Kyu Puff
Smash Champion
I haven't read about any of these in the desynch guide, so I'm going to assume that most of this is unknown.
Everybody seems to agree that Final Destination is the best stage for the Ice Climbers, so I've been testing some ideas out on platform stages like Battlefield, Yoshi's Story, or Dream Land64. It seems like there's still a lot of potential in these stages, even if it may appear that they're more evenly matched on FD.
To start off, there are some basic strategies that can be implemented with platforms. First, the platform waveland. Basically you full-jump so you are right above a platform, then waveland onto it, which sets you up for grabs and lets you navigate the level freely (commonly used tactic for Luigi). The IC's, having one of the best wavedashes in the game, can take advantage of this.
Second, Ice Blocks are seemingly more useful on a stage with platforms than on something completely flat like FD. While they can be used as an approach method on FD, you can actually spam them effectively on this kind of level. By desynching you space them apart, which gives you one free character to use or to protect the other Climber. If you jump with one while leaving the other IC on the ground, you can also have the Ice Block slide across upper platforms.
Ice Blocks can also be edge-cancelled, by wavedashing backwards on a platform (or the edge of the stage) and shooting them right before you reach the edge. The momentum of the wavedash pushes you off, and it cancels any animation you are currently in. So if you are currently shooting the Ice Block the animation will be cancelled out and so will the Ice Block, but if you already managed to shoot one it will continue and both ICs should be free. I don't see this being particularly useful because the timing needs to be so precise.
Now for the important part of this post: there are various ways to desynch from an edge-cancel. If you've ever wavedashed off of a platform and seen Nana jump up, it's because Popo leaves her box as she teeters. You can see this by wavedashing forwards to have them both teeter (Nana is usually resistant to this and will only do it forwards on platforms). Then move backwards with Popo; once you move a little out, Nana jumps up. This is an easy way to desynch them, although not the most convenient.
That brings me to the next one. If you wavedash or platform waveland (PWL) forward to have them both teeter, you will only control Popo. You can do any move with just Popo, and after you leave the platform you are able to continue this desynch.
Those are both relatively narrow, but here's a pretty nifty one. First wavedash backwards off a platform (easier backwards than forwards, because they often stop at the edge if you do it forwards). When Popo is leaving the platform, input an aerial. Because Nana is slightly behind you, her aerial will be edge-cancelled, and she'll just free fall after you! Then you can do whatever you want with Nana, and continue with desynch'd smashes/whatever once you land. This can be done quickly by PWLing backwards.
Something strange: Jab or f-tilt seems to cancel out the teetering animation... If you wavedash backwards, and jab when you get to the edge, you will stop to do your jab (it won't be cancelled) and then you'll just fall vertically off of the edge.
One more way to desynch on this kind of level is by jumping up as if to do a PWL, but airdodging a little early. Because Nana airdodges after you, she will be a little higher, so if you time it correctly you can have only Nana waveland. As she reaches the end of her wavedash (or slides off the edge) you can control only her as Popo falls and lands.
My thought is that sometimes it can be a good idea to counterpick Battlefield over Final Destination (even if usually not). It throws off the opponent, and also opens up some cool options for combos and desynchs.
I know my writing is very convoluted and hard to understand, so if anybody doesn't get what I'm talking about, I can make a video to illustrate it.
Everybody seems to agree that Final Destination is the best stage for the Ice Climbers, so I've been testing some ideas out on platform stages like Battlefield, Yoshi's Story, or Dream Land64. It seems like there's still a lot of potential in these stages, even if it may appear that they're more evenly matched on FD.
To start off, there are some basic strategies that can be implemented with platforms. First, the platform waveland. Basically you full-jump so you are right above a platform, then waveland onto it, which sets you up for grabs and lets you navigate the level freely (commonly used tactic for Luigi). The IC's, having one of the best wavedashes in the game, can take advantage of this.
Second, Ice Blocks are seemingly more useful on a stage with platforms than on something completely flat like FD. While they can be used as an approach method on FD, you can actually spam them effectively on this kind of level. By desynching you space them apart, which gives you one free character to use or to protect the other Climber. If you jump with one while leaving the other IC on the ground, you can also have the Ice Block slide across upper platforms.
Ice Blocks can also be edge-cancelled, by wavedashing backwards on a platform (or the edge of the stage) and shooting them right before you reach the edge. The momentum of the wavedash pushes you off, and it cancels any animation you are currently in. So if you are currently shooting the Ice Block the animation will be cancelled out and so will the Ice Block, but if you already managed to shoot one it will continue and both ICs should be free. I don't see this being particularly useful because the timing needs to be so precise.
Now for the important part of this post: there are various ways to desynch from an edge-cancel. If you've ever wavedashed off of a platform and seen Nana jump up, it's because Popo leaves her box as she teeters. You can see this by wavedashing forwards to have them both teeter (Nana is usually resistant to this and will only do it forwards on platforms). Then move backwards with Popo; once you move a little out, Nana jumps up. This is an easy way to desynch them, although not the most convenient.
That brings me to the next one. If you wavedash or platform waveland (PWL) forward to have them both teeter, you will only control Popo. You can do any move with just Popo, and after you leave the platform you are able to continue this desynch.
Those are both relatively narrow, but here's a pretty nifty one. First wavedash backwards off a platform (easier backwards than forwards, because they often stop at the edge if you do it forwards). When Popo is leaving the platform, input an aerial. Because Nana is slightly behind you, her aerial will be edge-cancelled, and she'll just free fall after you! Then you can do whatever you want with Nana, and continue with desynch'd smashes/whatever once you land. This can be done quickly by PWLing backwards.
Something strange: Jab or f-tilt seems to cancel out the teetering animation... If you wavedash backwards, and jab when you get to the edge, you will stop to do your jab (it won't be cancelled) and then you'll just fall vertically off of the edge.
One more way to desynch on this kind of level is by jumping up as if to do a PWL, but airdodging a little early. Because Nana airdodges after you, she will be a little higher, so if you time it correctly you can have only Nana waveland. As she reaches the end of her wavedash (or slides off the edge) you can control only her as Popo falls and lands.
My thought is that sometimes it can be a good idea to counterpick Battlefield over Final Destination (even if usually not). It throws off the opponent, and also opens up some cool options for combos and desynchs.
I know my writing is very convoluted and hard to understand, so if anybody doesn't get what I'm talking about, I can make a video to illustrate it.