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If you came here looking for sick gfys and impractical combos you're in the right place.
This post will be discussing and showcasing a variety of Ice Climbers' advanced techniques. Most of these are extremely frame-tight and very situational, so if you're interested in starting to learn ICs this is probably not the best place to start! I've included links to various other useful Ice Climbers information hubs at the bottom of this post, so check those out if you're interested in learning to play this unique character or just want to see more of the wacky stuff we can do.
And so without further ado,
- Inputs- Dash Back, Dash Forward, Input Ice Block on 1 frame pivot window (Only Popo will Ice Block because Nana can't pivot), Dash Forward, Jump, and Blizzard with Nana
By far the most useful thing in this post, this desync allows Ice Climbers to quickly set up a blizzard desync wall, try to bait the opponent into shielding to score a grab, or to take space and work your way out of the corner. This desync also only takes a very small amount of space and time to set up, eliminating some of the weaknesses of the double dash desync that has become a staple of most PM Ice Climbers play.
Z-Syncing and Unblockables
The next section of techniques I have to showcase are unblockables. This means that they are things that bait your opponent into shielding, but guarantee a grab if they do so. Obviously, this is a very scary situation to be in against a grappler character like Ice Climbers!
The first two of these setups utilize a PM-exclusive technique called Z-Syncing, which is one of the most theoretically powerful discoveries in the character's history. Z-syncing seems to work due to a glitch similar to Street Fighter 4's Plinking- Nana seems to prioritize Z-button and grab inputs over Popo's commands. What this means is that if we input an attack with Popo, and then hit Z or grab on the next frame, we can override Nana's AI and make her either grab or neutral-air, depending on if the Climbers are grounded.
Now, even at this level, this is an extremely useful tool! We can make the Climbers perform different actions instantaneously, without any prior desyncs! But Z-Sync goes even further. If you input another move on the same frame that you press Z (a frame after inputting a move with Popo), you can make Nana do that move instead. What this means is that its possible to make Popo up-tilt while Nana Blizzards, or to have Nana Blizzard while Popo up airs and covering yourself from your entire front. Though these techniques are extremely frame tight, the possibilities allowed through use of Z-syncing are extremely exciting and there is still much left to explore.
Now, into the Gfys!
- Inputs- Jab, Grab input on the next frame.
Wavedash Jab into grab has long been a staple of Ice Climbers play, but it has always been escapable if the opponent Smash DIs or if they shield the initial grab and buffer an option. With Z-syncing we can remove any leeway, having Popo jab and then having Nana Z-sync grab. The grab is guaranteed regardless of if the opponent shields or not!
Dash Attack/Grab Unblockable Z-Sync
- Inputs- Dash, Dash Attack, Grab Input on the next frame
Same idea as the jab-grab desync, but with a little bit faster burst movement over a shorter distance. Popo dash attacks and Nana dash grabs. If they shield it they get grabbed out of shieldstun, and if they get hit they get grabbed out of hitlag. Cool stuff!
Platform Warp Nair Unblockable
- Inputs- Jump through platform, Double Tap Z at the right time (Timing is different from stage to stage).
This nutty setup utilizes platform warping- a mechanic where certain moves distort the way your character is shaped and can cause them to snap onto a platform instantly. Because Nana and Popo don't jump the same way (Nana's jump arc is different since she's being pulled on by the Popoforce), we can exploit this platform warping and get some cool desyncs. In this gfy, I platform warp with nair and immediately grab with Popo- leading into platform handoffs regardless of if they shield or get hit by the nair. Since people are often comfortable shielding on platforms against Ice Climbers and you can condition them with poking short hop Up-airs from below, this can actually be a fairly useful setup.
1 Frame Nana Grab Exploits
Some of you might have seen my post about the 1 frame Nana throw window the other day. Suffice to say, there's a one frame window after Nana grabs someone where we can influence her behavior to either throw in a specific direction or pummel. The next 3 gfys show off some of that stuff.
Perfect Nana Pummels- Low and High
- Inputs- Handoff, pummel input the frame after Nana's grab connects (Timing after grab input varies depending on which hitbox you hit), Popo waveland grab, handoffs
Since we're able to make Nana pummel before throwing, we can take advantage of this delay to get Popo to a platform to follow up. If you're fast you can grab them on the way up and if you're slow you can grab them on the way down. Both are highly weight specific and can get a lot trickier with DI (turnaround grab can probably cover a decent portion of the platform if they're DIing)
Slightly More Practical Perfect Nana Throws
- Inputs- Handoff, Frame perfect Nana F-throw input (either one frame or two frames after grab hitbox comes out depending on your timing), Handoff, Frame perfect Nana F-throw input, Ledge Handoffs
To the untrained eye, this might just look like normal ICs BS, but the first 2 Nana fthrows are actually frame perfect ones that I used to carry Ness into guaranteed handoff range. Cool!
That's all I've got for you today folks, but hit me up with any questions or gfy requests in the comments. Hope everyone had a good Labor Day weekend.
Oh, and here are those resources I promised at the beginning.
Fig's Basic Guide to ICs Grab Options
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