Work in progress, this line will be gone when I'm done editing the post. Yes, I've been mad lazy and neglected this for a while >.<
hi cura! /namesearch
note: forgive me if I seem to loop around a lot with my words, I'm kind of just typing things as they come up in my mind.
The IC's match-up is without a doubt my most-played match-up, as I play with cura at least a few days out of the week, usually. Admittedly, he doesn't use them much in friendlies, but we always do serious sets at the end of the day, where he does go IC's for at least a couple solid games. I still don't win most of the time, but that's because he knows me and yoshi really well at this point, and he is a better player than me in general. This is a key point here: I'm not an amazing player, I'm just good at the match-up, and mash really really freaking fast. Emphasis on the second part, a tutorial of which I'll also include.
I did get to test out my mu knowledge against other IC's at Apex, however, and went last hit in a set against meeep, having a lot of fun in the process, as well as beating a few other ICs in mms. (remix, you're free!) =) So here we go, my unabridged opinion on the mu (possibly abridged if you read this too early lol, ima finish this up tonight):
Stage selection is always the first part of a match, so let's start there. Ice Climbers don't like platforms. Personally, my two favorite stages against IC's are Yoshi's Island, and Battlefield. Yoshi's Island has one long platform in the middle that tilts back and forth, which Yoshi can maneuver around really well to camp them. It is a small stage, however, which generally is an advantage for IC's, because they want to close the distance on you as quickly as possible to try to get a grab. However, the other plus on this stage is the irregular ground, which can help to mess up chain grabs. Of course we also have all of our slope shenanigans here to employ against them.
Battlefield is probably my favorite of the two, because of the way the platforms are situated. If you manage to separate nana, BF helps a LOT with juggling, with the two distinct platform heights. Of course, You won't always want to go for vertical kills, so this isn't everything, but the platforms are also really good for moving around to avoid the ICs. It's also bigger than Yoshi's, allowing for more abuse of Yoshi's mobility.
A lot of people like smashville against ICs, because of the moving platform allowing you to camp on it while it is offstage. However, there are a few things going against you here. First off, sv is small and flat, perfectly ideal for ICs playstyle. Secondly, as soon as that platform gets back onstage, you are forced to take to the air, in which time they can force you into a bad situation because you are in their part of the field now, horizontally speaking, and you aren't guarding that platform anymore. Again, this is just a personal opinion, but I really don't think we should be taking ICs to smashville when there are much better camping starter stages out there. Sadly, we aren't MK and can't scrooge ICs. You guys are welcome to tell my why you think I'm wrong on this, though.
Now that game one is starting, what do we do? There are multiple approaches we can take in this match-up. Obviously, platforms are our best friend here. And camping is our middle and last name. Together, the two combine beautifully. Basically, you get on the platform. You know that they are going to try to shark you with uairs, but that's just one move, and you know it's coming, you just need to predict when and where. Yoshi has such amazing mobility that we can maneuver around these uairs pretty well and get a punish in there to boot. Also if they aren't directly below us and aren't expecting it we can drop with an aerial for a really quick transition to nana **** mode.
As you probably already know the key here is to separate the two climbers so you can gimp one or the other, usually nana first. Now the trick here is to put on climber in a vulnerable position without in turn making yourself vulnerable to the other IC. This is where grabs and egg-lays that we love so much become complicated to use, because of their end-lag. If the IC expects that one is going to be grabbed, they can just prepare to punish with the other, usually resulting in a reset, which is not good for us. So like everything we do in the mu, the element of surprise is key. Don't get read, cause it will hurt you.
This is not to deter you from ever grabbing or egg laying because they are really useful. Whenever you can separate the two, do it. In my experience, the solo popo, or sopo, is almost always playing at his worst when he is trying to get nana back, and we need to take advantage of this. Of course if nana is separated you want to pay particular attention to her, but don't ignore popo because you can get some free damage in there too while he's occupied with reunion.
Key Nana Habits:
1. When you knock popo off-stage, she will ALWAYS full-up offstage after him. In the case of you throwing him off, I like to jump after her and nair her further offstage. In my experience our fair is too slow to hit her with because she will just footstool you =(
2. Like your typical cpu, she will airdodge when hit. Just hit her after the airdodge =D
3. Uair juggling comes super easy with her, as long as you can handle popo.
4. This isn't a habit but still really important: popo can resynch with her from a surprisingly far distance with either squall hammer or their up-b. If you think you have nana ledge-hogged, you probably don't because of this, just hit her again, stage spike her with a nair or something.
post to be continued later, but there's a lot more to go!