i play myl's marth a lot lately and marth can establish a lot of momentum off those "1 or 2 hits"
marth has to get ic's in a spot where they can't freely initiate a desynch, which is basically at the top of marth's sword range. at that range, dtilt, side B, and jc grab are all good ways of putting the pressure on. marth likes bringing them to the edge bc their off the stage game is so weak.
when edgeguarding ic's, you just have to remember all their options. it's just like falcon. his recovery options are small, but enough to mix people up. ic's are similar, though a little better than falcon
both ic's:
- side B
- up-B
- up-B ledge trick where popo grabs the ledge and nana flies up
solo ic
- side-B recover high
- side-B through opponent
- sweetspot up-B
- air dodge
for popo to use up-B to save nana, nana must NOT be in a tumble state. if nana was in a tumble state and still has to double jump, she will have to fall to about stage level or below before she uses her double jump. when she double jumps, popo can teleport her to himself to use up-B from a really big distance.
when i was playing m2k, he discovered that when ic's use up-B, nana will ALWAYS try to land near the edge of the stage that she's coming from, no matter where popo goes. it's basically the worst spot she can go. just remember that she has invincibilty and a hitbox on the way up, but you can hit her out of her descent. basically if ic's are forced to use up-B (usually a case when popo has to wait for nana's double jump and then save her), you can either get off on popo so that he can't go save her, or you can just let them up-B and then charge fsmash or neutral B or tipper nana when she lands. nana is SUPER FREE if they up-B, but most people who aren't aware of the invincibility get stupidly blown up. just wait for her to fall down by the ledge.
as for solo popo, he will almost always try to recover high. in fact fly recovers high way more often than i do, because air dodging to the ledge is super risky and can be easily hit by marth. so what you should do here is watch popo as he's falling, and try to anticipate and intercept his side-B used from ANY height during his descent. so try not to jump too high too early, but jumping high at the right time is great so that you can stop his side-B, or at least intercept popo on the top platform. i'm sure u can figure out the nuances jr
if you can't edge guard them, you can wait for them to land, but you have to put on the pressure IMMEDIATELY. CHASE THEM if they happen to recover. don't let them get in a good spot. if they get a chance to land and roll/wd around, they are already at an advantage. ic's are pretty susceptible to spaced dtilt pressure or grabs after they land.
as for getting through blizzard........
i can't help you there
LOL
(it's actually because i don't know how to get through it myself.)
but JR i think you already know how to deal with it. i think what you can do is learn how to pressure better after getting those "1 or 2" hits, cuz basically that is all any character needs vs ic's. ic's are a character who can't do anything whenever they want. vs marth, they have to set up first, because marth wins the fight easily if there are no projectiles on screen, as long as he doesn't get shield grabbed.
one thing that i saw ken do often is space tippers vs ic's even if they're shielding. obviously u have to get really great at tippers because if you whiff an fsmash, or hit their shield with a non tipper, you're dead. but if you hit their shield with a tipper, they have too much shield stun and are pushed SOOOOOOOOOOOOO far. ken would also try to tipper nana at like 30% and she dies.
generally you are a very reserved player, so if you ever play me or fly next time, try out more things that are aggressive. even if you get blown up a lot for making stupid moves, you're never gonna figure it out unless you try approaching!
if marth and ic's are zoning each other the whole time................ ic's win haha.