I don't think you land (I'm too lazy to check) before you get re-grabbed.Īt higher percents, it's just a tech chase. Last appearing in the 1985 NES classic, Ice Climber, Popo and Nana act as one playable character in SSBM. At low percents, meteor cancelling with jump is your only out. It's a tech chase where you absolutely shouldn't miss tech, because that's what they're expecting you to do. Otherwise, just make sure you hit the tech. Tech away is usually hard to cover with grab, but it varies by situation. (both) Alignment: Neutral Good The Ice Climbers named Popo (blue) & Nana (pink) are two children that climbs ice mountains to take back their stolen vegetables by the giant condor. If you DI to a platform (or if you don't DI but end up on a platform) then you've gotta be really careful about getting grabbed on the platforms: since they're small, it's much easier to set-up guaranteed hand-offs on them. Series: Ice Climber Age: 8 Sex: Popo (male), Nana (female) Birthday: N/A Height: 2’11 (both) Weight: 92 lbs. If they down-throw up-smash you, there's a few things to consider. If they guess wrong (or don't cover one) then you get out. Safer is to play another mix-up, where you buffer roll in either direction or a spot dodge. If you're a god, you can then shine their re-grab attempt, but this is very risky. You only need one SDI and one ASDI input (IIRC), so it's kinda free if you're prepared for it. Nana will stand behind Popo and together the two of them will each tilt their heads and bodies left or right but going in the opposite direction of each other. As a Fox, you'll want to DI and SDI down and away. Standing next to each other, the Ice Climbers will jump up and down five times in celebration of their victory. Some ICs prefer the not-RNG "do something with Nana" approach, such as down-throw d-air re-grab, down-throw up-smash jab reset, or up-throw f-air meteor re-grab (or jab reset), to name the most common.ĭown-throw d-air re-grab is the most popular by a large stretch. if they reverse it you may have to wall tech). Otherwise, the follow-ups are either f-smash (DI and SDI as best you can), f-air (be ready to meteor cancel), or b-air (be ready to DI and SDI. She's always going to forward throw, but she might pummel a ton and you can mash out before she throws. Nana will pummel a random amount of times, so you should absolute be mashing when Nana grabs you. If your opponent gets enough RNG (or gets a grab in a good spot) and gets you at the edge of the stage or a platform, then the hand-off is almost guaranteed. If she up-throws, Popo will probably go for b-air. If she back-throws, make sure you hit the tech or you can get down-smashed or jab-reset. Whenever Nana grabs you, there's a 50% chance she'll up-throw or back-throw you. If your opponent is going for hand-offs, then you're praying to RNG. Hand-offs, which are RNG unless you're at the edge of the stage or at the edge of a platform. There are generally two punish strategies for an IC's punish: Just that you two are having fun dressing up as them. But when it comes to team cosplay, it doesn't matter what relationship they have. The codec mentioned says that they have an 'inseperable bond', but doesn't really say the nature of their relationship. First thing to recognize is what the ICs is going for. The instruction Manual for the original Ice Climbers game says nothing.
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