS ONLY TOOL!!!We're talking about any of the 20 or whatever inescapable ICs CGs that work on everybody. Nobody is safe from the ICs' grabs, except other ICs to a certain extent.
PKF is really easy to punish if you read it and your spacing doesn't suck.
I know that. I was mostly directing that at a "A good Ness won't allow himself to get punished when using PKF," which is false.PKF ISN'T NESS ONLY TOOL!!!
I never said CGs were amazing in this match-up; I was just correcting you since you seem to think that the ICs can't infinite Ness.And you overate the grab. It's pitiful range and I quote
''They have such a pathetic grab range that pretty much anyone, even Captain Falcon, can outspace them.''
I don't know what you're trying to say here, but I'm going to guess that it's something about how well the ICs can gimp Ness. While they can fair him off the edge and harass him with ice blocks, I think Ness can recover if he plays his cards right (though I wouldn't be surprised if there's some algorithm the ICs can follow to guarantee his death, either.) Not that this matters a lot, since the ICs usually KO off the top instead of the sides/bottom.So what does IC have Ness (on hims specifically) gimping? Well you can say the same about everyone below Ness on the ''prototype'' recovery tier list.
Ness isn't very good at grabbing ICs, either, and unless Nana's at a high percentage, grabbing her is usually worthless since the ICs will ultimately punish Ness harder anyways. It's actually probably better to grab Popo, although if the ICs are synched, grabbing either one will probably get you hit with fsmash. PKT is almost always a terrible idea in this match-up, except possibly for KOing a lost Nana with PKT2. Ness risks death pretty much everytime he uses PKT/PKT2, since missing means getting grabbed. Ness's aerials aren't good for keeping the ICs at bay since a cross-up squall hammer will beat every aerial he has except maybe uair, which otherwise doesn't seem like a very threatening move. Yo-yos are decent in my experience, but they're still not that hard to punish.Ness backthrow ***** the IC's. Especially when Nana is grabbed, she's dead because she's to dumb to properly DI. Popo on his own is pretty light. SCREW PKF! PKT mindgames can help mix things up, and Ness nice aerials, and excellent smashes (yes not the bat but the YO-YO's) are great at spacing and keeping the IC's at bay. Im thinking 5-5, I see nothing special that IC only can do to Ness.