Sorry for taking forever to do these boys & girls. Hopefully it was worth the wait tho
Ice Climbers
Game Start:
Camp your projectiles. In this case, it’s better to use your laser instead of gyro because the gyro can be blocked with the Blizzard and ice block, but the laser ignores these options. If they shield or jump over your laser, no worries because since its Long range, it’s completely safe to laser them.
Long Range:
ROB wins. ROB out camps the ICs at this range. This should is always where ROB will want to be in this matchup. If the ICs try to counter camp with ice blocks, use the gyro to block them by just standing behind it while it’s on the ground. They can’t do anything to bet the laser, they can only block/avoid it, so standing behind a gyro and spamming laser every second is a solid camping strategy.
Middle Range:
This is where things get tricky. Medium range is rather even because both characters can hit the other at this range. The ICs will try to shield your projectiles and reach close range. Be careful not to be stuck in a laser or gyro animation when they are trying to get close. You have to hit them away. Another approach they will use is to short hop or full hop and then blizzard in front of you. This is really good shield pressure and its one of the ICs attacks that deals the most damage. It can also shield poke so make sure you have a full shield ready otherwise you will have to SDI out of the blizzard (upwards) and retreat to another location. If you shield the entire blizzard, punish accordingly (depending on the spacing). An Ftilt will always reach them in time but the window is very small s make sure u can get in and out in time. The final approach that is common is to short hop, full hop, or even grounded squall hammer into you. This will knock us into the air if we fail to shield the entire thing. If it results with ROB in the air, the ICs will attempt to Uair the ROB. Just retreat to a safe location. If the entire thing is shielded, then it leaves an opportunity to punish, but from my experience, the window Is either extremely small or nonexistent. I have Dsmashed the ICs after the squall hammer approach only to find myself attack their shield, and getting grabbed. To solve this, I started grabbing the Ics after the squall hammer into me. The Ics have then learned to jab after squall hammer and the Dsmash will beat their jab. Therefore it’s a 50-50 mind game. I would not Dsmash but instead grab them (until they punish my grab attempt) because the risk, reward of Dsmashing them is not in ROB’s favor as he will get grabbed. The squall hammer can be stopped with any aerial, or any projectile, as well as an Fsmash or Ftilt, so if u can react, you can punish the squall hammer attempt.
Close Range:
ROB Loses at close range simply because of the ICs grab game. The ICs can power shield anything ROB does and get a free grab. Most moves will only hit the leader because the hit box won’t extend past the leader (moves include jab, dtilt, ftilt, utilt, fair, etc). If these moves are power shielded, the ICs will get a free grab and will continue into the chain grab. Moves that extend past the hit box of the 1st IC and hit the 2nd one (Nair, Bair, laser, etc) will result in knocking the CPU away because of the 6 frame delay for the CPU. ROB’s attack will still get power shielded and he will still get grabbed, but there will only be one IC near him, so mash out of the grab unless the IC just throws you.
Above the opponent:
This is a rather bad position for ROB. ROB does not protect underneath himself very well. The ICs can Uair very fast so there will be no time to Dair or Nair (the only moves that will hit below ROB). There is also the chance of getting hit with an ICs upB with they will use as a mind game in an attempt to kill you off the top. This will most likely happen only If they landed a Uair on u as a semi-setup. The ICs can also combo Uairs into each other at low percents and Rob can die at like 140 from a fresh Uair if he is distance from the ground is equal to the highest point of his full hop. Get down ASAP. When landing, if the ICs chase you, it’s best to Bair them while you land. If the Bair is power shielded and the hit box doesn’t extend past the 1st IC, you will get grabbed and the CG’d to death. Make sure to use you Bair high enough to reach the ground when it auto cancels (and fast fall the Bair to give the ICs less time to catch up to you), then either run since your faster than them, or Dsmash.
Recovering:
The Ics aren’t amazing at intercepting recoveries. They can try and Fair/Bair u offstage but u can just fair/nair their attempts. Getting to the edge shouldn’t be a problem at all.
Edge Guarding:
Use Bairs to edge guard the ICs. You can also use the gyro (try and plant it right on the edge) to force them to get up. Nair also works. Try to cover as many options as you can. When being edge guarded, you can jump the desynched blizzards and then fly back to a safe spot on the stage.
Separating the ICs:
These are some of the methods I have discovered to separating these guys.
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[*]Grab one of them (preferably the leader). Jab (to hit the other one away), then back throw. Then Dsmash the partner. It’s not as easy to do if you grab the partner)
[*]Dsmash them. Sometimes they fly in opposite directions, other times they will fly in the same direction.
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There are several other ways to separate them; however that would require a mistake on their part (such as not blocking something, etc)
Keeping them separated :
When going after the CPU, you can either Fair it off stage, then upB reversed Bair. Another option is to Nair it off the top. Watch out for the player trying to attack you while you attempt to gimp the CPU. If the CPU is far enough away that it is certain that she will not make it, fight the player instead. Grabbing the player character and jabbing him or just waiting until he releases will stop him from being able to save the CPU
Fighting sopo :
Out camp him, time him out, nothing he can really do. If you are at kill percents, make sure to really stay away. Don’t fair him cause if he shields it, it’s a free Usmash. Sopo has a very small chain grab on ROB (although in my experiences there isn’t on at all). DI up and mash jump and you will footstool him out of it. Not many things sopo can do that are very safe. Watch out for the blizzard attempts, try and get him offstage, then predict the recovery and either Bair or Fair it. However Fair can probably save him so try and Bair him to death.
Stages
Battlefield is a very small stage and the platforms offer the CPU several options of escape. They will jump to a platform to avoid you. FD is said to be a god stage by several ROB mains because of the ability to camp on such a long stage, but I feel that without a platform, ROB’s game is severely hindered against the IDs as more than often you will need a safe place to land. Smashville is the most ideal starter since it is fairly long and has a platform that even reaches beyond the level with will be necessary to avoid edge guarding. The YI can be good since the gyro won’t be able to get picked up in certain locations, and u can Ftilt thru the gyro to hit the Ics. Same with Lylat. The Uneven surfaces also help against iceblocks, and their chain grabs. Delfino is another great starter to take them to since they ground game really has to change with the transition of stages, (and the transition messes up chaingrabs). Halberd allows for sharking, and while on deck, the stage is long enough to camp. The worst part of castle siege is stage 3. Stage 1 makes it easy to get them offstage, and from there you can just edgeguard with Fair and Bair, and stage 2 is nice and long, so you can camp and run all day. PS1 can also interrupt their chaingrabs, it has very few platforms, and it’s a long stage, and the transformations benefit us more than they to the ICs.
Jungle Japes, Brinstar, Frigate and Rainbow Cruise are all great stages against the ICs. Camping on japes is exceptionally benefited by the separation of the terrain. Brinstar messes up chaingrabs, Frigate not having a ledge on one side screws with nana, and the flipside has an uneven surface, and Rainbow cruise’s 2nd state is extremely airbased.
Ratio
The Ice Climbers have an infinite, decent ways of getting in, and beat ROB close range. My Ratio is 55-45 ROB favor for winning long range, being able to separate them well, having the tools to stay off the ground when he needs to, and his gimp ability.