![]() ![]() ![]() If the Hitbox of the Hammer hit while the hammer was up above Popo/Nana's head (So the hammer would be at the purple dot), the opponent hit would go straight forward. (look at a clock if you don't know what I mean) As they swing their hammer, the hitbox's trajectory changes. When you use a forward air, they take out their hammers around the 3' o'clock mark. Imagine the Ice Climbers are at the Center of Rotation. This is a Free Body Diagram of a Centripetal Motion. (This is a tad hard to explain so let me do the best I can) The way their forward air works is somewhat like this: The Ice Climber's only good offstage move is their Forward Air, but it's hitboxes are odd and if missed you'll always get gimped. Like characters such as Jigglypuff, some of their smashes have a bit of a delay before the hitbox of the move comes out. Ice Climbers have fantastic on-stage edgeguarding skills, but they do take a little bit of time to get used to. ProTip: You're going to want to practice your movement a lot as the Ice Climbers. You can also do the same thing when getting onto a platform. The closer you are to the ground when you air dodge, the farther you'll go. ProTip: To Wave Dash, Short Hop (Tap the X or Y button on your controller) then Air Dodge (L or R) diagonally into the ground. Ice Climbers behind Luigi have the best Wavedash in the game, so use Wavedashes and Wavelands frequently. Icies excel in their horizontal movement, so use it to your advantage as much as possible. The Ice Climbers have excellent stage control, but not-so-great air control. ProTip: Nana’s reaction time to Popo’s (the two Ice Climbers) movements and actions are exactly 6 frames after Popo, or 0.1 or 1/10 of a second. You can do a Jump or Smash attack, but I like to use a Blizzard (Down+B). ProTip: If you get a grab with Popo, you can do an action with Nana. ![]() ProTip: If Popo is grabbed and Nana is nearby, use a Down Smash to get your opponent to let go of him! Remember that if Popo is busy and Nana is near she can still kinda move around, and vice vera. Remember, this will activate their recovery move and send the two into special fall. If Nana is not in hitstun, a helpless state, or has gotten hit you can use your Up+B to teleport her back to Popo. ![]() If she is a ways out there, totally away from the stage, let her die as you'll meet with the terrible fate by getting gimped by your opponent if you attempt to save her. Resyncing Nana to Popo when she is offstage is difficult. When your opponent doesn't, 99% of the time she'll kill herself. Though in Project: M she makes an effort to recover by herself, always assume she is stupid. Nana is your very own CPU controlled companion that you can control when she is close to you. ProTip: Popo's Down-throw can chaingrab and you can get multiple downthrows on lots of characters. ProTip: If Nana is grabbed, you can still fight with Sopo! Run up with him and do an attack to free Nana from the evil clutches of your rival! This is good for practicing Sopo combos, which you are going to want to do. Keep holding L or R as you select a stage and you can release it once the match starts. ProTip: When selecting Ice Climbers, hold L or R on the character selection screen until the match starts. Using Squall Hammer as a recovery move is more or less viable. His Squall Hammer (Side+B) has a little bit of height added onto it, but it's still extremely low. Sopo (or Sonana, depending on which costume you are using) is more viable in Project: M than in any other game the Icies have been in. Desyncs that require buffering like the hitlag desync won't work anymore.) (Please Note: Not all of the desyncs in this video will work in Project: M. ![]()
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