Each mountain level consists of eight layers of colorful ice and a bonus stage. The only tool they carry is a wooden mallet to carve openings in the ice above and to club enemies. The first player controls Popo, a boy wearing a blue Eskimo parka, while the second player controls Nana, a girl wearing a pink Eskimo parka. In some European countries, the NES console was sold bundled with the game, increasing Ice Climber's familiarity outside Japan. In Ice Climber, the characters Popo and Nana, collectively known as the Ice Climbers, venture up 32 ice-covered mountains to recover stolen vegetables from a giant condor. Ice Climber is a vertical platform video game developed and published by Nintendo for the Nintendo Family Computer in Japan and the Nintendo Entertainment System in North America in 1985. Unfortunately, this game is currently available only in this version. Again, be sure to hit your tech.If you think that the game in your browser doesn't work as it should, try to choose another online emulator from this table. 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. ![]() 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. 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. 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. As a Fox, you'll want to DI and SDI down and away. 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: First thing to recognize is what the ICs is going for.
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