BlueTerrorist
Smash Ace
Rotation #1 Mario
Ah the mascot of Nintendo. With many basic moves, you can say he was designed to be the standard for all fighters in this game. How does he stack up to the Ice Climbers?
Behaviour: Mario players are going to focus more on spacing to keep ICs away. They can do this with Fireballs, FLUDD and well spaced aerials. They will also try to gimp you offstage with the Cape or FLUDD
Moves to watch out for: Definitely you need to watch out for the Cape since it can lead to an early death (Especially on Nana). It can also reflect projectiles, but that's a bit minor against ICs. It can also reverse your attacks and leave you wide open for anything.
- FLUDD can mess up Desynch strings and can help him gimp you. It can also be used to keep you away and keep the spacing on his own terms.
- Dair can easily separate Nana from you and you know that's never good.
- Fsmash, well it's his popular kill move. Always gotta watch out for kill moves right?
- Uair, it's really a good tool for him to pressure you from below.
How To Win: You have more range than him,abuse it. Even though Mario has the tools to put up a fight and control the space, ICs can do it much better. The danger here is getting separated and having Nana gimped early. Mario is extremely good at gimping which will always be a constant threat when you get knocked offstage. You're better off recovering from below than above the stage. Other than that, not much to say. ICs outrange the majority of Mario's attacks so getting him on the defensive is really easy, especially with desynch strings. He's also easy to shieldgrab, so you know what that means if you get a grab in
. Some Post to take note of:
Recommended stages:
Final Destination: Very easy to force him to approach. Control the spacing and you'll do fine.
Smashville: Really helps alot, especially for recovery.
NOT Battlefield: He can use the platforms to camp you and you run the risk of getting harassed by Uair.
Match Score: 60:40 Ice Climbers
![](http://i9.photobucket.com/albums/a79/DarkSonicX/mario.jpg)
Ah the mascot of Nintendo. With many basic moves, you can say he was designed to be the standard for all fighters in this game. How does he stack up to the Ice Climbers?
Behaviour: Mario players are going to focus more on spacing to keep ICs away. They can do this with Fireballs, FLUDD and well spaced aerials. They will also try to gimp you offstage with the Cape or FLUDD
Moves to watch out for: Definitely you need to watch out for the Cape since it can lead to an early death (Especially on Nana). It can also reflect projectiles, but that's a bit minor against ICs. It can also reverse your attacks and leave you wide open for anything.
- FLUDD can mess up Desynch strings and can help him gimp you. It can also be used to keep you away and keep the spacing on his own terms.
- Dair can easily separate Nana from you and you know that's never good.
- Fsmash, well it's his popular kill move. Always gotta watch out for kill moves right?
- Uair, it's really a good tool for him to pressure you from below.
How To Win: You have more range than him,abuse it. Even though Mario has the tools to put up a fight and control the space, ICs can do it much better. The danger here is getting separated and having Nana gimped early. Mario is extremely good at gimping which will always be a constant threat when you get knocked offstage. You're better off recovering from below than above the stage. Other than that, not much to say. ICs outrange the majority of Mario's attacks so getting him on the defensive is really easy, especially with desynch strings. He's also easy to shieldgrab, so you know what that means if you get a grab in
![Laugh :laugh: :laugh:](/styles/default/xenforo/smilies/laugh.gif)
Quit spreading false information on a match-up you know nothing of, please.
First of all I'll say the Ice Climbers is a huge pain if they know what they're doing, but really the only advantage they really have is that killer grab game. Otherwise, Mario can deal with the rest of what the Ice Climbers got.
Bobson laid it out nicely. We Mario's first reaction always is to separate the ice climbers. D-air does this the easiest, but a U-tilt lock to D-air or U-air does the job just fine too.
Keeping the ice climbers away from each other is a tedious but worthwhile task for Mario. His aerials are quick enough to switch back and forth between the two, and Nana is super-easy to gimp off-stage.
And our grabs are not useless even if Nana is around. It's not hard to grab and then U-throw or D-throw. The motion only takes about a half-second, and it's enough to get you separated as well. All it really takes is to land a grab when Nana is stuck trying to keep up with the action.
Someone said that Mario's B-throw is powerful. That's completely false. It's the best throw we got, but it takes 140% to kill at FD, that's without good DI.
FLUDD onstage will be used to kill approaches, mindgames, and FIHL (FLUDD-Induced-Hit-Lag). FIHL causes lag whenever you contest it with an attack that out-prioritize it (which is pretty much everything), and it allows Mario to counterattack with an aerial, D-Smash, or F-smash. Most of all it'll be used to mess up your tech-skill with the Ice climbers.
Fireballs will be used to approach and to help out with spacing, but mainly to approach. It's a bit harder to do since there is -two- characters helping each other out, but it's still worthwhile since the input of Nana takes about a half-second longer. However, you can use your blizzard (I think) or neutral b to stop fireballs.
The main problem Mario will have here is the grab. It's plenty easy to grab a Mario that is not good with spacing. His low range definitely hurts him this match and ICs has some killer grab options, even without the chaingrab in mind. However, this does not break the deal here as pretty much, it's easy to break Nana and Popo away from each other.
The ICs' main objective here is to keep Nana alive and keep the momentum in your favor. Do not let Mario pressure you to the point where he's able to easily kill Nana, because with her gone the advantage automatically shifts to Mario.
Make good use of shieldgrabbing, avoid the D-air, and most of all, don't get gimped. Mario shuts out alot of ICs' options in terms of dsync due to FIHL and is an excellent multitasker compared to other characters, and if Nana is gone and Popo is knocked off, he's probably the easiest character for Mario to gimp in all of his match-ups.
Popo by himself can chaingrab Mario to 60% though, and he can take Mario one-on-one, but he's not much without Nana by his side.
We haven't evaluated the Ice climbers in a long time on the Mario boards, so stuff like FIHL, Up-B Out of Shield, or even using FLUDD on-stage wasn't applied to the discussion. This used to be thought up as a hard match-up for Mario, but now it's pretty much just one that requires plenty of adapation and multi-tasking.
60:40 Ice Climbers.
Behaviour:
I've played some Mario mainers, they usually use utilt to juggle, Fsmash on me to get pass my hammer. Also when I get predictable, they start using the yellow cape, Mario mainers also usually use his fireballs to approach to me as well as a Mario Tornado to seperate me.
Moves to watch out for:
Dair: Can seperate the ICs
Utilt: This move can juggle the ICs well
Fsmash: It's range hurts, as well as the knockback
Dsmash: A good kill move to finish them off when Mario's Fsmash is constantly used
Bair: A good move for Mario in the air
How To Win:
Play, wait for an opening and attack. The IC's Squall hammer goes over the fireballs, don't get caught in the Tornado and since Mario has 'average' weight, he should be easy to chaingrab. Don't try and fight Mario in the air since his Bair can stop you. You have more range than him but his Fsmash move. Space properly and go for a chaingrab when you have a chance.
Recommended stages:
Final Destionation
Smashville
Match Score:
55-45 or 60-40 ICs
Recommended stages:
Final Destination: Very easy to force him to approach. Control the spacing and you'll do fine.
Smashville: Really helps alot, especially for recovery.
NOT Battlefield: He can use the platforms to camp you and you run the risk of getting harassed by Uair.
Match Score: 60:40 Ice Climbers