Sage JoWii
Smash Champion
Overview: One on one!...wait...two?!? That's right!! Ice Climbers have entered the fray together to take on the Smash cast. With grab setups to grab infinites ICs are a force to be reckoned with. Enter the world of perfect zoning and separation to compete on level ground with these ICs.
Kirby’s Pros and Cons:
+ 5 jumps help to avoid ICs and aircamp.
+ Strong kill move
- Light; short chaingrabs(CGs) will kill.
- Predictable jump pattern
- No Approach option
Ice Climber's Pros and Cons:
+ Chaingrabs.
+ DeSync
+ Strong smashes
+ Good aerial game
- Separation weakens ICs
- Gimpable recovery
Watch out for:
Grab setups – A single ice block followed by an IC? Don't shield, just run! A Blizzard wall? Don't attack it, just go over it. Learn the various setups your opponent is using and avoid getting grabbed.
CGs and infinites – If you get grabbed you're suppose to lose the stock is what's been said. Mash those buttons! Jerk the ctrl stick in every direction! Smash your C-Stick! Do whatever you can to get them to drop the grab so you can have another chance @ that stock.
UAir – The Uair beats everything! EVERYTHING!(....ok fine, you can rock it but there's a bit of reading involved.)
DeSync'd anything – DeSync'd blizzard, ice block, Fsmashes, etc. It's best to maneuver around it if you can.
How to win:
Aircamp – Wait for a mistake by aircamping and punish accordingly. It's all about avoiding the grab and landing what damage you can.
Bait and Punish– Bait the ICs and Bair them when they approach or stutterstep a Fsmash to separate. Mindgames and bait to rack damage.
Plank – Another way to avoid getting grabbed is to properly space while planking.
Kill Nana – If you can get the ICs separated Kill Nana; She's dumb and she'll walk into any charged smash. If you can kill nana you tear apart the ICs strategy thus evening up the matchup
Spit out or Swallow?
Spit; you can maybe get a gimp if the AI is low enough. OR if you get lucky and nab the primary IC you can get a stock lead maybe.
What NOT to do:
Rush in! – If you rush in, you are going to get grabbed. Simple as that and we know what happens when you get grabbed.
Shield predictably – If you shield an ice block, you may get grabbed if the IC follows it. Same with blizzards and such.
Try to attack while descending on an IC – IC Uair beats everything. You'll just get juggled in vain attempts to get back down.
Get grabbed – AVOID GETTING GRABBED AT ALL COST.
Approach – Yup. I said don't approach. You'll be shieldgrabbed out of everything. Bait and punish! Aircamp and punish! Plank! Just use your resources.
Stages (in order of priority):
PS1 – Terrain changes, platforms and lips on the edge. YAY!!
RC – Good Kirby stage. Just use the moving stage to stop the Cgs.
Norfair – Lava should disrupt the Cgs and the platforms help to aircamp. It might be the best bet for Cping.
FD – **** FD. Avoid places with no platforms and nothing to interfere with the Cgs.
Smashville – It's almost as bad as FD
Synopsis:
Avoid getting grabbed is a central part of this matchup...but so is spacing, zoning, small risk damage racking and gimping. ICs are hard to beat but they're not impossible. Kirby has to bait, punish and aircamp to rack damage and avoid the grab. Bair approaches and avoid fast falling them so you can escape if you miss. It's hard enough avoiding a grab without rushing in and giving it to IC so make them work for the kill. Kirby CAN WIN.
Kirby’s Pros and Cons:
+ 5 jumps help to avoid ICs and aircamp.
+ Strong kill move
- Light; short chaingrabs(CGs) will kill.
- Predictable jump pattern
- No Approach option
Ice Climber's Pros and Cons:
+ Chaingrabs.
+ DeSync
+ Strong smashes
+ Good aerial game
- Separation weakens ICs
- Gimpable recovery
Watch out for:
Grab setups – A single ice block followed by an IC? Don't shield, just run! A Blizzard wall? Don't attack it, just go over it. Learn the various setups your opponent is using and avoid getting grabbed.
CGs and infinites – If you get grabbed you're suppose to lose the stock is what's been said. Mash those buttons! Jerk the ctrl stick in every direction! Smash your C-Stick! Do whatever you can to get them to drop the grab so you can have another chance @ that stock.
UAir – The Uair beats everything! EVERYTHING!(....ok fine, you can rock it but there's a bit of reading involved.)
DeSync'd anything – DeSync'd blizzard, ice block, Fsmashes, etc. It's best to maneuver around it if you can.
How to win:
Aircamp – Wait for a mistake by aircamping and punish accordingly. It's all about avoiding the grab and landing what damage you can.
Bait and Punish– Bait the ICs and Bair them when they approach or stutterstep a Fsmash to separate. Mindgames and bait to rack damage.
Plank – Another way to avoid getting grabbed is to properly space while planking.
Kill Nana – If you can get the ICs separated Kill Nana; She's dumb and she'll walk into any charged smash. If you can kill nana you tear apart the ICs strategy thus evening up the matchup
Spit out or Swallow?
Spit; you can maybe get a gimp if the AI is low enough. OR if you get lucky and nab the primary IC you can get a stock lead maybe.
What NOT to do:
Rush in! – If you rush in, you are going to get grabbed. Simple as that and we know what happens when you get grabbed.
Shield predictably – If you shield an ice block, you may get grabbed if the IC follows it. Same with blizzards and such.
Try to attack while descending on an IC – IC Uair beats everything. You'll just get juggled in vain attempts to get back down.
Get grabbed – AVOID GETTING GRABBED AT ALL COST.
Approach – Yup. I said don't approach. You'll be shieldgrabbed out of everything. Bait and punish! Aircamp and punish! Plank! Just use your resources.
Stages (in order of priority):
PS1 – Terrain changes, platforms and lips on the edge. YAY!!
RC – Good Kirby stage. Just use the moving stage to stop the Cgs.
Norfair – Lava should disrupt the Cgs and the platforms help to aircamp. It might be the best bet for Cping.
FD – **** FD. Avoid places with no platforms and nothing to interfere with the Cgs.
Smashville – It's almost as bad as FD
Neutrals: Ranked and Explained
Key: Good, Bad.
PS1 – Terrain change and platfroms with a gimping lip on the edge.
Delfino – MLG- The terrain change helps a lot and so do the platforms.
FD –Flat, open and stupid.
Smashville –Same as FD
Key: Good, Bad.
PS1 – Terrain change and platfroms with a gimping lip on the edge.
Delfino – MLG- The terrain change helps a lot and so do the platforms.
FD –Flat, open and stupid.
Smashville –Same as FD
Synopsis:
Avoid getting grabbed is a central part of this matchup...but so is spacing, zoning, small risk damage racking and gimping. ICs are hard to beat but they're not impossible. Kirby has to bait, punish and aircamp to rack damage and avoid the grab. Bair approaches and avoid fast falling them so you can escape if you miss. It's hard enough avoiding a grab without rushing in and giving it to IC so make them work for the kill. Kirby CAN WIN.