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Take a minute to help a newb?

gcboy

Smash Cadet
Joined
Mar 4, 2007
Messages
35
heya. first of all, yeah, i'm a newb. sorry, can't do anything about that but ask questions and try to learn now can i? now that that's aside...i started off playing as marth because of his range, nice aerials, and wavedash. because i liked these, i tried moving to luigi to have more fun with wavedashes and aerials. now i wanna start trying out the ice climbers because of a couple of things like their wavedash and hammers but mainly cuz desynching and stuff seems cool. so, just to clear some stuff up, can you answer some of questions for me?

1) seeing as how i'm kinda used to using aerials, i tried doing it with the ice climbers too. however, they dont really seem that effective. i read a guide and it said that you should try to avoid fighting in the air. is that true? i've heard some stuff abour the nair being useful and stuff so i'm not too sure what to believe. how do i go about the ice climbers' air game?

2) from what i've read and stuff, i've kinda gotten the impression that a big chunk of what one does with ice climbers is use chain grabs and infinites. am i mistaken or is that really all? what other stuff should i try to learn?

3) how do use desynching outside of exploiting grabs and stuff exactly? i've seen how you can use that block chasing thing, that nanapult thing, that drag nana while she's charging a smash thing and that have her do blizzard so you can smash and grab thing and they all seem really useful but is there anything else?

well, that's all i guess. sorry if the questions are dumb. yes, i've tried the search button. and thanks for reading/replying in advance :D
 

Lixivium

Smash Champion
Joined
Mar 26, 2006
Messages
2,689
1) IC's aerials are usable, not spammable (except for Up-air).

2) Grabs are the safest and most efficient way of doing damage to your opponent. Of course there's other stuff you can do, but you'd be an idiot not to use such a move with such great advantage.

3) Outside of grabs, desynching is used mainly as traps or to edgeguard.
 

Wobbles

Desert ******
BRoomer
Joined
Oct 9, 2006
Messages
2,881
Location
Gilbert, AZ
De-synching is also used to control space. You can have one of your IC's creating threats and hitboxes while the other remains free to act, which lets you retain a lot of control even while attacking or defending.

Tournaments are starting to ban the IC's infinite and not all characters can be chaingrabbed. So yes, those are the most effective things to do from a grab, but they aren't the only things worth practicing. The most basic thing to start with are your grab smashes, then try grabs into aerials.

Their aerials aren't bad. They're just overshadowed by the excellent aerials that most other tournament characters have. They have a lot of use, however.

N-air is nice because of it's speed, and it covers space on their body that the other aerials do not. You can use it to hit opponents who are about to jump and you can catch them out of the air. It also has pretty low knockback, but it's the only aerial you can connect with a d-throw against floaties at high percent when you're by yourself. (It might seem situational, but you'd be surprised how often that comes up).

U-air has a lot of priority. This makes it great as a juggler and as a method of neutralizing opponents above you. A lot of opponents like to camp platforms against IC's because it makes it way harder to grab. Up-air is probably their best tool for fighting this. You can also autocancel it from a short hop. I don't know the implementation for this, but maybe it could be really useful.

B-air is an incredibly powerful, fast, and ranged aerial. When you have the two IC's, it starts of doing about 22 percent and has amazing knockback. It also autocancels from a short hop. The major downside is it has nearly zero reach above and below you, so you have to have really good aim and timing to connect with it... you pretty much have to KNOW where the opponent is going to be moving to next. Also, even though it does have a lot of range, there are still a lot of moves with more range than it. It also has a hitbox inside of the IC's that lets you connect with opponents who are in front of you, but it has reduced knockback.

D-air has set knockback. This makes it neat as a chaingrabber, but very difficult to implement in normal combat. Almost every opponent can crouch cancel it, and you will NEVER beat a crouch cancelling an opponent because it's incredibly laggy and has such small knockback. Lame. However, it comes out REALLY quickly and against aerial opponents who happen to be right on top of you, it can be a nice disabler. There's also a neat situational combo with it, where you run off a platform and hit an aerial fast faller with it, but you won't see THAT cropping up too often.

F-air is really hard to use effectively because of the start-up lag, and it doesn't usually combo well. However, it acts as a nice substitute for d-air when coming down from above an opponent, because it usually slams the opponent into the ground when they CC it. It can combo fast fallers neatly when they're at moderately low percents. It has a wide arc of range above, in front, and then below and slightly behind you. So... I rarely use it, but it probably has more use than I'm finding for it at the moment.

I hope you read all that, it took awhile to write >_>
 

gcboy

Smash Cadet
Joined
Mar 4, 2007
Messages
35
Lol. Yeah, i read it. I'll save it too :p

Thanks to the both of you. Guess i've got tons to practice now, no?

**watches a couple of VODs, thinks he's better after watching them, plays against a level nine PC and gets creamed :/**
 

choknater

Smash Obsessed
Joined
Dec 25, 2002
Messages
27,296
Location
Modesto, CA
NNID
choknater
dair is underrated. sets up jabs and grabs, its hitbox touching the ic's is nice for close range stuff. just my 2 cents.

desynching is not as useful as people make it out to be. definitely master it, but use it sparingly. and also: ALWAYS MAKE UP YOUR OWN desynchs. it gives you flavor, and it helps you understand and appreciate the more advanced desynchs that people like chudatz use. don't just copy them, make up stuff.

make up grab combos too. they are ic's specialty. they have the craziest and most devastating grab combos of any character, similar to the likes of fox/marth/falcon and stuff.
 

BSeeD

Smash Journeyman
Joined
Mar 10, 2007
Messages
281
f air is good in a chain grab if you're next to the edge, to finish your opponent.
It's good too to make a SHFFL f air, in order to edgegard characters like Ganondorf or Falcon

Desynch is good in order to throw an ice block with nana, follow it close with popo and grab after the opponent is hit by the block or jump and hit ifthe opponent jump to dodge the block.

Then, i hae another noob question: how can i make this **** nanapult? i mean what are the buttons to use, step by step?
 

JesiahTEG

Smash Master
Joined
Jan 30, 2007
Messages
4,126
Location
Rochester, NY
**watches a couple of VODs, thinks he's better after watching them, plays against a level nine PC and gets creamed :/**
dont worry about that. lv 9's have weaknesses that can be exploited...but can be gay otherwise. I'm only going off topic on this because I used to think I sucked when I couldnt beat a lv 9, so dont let that make you think ur bad.

Umm...for the sake of relating to this topic...Wobbles is awesome and IC's rule.
 
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