Matchup Rediscussion: Ice Climbers
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Zelda vs Ice Climbers
- What to know about this matchup...
- Don't get grabbed. Space Jabs, Dtilts and Fsmashes on the ground. These moves cannot be grabbed when spaced and can place pressure on their shield. The ICs will attempt to powershield in order to sneak in a grab, so mix up the timings of these moves by charging Fsmash and using variety. Don't try to get predictable.
- Use Din's providing you are sure the range is safe! You can trade with ice blocks should they decide to camp you back. Aim din's at the ground if a block is about to hit you. Din's can put a lot of pressure on Nana from afar due to her 6 frame lag. Do not use din's if they are in a position to run up and grab.
- Spaced Blizzard outranges Zelda's ground moves. This is in fact their only move that can outrange her. However, they must commit to this move. You can use Din's fire to snipe them out of this committed attack. Works best if you can bait blizzards from them.
- Split them up and take on Nana. A variety of moves can do this - Nair, Fsmash, Dtilt Setups into other attacks are generally safer ways to split them. Nair is most effective on platforms. Once split, Nana becomes lazy. Aim a power aerial and finish her off early; uair, LKs and dair pose a huge threat to her, and din's fire can rack up damage as an alternative.
- They may desynch to apply pressure. Desynching involves both climbers attacking singularly and consecutively one after the other. This can apply pressure but is a commitment. Zelda can apply a Din's to stop their flow or hit them out of a desynch.
- They will attempt to get Zelda in the air and juggle her with Uair. ICs can bait airdodges and punish her floatiness with Uair juggles. They can also fastfall with her which applies more uair pressure. Try to DI away from them; platforms are also effective to land on.
- They have a variety of recovery options. They can use Up+B or Squall as their main recovery options. Din's can apply pressure on both types of recoveries at longer distances. Squall is very linear, and Zelda has a variety of moves that can contend with it including uair and dair from above/below respectively, din's, and Fsmash if it targets head on. Up+B is a little harder to punish effectively, but grabbing the ledge before it starts will cause them to take the stage whilst in freefall. Take advantage of this opportunity.
- Recover intelligently with FW. Take the ledge if possible. You cannot afford to land on stage or you risk getting grabbed. If platforms are around consider those as protective options also. Use FW predominantly as a last resort recovery.
- Useful Information...
- Nana is always at a danger if she finds herself in the air. Due to the 6 frame lag Nana has, she is at a danger to Zelda's Uair or other aerials. Set them up in the air using a variety of attacks. Sweetspot DA, Usmash amongst other moves can achieve this. Dtilts at later percents to Utilt also work well.
- Be efficient and don't lag. Every other ground attack bar Jab, Dtilt and Fsmash have notable cooldown that could get Zelda grabbed. Only use these moves if you are sure they will connect. For example, don't use Dsmash or Nayru's as panic tools if you are being pressured in case they shield and grab this.
- Don't underestimate Solo Popo. Popo will bait and punish and play keep away if he has the percent lead. Dsmash near the ledge is very effective in finishing himself due to his unreliable recovery options bar squall, which travels sideways.