In the Iceberg, a Wax Charm will increase the distance of a successful catch, and a Sticky Charm will reduce the distance of a miss. The Incompetent Ice Climber mouse can be encountered in the Slushy Shoreline when Softserve Charms are not armed. The Incompetent Ice Climber Mouse has no specific preference for any kind of cheese. well, not very good at it, but it's not his fault! These tools are really specialized and kind of hard to get a handle on! Mouse Group: Icewing's Invasion (Bergling)Įverybody's gotta start somewhere, and this mouse is starting at the bottom and working to the top! They are known to drop War Scraps as loot in the Slushy Shoreline, and Hunting Research, Satchel of Gold, Sticky Charms, and Wax Charms in the Iceberg. Discussion on grabs would also be appreciated.The Incompetent Ice Climber Mouse is a breed of mouse found in the Slushy Shoreline and the Treacherous Tunnels zone of the Iceberg location.
#Ice climber chain grab free
If I'm missing any other CONFIRMED grab combos/chain throws that work (not ones that can be DI'd out of extremely easy), please feel free to post. But if I am the only one who can get videos, I'll do it. It'd be a great help if you guys could get videos, as I doubt you would want my crappy video quality. Once the community gets going, I'm sure more and more combos will show up. Pretty much that is all there is at the moment. Make sure you do not dash too far, or else you will not grab them in time. The timing of this is a bit hard, so practice until you got it. From here, you would have to either jab to get him to stand up or techchase. So if he is hit at 26% or higher he will land on the ground. If the opponent is hit when his percentage is >25%, he'll land on the ground laying down. Meaning that if you grab at the middle of Final D, you will be able to land a third f-air with Nana near the edge (after d-throwing of course) and hopefully landing a successful kill of the stage because your opponent was still in shock. This might not sound that great, but this combo can cover 1/2 of Final Destination when all three parts are done twice. Popo's grab takes 6% and Nana's f-air takes 12%, meaning that you will be able to do two Nana f-airs and two Popo re-grabs from 0%. KEEP THIS IN MIND: The opponent will ALWAYS land standing up if you f-air with Nana when his percentage is ≤25%, meaning if he is at 25% or lower when you hit him, he will land standing straight up, allowing for a re-grab. IMPORTANT: Like Som said, there will be times when the opponent will land standing straight up. No joke, I do this ALL the time and it is extremely easy that I can even do it 100% perfectly online- even with the lag. This grab combo, in my opinion, is the IC's "ken combo" at the moment.
You could for example initiate a backthrow chaingrab if nana is behind you or a forward throw if she's infront of you.Ĭlick to expand.The main thing I'll be concentrating on will be the bolded part. This is opposed to the back throw or forward throw chain grabs which you can compensate and readjust easer. Possible the second easiest its heavily reliant on spacing and is the mostly doesn't work when your climbers are de-synced. after the first throw you have to run forward and re-grab into down throw. (4) down throw running across the map, this combo demonstrated by Paxz follows the same principle as the back throw but its done with the down throw instead.
(3) the same as back air air but replace it with forward throw More testing needs to be done to see if opponnents can't reliable tech roll out of this. this is a decent combo first mentioned by virtual void, and is great for inflicting heavy damage quickly and is moderately easy to do. If they get knocked down then jab them with a forced wake up an attempt to re-grab. (1) grab nana spike with f-air, re-grab if they appear to be standing after the spike. Updated * there are a couple variations on the chain throws Here's the input (1) popo grab (2) back on the control stick (3) back & z for nana to regrab (4) forward on the control stick, this will toss you opponent forward and set popo running (5) finally f-air for the spike and kill if off the edge. Its easer on big characters ie- Donkey but I've tested it successfully on pikachu/lugi and got it to work.įor now the timing is really hard so I'm focusing on one rep and one main combo with it. Popo grabs and back throws when he back throws there's a couple frames where the opponent is "bounced" on the ground before he goes flying. This is how it works, you need nana nearby.