o-Serin-o
I think 56 nights crazy
ICE CLIMBERS
DIFFICULTY: HARD - 35:65 (PRO OPINION: 70:30)
CHAINGRAB: POSSIBLE BUT NOT REALISTIC (Normal CG only, Only when there's one)
DIFFICULTY: HARD - 35:65 (PRO OPINION: 70:30)
CHAINGRAB: POSSIBLE BUT NOT REALISTIC (Normal CG only, Only when there's one)
As you read these matchup summaries, you may notice several characteristics that characters with an advantage against King Dedede have. These vary from character to character, but the three biggest trends are:
- Cannot be chaingrabbed
- Can outcamp Dedede
- Can get a somewhat significant amount of free, uninterrupted damage on Dedede (via chaingrabs, locks, etc.)
The Ice Climbers share all three of these traits, hence they are Dedede's worst matchup. They take each of these characteristics and increase them to the max. Desynching allows for Ice Shot tricks that are downright ridiculous and can easily negate Waddle Dees. Blizzard racks up a good deal of damage, is a good setup for other moves, and goes past Waddle Dees. Their chaingrabs are more broken than yours by a large margin, to the point where getting grabbed almost always means losing a stock. And, as long as Nana is alive, they can't be grabbed at all. Ice Climbers **** Dedede right through his pants. No matchup in Brawl is impossible, but this is very close.
The first thing you need to realize to succeed in this matchup is that you absolutely cannot under any circumstance get grabbed. This means you need to space like crazy. Space like your life depends on it because it does. Ftilt, bair, dtilt, jab...pull out every trick in the book to stay out of their grab range. Stay in the air as much as you can and use bair, dair, and inhale to keep yourself from getting destroyed when you do have to land. Inhale in particular is good in this match when you're close to them since it's good at seperating them, which I'll talk more about below. Don't try to avoid them by ledgecamping though. They'll just desynch and use an Ice Block Lock to prevent you from getting back up.
The next important thing to realize in this matchup is that when there's only one Ice Climber, it's not even close to as bad as two. Killing Nana will completely turn the match around, so if you have an opportunity to kill her, take it. That said, focusing on her exclusively is too obvious and many good IC mains will realize what you're doing and punish you for it. Instead, just wait for an opportunity to pop up and then kill Nana. Of course, if you have a better opportunity to kill Popo, this is the better option.
Another thing to point out in this matchup is that Ice Climbers have a significantly worse air game than yours. ICs are more horizontally-oriented characters than vertically-oriented, as evidenced by their grab game, projectiles, sideB, etc. By comparison, their aerials are very bad and they really have nothing to do in the air other than Ice Shot and Blizzard. They also don't have great defense above them since your dair outranges their usmash (and I believe utilt) and they just generally have less priority than you. This works out well for you in the long run since you're going to spend most of your time in the air trying not to get grabbed anyway. It also means that if you can get ICs off the stage you will get a significant advantage since their recovery is only about average. Finally, you're going to need to approach in this matchup. The best way to do this is to use bair, dair, or Inhale. I like dair best in this scenario since it splits them up.
This is an interesting matchup.
Ice Climbers have the advantage [...] Simply put, it's Ice Climbers. All IC's have to do is wait around to get 1 grab and it's over. Dedede has to play a really tight spacing game while being smarter then the opponent to win this one. IC's big advantage over a lot of characters is being able to desync so quickly into a blizzard (typically a guaranteed grab if any character is caught in it).
Abusing Dedede's excellent vertical range while punishing IC's lack of it (besides the belay, where Nana is an invincible hitbox XD) is key here. Dair splits them up nicely, allowing you to go for a fair or bair afterwards on defenseless nana.
ok nap time.
If ic know what to do. DDD cant land a single grab which is his best way to seperate (Ic can predict the grab coming and jab immidiately). Ummm. You can possible gimp them, but ic can mix their recovery and go low or wait till after DDDs bair comes out. Throwing waddle Ds out is good because they cant bait ice block chaser on you for a free grab. Dont spam ftilt because we can run and shield through it.
What makes this match up difficult for DDD is he cant approach ic at all and ic have the option of picking apart DDD little by little. Its almost like a harder version of olimar vs ic. You use desynches to approach DDD because he cant approach period except when ic are in a bad situation. You use desynches to force ddd to do stuff. Ice blocks to jump in the air or blizzard to jump in the air. If they get hit by either ic can run into and grab.
Atomsk use to do spaced fsmashes which work really well, but if ic just walk in and shield u can react better to it. Most ic dash in and shield, but the shield always comes out a little later because of the dash animation being slightly laggy.
It is an unwinnable match up if ic use desynching effectively and dont mess up cging. And if DDD is off stage recovering without enough jumps expect to eat a TON of damage recovering. You up b high we can up b DDDs recovery or uair. go below the stage we can grab DDD b4 they grab the ledge for a free ledge spike.
Sucking is really good if you use it in a smart manner. If you suck and immediately spit DDD is invinicble so he cant get punish. I guess u can shield if nana gets sucked and react? but it never comes through my mind to do that.
Ic just limit DDDs options waay too much (entire grab game).
ICS:
Bair approach, once in, dair camp, footstool and dairs, one lands on sheilds insta-pokes (two shields and a strong rapid hit attack greatly deminishes the shields further) IF they somehow didn't poke, u can jump again/footstool away, or dair again, def. poking at least one, seperating them.
Once seperated DDD has some of the best "keep sepereated" game in the game. One being plain grabing each as they try to get near each other, bair spamming, or charging things like dsmash.
Also if u think they continue to hold shield and are afraid of them uaring out of shield between dairs u get free mixup with inhale, if u instantly spit it out it's gona hit the one u didn't inhale.
HOPEFULLY u inhalled popo so at worst the quick punishment is a jab or something.
Bairs=easier gimping capabilities than mk's dair, as it flat out can beat IC's side b, sending them far back off, and lower at low %. also charge sidesmash is nice here, the range and power on that makes it easier to hit, something mk's fsmash lacks (i often take the side b when i try to time mk's fsmash to hit them off)
and if u grab one (right next to the other) i like uthrow instead of foward
its fast enough u can throw one up, it pushes the other back, u grab the other, throw up into the other, air chase original, repeat (also easy seperation, but don't look for grabs its risky as balls)
There's also the factor (don't know if u count in in the meta gameness of the matchup) that ddd is harder to inf. and takes longer to kill=more chances of messing up.
Only "gay" thing about the matchup is the edgeguards to be honest.
No IC's do it vs ddd cuz they're dumb and i may be regreting saying this.
All they gotta do from a grab is take to the edge into a fair spike, and grab ledge, wait for up b as nana still has ledge, get up, grab it, new grab inf. or fair spike again (keep in mind ddd doesn't get any jumps back in this process)
but yea, thats only one real advantage IC's have in the matchup that I see being a problem. And THAT assumes the DDD got grabbed to begin with.
Then if DDD does get a lead I feel he's harder to approach while platform camping than MK, but that's just me and my experiences.
Good Stages:
Battlefield, Norfair, Brinstar, Rainbow Cruise
Forget everything you know about what stages are in Dedede's favor. In most of your matchups, you'll want big stages with lots of space to camp and chaingrab. Against ICs you just want to take cover and try as hard as possible not to get grabbed. Due to the nature of Ice Shot, platforms are your best friend in this match since hiding under one can help you avoid it and platform camping can . All the stages listed are good for this reason. Lylat Cruise's tilting is also good for messing with their recovery, which is something you will likely need to do. Rainbow Cruise is particularly good since they can't spend too much time on their chaingrabs without risking suiciding. ICs aren't affected by stage choice a ton, so aside from moving stages and stages with lots of platforms they don't have many other weaknesses.Battlefield, Norfair, Brinstar, Rainbow Cruise
Bad Stages:
Final Destination, Smashville, Yoshi's Island Brawl
Large stages where they can camp and chaingrab the **** out of you. FD should usually be the stage you ban since it epitomizes what a bad stage is in this matchup.Final Destination, Smashville, Yoshi's Island Brawl