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Iceclimbers Chaingrab Tips

DeLux

Player that used to be Lux
Joined
Jun 3, 2010
Messages
9,302
Now you just need to tell people how to turn around after they've dthrown across the stage, and we might have ourselves something to work with :p
 

Demna

Smash Lord
Joined
May 5, 2013
Messages
1,356
Location
Kuwait
3DS FC
1478-4225-1103
Done, Included some other material as well :D
 

JB IV

Smash Cadet
Joined
Sep 30, 2012
Messages
69
Location
Lawrence, Kansas
Basically, (unless at the edge of the stage/platform at low%) one should:

At 0%-30ish%: D-throw>D-throw (Unmashable and relatively many frames to get the follow-up grab in)
At 30ish%/when possible-kill%: Convert to CG that PLAYER is least likely to drop (P F-throw>N B-throw being the ideal CG to use)
At kill%: U-throw>U-smash or D-throw>F-Smash (timing is the same on all characters, no need to charge because they are already at kill%, depends on stage and stage orientation which is better)

If at the edge of the stage one should either B-throw (preferably to Popo) and continue CGing, B-throw>hobble, D-throw>F-smash (up to lower-mid%), pummel>grab-release (character specific), or throw the opponent off the stage or away from Nana if they were unable to continue the CG due to Nana being seperated and off-stage.
 
Last edited:

DeLux

Player that used to be Lux
Joined
Jun 3, 2010
Messages
9,302
You can charge an fsmash and kill with N Dthrow > P charged Fsmash and kill earlier than N Fthrow > PFsmash :p

All things guaranteed, you might as well minimize the number of throws and therefore minimize chances of dropping
 

JB IV

Smash Cadet
Joined
Sep 30, 2012
Messages
69
Location
Lawrence, Kansas
True, but the timing is different depending on your opponent's (character's lol) weight. And at kill% doesn't D-throw have a smaller window to land the F-smash than F-throw?
 

DeLux

Player that used to be Lux
Joined
Jun 3, 2010
Messages
9,302
No, the window to hit an fsmash on your opponent with a dthrow is around 30-40ish frame depending on the character. It's around 26 frames for Fthrow. You can hit your opponent during any of the frames of the throw for the Popo. Based on spacing, it's usually easier to sweet spot a dthrow fsmash than it is the Fthrow fsmash as well.

The different timing is pretty intuitive. the heavier your opponent, the more you can charge you can get away with. At the same time, the heavier your opponent, the more charge you need.
 

JB IV

Smash Cadet
Joined
Sep 30, 2012
Messages
69
Location
Lawrence, Kansas
I thought there were a few frames around the time when the opponent hits the ground that Popo's F-smash does damage without knockback. Maybe that's just Nana...

If you are minimizing the number of throws neccesary to KO an opponent and they reach kill% when Popo gets the grab do you still have a larger window to P D-throw>N F-Smash vs P F-throw>N F-smash?
 

Demna

Smash Lord
Joined
May 5, 2013
Messages
1,356
Location
Kuwait
3DS FC
1478-4225-1103
I thought there were a few frames around the time when the opponent hits the ground that Popo's F-smash does damage without knockback. Maybe that's just Nana...

If you are minimizing the number of throws neccesary to KO an opponent and they reach kill% when Popo gets the grab do you still have a larger window to P D-throw>N F-Smash vs P F-throw>N F-smash?
I think Nana downthrow to Popo Fsmash has a larger window since it takes longer for Nana to D-throw than Popo because Popo takes 5 frames longer to regrab after Nana. However, it might be different considering we're talking about D-throw to Fsmash and not D-throw to any other throw. Therefore I'm not entirely sure of my anwser.
 
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