Thanks for making this One thing I think is very important is learning to walk out of wavedash in both directions; combined with changing wavedash length it really helps you mix up spacing and timing walking in general is under-rated for holding space as ICs IMO
Great video! One piece of tech I would add though, that I've found pretty useful as a beginner climber: the roll desync -> nana ledgegrab (roll and shield like you're setting up a marth killer, then hold up and slightly away to buffer nana sh drift to ledge). Works well as an easier, but slower alternative to a sliphog
@@vrc3714 Yea it took me a while to understand it Like its not hard but for some reason when I first started my brain just couldn't understand canceling the jab But now its just second nature
When you do dthrow dair regrab, are there situations where you full hop dair instead of short hop and are you supposed to l-cancel after the dair if thats possible at all?
@@darkmist1361 i prefer FH dair when trying to send opponents behind me with the dair, as Nana can drift for longer before the dair hits the opponent. You generally don't need to worry about l cancelling the dair when short hopping, but when you fh dair it's good to do another z or L/R input to make sure Nana lands with as little lag as possible.
im sure this will help people that already learned to play melee with a real character but this kinda reminds me of this spreadsheet i saw from the pikachu discord where it was also a bunch of random tech that never let the new player actually learn to play. As someone who dislikes ice climbers i highly approve of this video. gonna have random people trying to do handoffs and whatever else rhymes with wobbling without ever learning how to walk on a platform without losing nana.
Ice climbers are way more reliant on their "tech" than a character like Pikachu since ICs fundamentals include things such as Nana management and understanding the basics of this character, which are all covered in tier 0 and tier 1 of this document and also in the powerpoint presentation on how the character is meant to move and what attacks are good in neutral. They are different from other characters, so they require slightly different fundamentals, but in the end you still need to get good at super smash bros melee, and there's no guide that will do that for you.
It’s great to see an ICs guide that isn’t ultra specific, or ultra general. Actually great stuff
Wish i had this resource when i started! Will be invaluable to new players!
You're the goat for this, thank you so much !
Nicki is awesome at explaining things! As somebody who has taken lessons from him, I highly recommend his coaching for personalized feedback!
Thanks for making this
One thing I think is very important is learning to walk out of wavedash in both directions; combined with changing wavedash length it really helps you mix up spacing and timing
walking in general is under-rated for holding space as ICs IMO
This is so goooood I’m so excited for the future stuff
Great video! One piece of tech I would add though, that I've found pretty useful as a beginner climber: the roll desync -> nana ledgegrab (roll and shield like you're setting up a marth killer, then hold up and slightly away to buffer nana sh drift to ledge). Works well as an easier, but slower alternative to a sliphog
How is this guy so handsome!!!
Nicki you really are ICs savior
THANK YOU
I think the Ice Climbers Tech Skill List is missing jab grab
Actually tho 😂, I’ve been learning icies for 3 months now and that’s something I see icies mains doing effectively, but I’ve yet to land one
@@vrc3714 Yea it took me a while to understand it
Like its not hard but for some reason when I first started my brain just couldn't understand canceling the jab
But now its just second nature
@@MagnusReardonYou aren't cancelling the jab
@@vrc3714 its essential to jc grab
wowowowowow🔥
I hated moving Ice Climbers up towards the end of the Adventure Mode F-Zero Grand Prix board without enemies.
When you do dthrow dair regrab, are there situations where you full hop dair instead of short hop and are you supposed to l-cancel after the dair if thats possible at all?
@@darkmist1361 i prefer FH dair when trying to send opponents behind me with the dair, as Nana can drift for longer before the dair hits the opponent.
You generally don't need to worry about l cancelling the dair when short hopping, but when you fh dair it's good to do another z or L/R input to make sure Nana lands with as little lag as possible.
Someone needs to do this for Luigi too
Everytime you make a come back with sopo you deserve the right to yayuuhhzz on your opponent
im sure this will help people that already learned to play melee with a real character but this kinda reminds me of this spreadsheet i saw from the pikachu discord where it was also a bunch of random tech that never let the new player actually learn to play. As someone who dislikes ice climbers i highly approve of this video. gonna have random people trying to do handoffs and whatever else rhymes with wobbling without ever learning how to walk on a platform without losing nana.
Ice climbers are way more reliant on their "tech" than a character like Pikachu since ICs fundamentals include things such as Nana management and understanding the basics of this character, which are all covered in tier 0 and tier 1 of this document and also in the powerpoint presentation on how the character is meant to move and what attacks are good in neutral. They are different from other characters, so they require slightly different fundamentals, but in the end you still need to get good at super smash bros melee, and there's no guide that will do that for you.