Here is my WIP guide on playing Ice Climbers without wobbling.
For all those who don't know (which you probably should), Wobbling is an infinite combo in which ice climbers abuse the hit-stun mechanic of Melee. In Melee hit-stun can be refreshed on a character by constantly hitting them while they're in hit-stun, basically not allowing them to make any hard inputs. because Ice climbers are considered two entities in the games that can give hitboxes, they can constantly refresh hitstun from a grab. the basic process is to grab with IC's start a pummel, do a d-tilt/f-tilt with Nana, then pummel again with Popo. the repeat. This guide will teach you how to play without
Here are probably some questions you might have.For all those who don't know (which you probably should), Wobbling is an infinite combo in which ice climbers abuse the hit-stun mechanic of Melee. In Melee hit-stun can be refreshed on a character by constantly hitting them while they're in hit-stun, basically not allowing them to make any hard inputs. because Ice climbers are considered two entities in the games that can give hitboxes, they can constantly refresh hitstun from a grab. the basic process is to grab with IC's start a pummel, do a d-tilt/f-tilt with Nana, then pummel again with Popo. the repeat. This guide will teach you how to play without
Q: Why would you wan't to play without Wobbling, isn't that the thing that makes Ice climbers good?
A: If you're an Ice Climber player that heavily relies on wobbling, it's more of a crutch than it is a tool. By learning to play without it you learn to use all your options, rather than just wobble.
Q: How can you possibly make Ice Climbers good without wobbling.
A: Although it is hard, it's possible. the main thing is to full abuse your ability to desync Nana in various different ways to gain a slight advantage or an approach option. generally speaking most Ice Climber's don't approach because their ability to double shield for easy shield-grabs. but learning to approach with Nana can really tip the scales if need be- though insanely risky.
Q: How bad are the Ice Climbers' match ups without your playstyle?
A: In my opinion, Ice Climbers have a losing match up against all top tiers, except Falcon and Puff, who I believe have a neutral match up. The Spacies and other top tiers have moves that can beat out most of the Ice Climbers' moves. And of course there is also Peach. With, or without wobbling.
Pros
+Will improve your neutral game.
+ Give you more options.
+ WIll make you understand desyncs better
+If you get used to this style, wobbling again will give a huge boost in power
+Stylish handoffs
Cons
- Removes your strongest move
- forces you to be more patient
-Relies more on tech skill and handoffs
- Will lose a lot more games early on.
PART 1: Basics+Will improve your neutral game.
+ Give you more options.
+ WIll make you understand desyncs better
+If you get used to this style, wobbling again will give a huge boost in power
+Stylish handoffs
Cons
- Removes your strongest move
- forces you to be more patient
-Relies more on tech skill and handoffs
- Will lose a lot more games early on.
So to start, the basics of Ice climbers is to find openings for a grab that'll allow them to either wobble or grab chains. we will ignore the wobble in that though, obviously. They also have the second longest wavedash, and a decent recovery- if they're together, but if Popo is alone his recovery is the worst. the main way to play the ice climbers is to space yourself just outside of a reach of your opponents approach option and counter with a grab. If they decide to camp platforms use your up-airs disjointed hitbox to poke out enemies to force them to the ground. If they decide to sit on corners, you can attempt to approach with a few ways. My favorite way is to throw an iceberg with Nana, then run with Popo which sets up for a general flowchart that covers some options.
If the iceberg hits them, or they shield it > grab, d-throw grab with Nana > Attempt Grab-chains
They jump for a platform> Up-air and land > if they land on platform d-smash.
They full-hop/ double jump > Shield > If they land empty on platform WD stationary then d-smash/ If they come with a move, shield grab then try grab .
This generally are the most common outcomes when I play in competitive in my area. Although there are other more uncommon things they can try. they could WD to ledge and opt for a ledge dash, or peach can float back and float-cancel f-air to d-smash. Essentially, be ready to commit to your decisions. However, just because they camp a corner you doesn't mean you have to approach.
NEUTRAL
The Neutral of Ice climbers' is relatively poor. As you don't have many options that force them to approach other than your iceberg. You could also approach with WD U-tilt, which can combo to bair. Also very occasionally, Nana-pults, (although most of the time that is a bad option). you'll want to force them to approach if possible to get your grab game going on, as that is your safest option. learn to switch up your shielding to mess up their L-cancels on your shields (2x Full-shield or Full-Shield and Light-shield)
(Not finished, WIP)