![]() Up-Air at low percent can hit multiple times. It is an unsafe move, as it's hard to space on a moving opponent, and it sends the opponents at an angle most of the time, which will kill followups. The last hit of Up-Tilt pops your opponent into the airĭash Attack- Dash Attack can setup for juggling as it hits the opponent into the air. Up-Tilt- Up-Tilt is also a great setup move for juggling. It deals great damage and can lead into an Up-Air easily.ĭown-Throw- Not likely since, you'll most likely be chaingrabing them when in this situation, but it can lead into an Up-Air most of the time. Squall Hammer- The last hit of Squall Hammer pops the opponent into the air. There are a few ways this can be accomplished. In order for you to juggle your opponent with Up-Air, you need to hit them into the air. Here are some examples: (Note that either Nana or Popo can do the action) With Desynching, you can use one to juggle and the other to cover you on the ground. The Ice Climbers are fairly slow in the air and on the ground. Juggle traps severely limit your opponents options for landing. If they end up below Metaknight via Airdodge, he can D-Air. If they fall without any action or Airdodge, Metaknight can N-Air. If they Airdodge, he can drop under them and Up-Air/Up-B. Based on your opponent's reaction, you can punish them accordingly. Juggle Trap is a type of frame trap that makes it difficult to land. Combined with Desynching, you can set up some awesome juggle traps. The Ice Climbers seem to bring out the worst in their opponents.resorting to camping and running out timers in matches avoiding getting grabbed.Īs many people may know, the Ice Climbers are awesome at juggling.One of the worst grab ranges in the game.It seems like they're very weak from directly below because arguably their worst move is their only option in this situation. ![]()
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