very sorry for the lenght of this post and double post.
“When it comes to non-grab combos, the ICs don't have much.” Most of the Ice climbers attacks are easily seen coming and stoppable. This leaves a large emphasis on their grabbing game. It’s not as easy as spot dodge and punish. I will try my best to explain a method to effectively counter the IC’s game.
The IC’s have two moves up their sleeves that they use because it would be difficult for most opponents to get past. These attacks are squall and blizzard. But should we falco mainers worry? No. We have no reason to break a sweat because a wise falco will stay in the range of the center of the reflector. In this set up you can easily beat both attacks further eliminating a threat.
Desynching is a big part of the IC’s game and there is really no way we can stop them from desynching. Therefore, we should know how to deal with desynching. When desynched the IC’s may proceed to grab you. If and only if you stay in the grab range. So, I say now that we stay in the range of the reflector. This leads to f tilts which keep us in a safe distance of grabs and the ability to hit with the tip of our neutral A combo, again a safe distance.
When an IC wants to camp they usually alternate between blizzards, fairs, and blocks creating a wall. This will force most opponents to give up their positioning or falsely lure them into believing they have an opening ultimately leading to a squall. “What you want to do is use these weak, short ranged attacks to create false openings.” For the most part we can also camp. Use SHDL and upon landing mash the down b to throw out the reflector. The point of this is to be both on the offensive and defensive. See, a buffered SHDL forces the ICs to react and change their position, and the reflector upon landing allows for defense incase ICs threw out some blocks during your SHDL. This covers you for the most part.
As delphiki stated “the critical aspect of all this is the small boost of speed at the beginning of the Squall.” The squall allows for the gap between the two players to shorthen. Similar to a lucario’s attempt of shortening distance with an intentional double team. Another reason why I emphasize the falco wall (SHDL and reflector) is because once desynched and the gap closed. An IC player will rush you and get on the offensive. They will run in and begin to abuse their grabs and other “combos”. But if you set up your wall they will eat either lasers or reflector.
All in all, use the reflector often because its teaches them a lesson better. Never use f smash! We all learned this from watching sethlon against melee. There is no need to stay in their grabbing range. When thrown in the air and looking for a safe land, just kick out the reflector. It keeps the opponent back especially in closed spaces. From watching the sethlon video’s a well placed phantasm is a nice offensive weapon. It also allows for a bair. Other than that I have no sure way of launching an effective offensive. I do belive that approach the IC with a SHL or SHDL and getting in the range for the tips of neutral A combo will work. A dsmash will also keep them in a good range so that you will not be grabbed. Again credit to delphiki for his IC climbers guide, one of the two reliable sources for IC tactics I found on their board.