The Ice Climbers are a very good and unique character. Like every other character, the Ice Climbers have advantages and disadvantages. Their infinite chain grabs and desynching ability land them a spot high on the tier list. They do very well against other top tiers and are a good second main.
Recovering
Squall Hammer - Squall Hammer can cover a very large vertical and horizontal distance. To use Squall Hammer mash B after it begins. It's capable of recovering from under the stage and near the bottom of Final Destination. Theres some lag when you land on stage if you don't land before the move ends. This can't sweet spot the ledge but if you get near it you will grab it during your helpless falling animation.
Ice Shot - Ice Shot gives you a slight vertical boost and stalls you in mid air. This only works once, though. Use this a lot during recoveries to hinder the opponent's ability to easily gimp you.
Belay - Belay has a great vertical distance. The only bad thing is when using it from far away or under the stage Nana often gets KO'd. Go into practice mode and jump off the edge and try to figure out where you can sweet spot the ledge from and where you can't. Squall Hammer is a better option if you can't sweet spot. Belay can also knock edge hoggers off, but only if Nana hits them.
You can resynch Ice Climbers by doing an aerial while near Nana with Popo. Also, if you're close enough to Nana Belay can "teleport" her.
Chain Grabs
Forward throw: Throw the opponent and tilt the control stick forward and re grab, the timings a little strict but it comes naturally once you get it down. Make sure you're not inputting a dash. If you have a loose control stick this is next to impossible. The timing differs from the first grab to the second. The timing for this is the same for all characters. Some are easy to grab such as Bowser due to their larger hurtbox. Ness and Lucas are kind of hard to chain.
Forward throw to Fair Nana: Do a forward throw and jump at the same time. Then DI forward and do a Fair. The opponent should fall to the ground and be in a weird standing animation in front of you. You can re-grab them. After 35% the opponent will lie on their back. You can use desynch'd Ice Shot to Ice lock them. The opponent can tech after 35% though. This can be used to spike the opponent if you're near the edge.
Down throw: Throw the opponent and walk forward slightly and grab. This isn't a very good chain grab but it's pretty easy. The timing differs from character to carry. The heavier a character is the longer the throwing animation will be. If you get a grab at 0% d throw to f throw is a good set up since it doesn't allow the opponent to mash out if done fast enough.
Down throw to Fair Nana: This is similar to the forward throw variant, except theres a delay between jumping and the down throw. If your opponent isn't good at teching you can buffer an Ice Shot re-grab after 35%.
Down throw to forward throw: This chain grab is really easy and a good opener. It can be done out of a dash grab immediately, whereas you'd have to wait to do any other ones except down throw to down throw. Just down throw and move Nana slightly forward and press grab, she shouldn't dash. Now tilt the control stick forward and grab with Popo. This has the same timing as the second throw in the forward throw chain grabs. The forward through should put you in perfect position to do any chain grab you want.
Back throw: Throw the opponent and input a dash in the same direction and grab immediately. If Nana doesn't turn around you didn't push the control stick to the rim or did it too slow. Nana should be right beside Popo this, if theres space between them you did it wrong. After this back throw you can do many things. The timing differs for different weights. Delay the grab a little for medium weights and a lot for heavy weights. Once you get the timing down it's really easy.
Back throw to down throw: Do a back throw chain grab and then tilt the control stick diagonally forward. Popo should walk forward while Nana d throws. Grab as soon as you see the animation of them bouncing of the ground. After you grab hold down the grab button for half a second. Nana should shield and slide to Popo. This is a very easy and good chain grab for light and light-middle weight characters. Make sure you're not walking far when you d throw. You don't want to give the opponent time to mash out.
Back throw to back throw: Do a back throw chain grab and then tilt the control stick back just enough so that Popo turns around. Nana should throw and grab when the opponent is over Popo's head. Popo shouldn't move at all, just turn. Nana moves a little on the first back throw though. This chain grab is harder than b throw to do throw, but faster. Buffered b throw chain grabs are the best, since it gives the opponent so little time to mash out.
Back throw to forward throw: Do a back throw chain grab and then buffer a forward throw. The timing is a little hard to get down since theres a delay between the forward throw and the grab. Popo shouldn't move if you buffered it correctly. This is a great chain grab for middle weights. You can also tilt the control stick slightly forward instead of buffering but you might go to far and it gives the opponent extra frames to mash out.
Hobbling: To hobble you throw your opponent in any direction (back and forward are easier and more efficient) and then foot stool. Immediately after the foot stool mash B twice. Your opponent should stand up similar to how he would if you Jab locked him. They will be helpless, allowing you to re-grab. The easiest way to hit the jump button three times quickly as soon as you throw. You have to DI forward when doing the f throw hobble. Make sure you Ice Shot twice immediately after the foot stool. You can also Ice shot lock out of this but it's not recommended. This is a good chain grab for heavy weights and difficult to do on medium and light weights.
Smash Hobbling: Do a hobble and then charge an up smash. Walk forwards and release the smash as they stand up. Grab immediately after the smash hits. Nana should be smashing. If Popo smashes you didn't Ice Shot twice. Back throw is much easier than forward throw when it comes to hobbling and smash hobbling. In order to charge the smash and still be able to grab you either need to claw and hit up on the C-stick and A or change your controls.
Theres a lot of possible variations. Pivot grabs are flashy and easy to do, only do them with Popo though. Nana's attraction
to Popo makes her harder to control and she moves slower. Be creative, but remember the faster you do these the better.
Desynching
I'm sure everyone has heard this before, but how is it done? Theres many ways to desynch and many that haven't yet been found.
Dash Dash Desynch: Do three dash dances and input a move. Alternatively dash back and forwards very quickly and input a move. One of the Ice Climbers should slide and do the move, while the other will just squat.
I'll finish this and add videos later ;D I love and miss you TBY. <3
Last edited by Deathfox on Wed Jun 16, 2010 9:04 pm; edited 1 time in total