

Hence, many characters will be able to quickly KO her if they get her away from you, and the solo Popo (commonly called "Sopo") you will be left with is not a very threatening character. To elaborate on the last part of that list, she is unable to side-B or up-B on her own and she won't airdodge, so her sole recovery option is to double jump, which she always does predictably and she never protects herself with a move in the process. Getting back in sync should often be your top priority as well, since she does a very poor job at fending for herself: she doesn't attack often, she has terrible DI, and she recovers very poorly. Most of the time, her top priority will be to get back to you. When near, she simply responds to the same inputs you give to Popo, although her actions are delayed by 6 frames. to get a sense of precisely how far Nana can be for her to still be under your command. When Nana is very close to you, her AI is not in effect you can experiment around with various desynchs listed in section VI. This section provides some basic properties of her AI and other quirks that are good to be aware of, and also gives some advice on keeping her safe. Her mind is a strange and confusing place, but understanding it is crucial to success with ICs. The biggest factor that sets ICs apart from the rest of the cast is Nana, Popo's occasionally AI-controlled accomplice. I also assume the reader is at least marginally familiar with the ICs' moveset and physics. I direct those of you who already know you aren't familiar with these or are confused by any terminology I use to the everything thread. I assume the reader is familiar with and proficient at all of the basic techniques that any competitive player should be well-acquainted with. I also make no claims that the options I present are the only or best ones, but merely ones that appeal to me and are at the very least reasonable. View these as an opportunity to see how well you are able to apply what you've learned about the character. For each of the first eight sections, this lists one to three relevant in-game situations and later discusses a few possible options you have there. At the end is a "situations and options" section. There is inevitably some overlap between them, but I attempted to keep any repetition to a minimum. This guide is divided into eight main topics. That said, there is still a good deal of useful, basic information that will be plainly presented, and a few things that will be discussed won't be ICs-specific. Rather, it aims to to give the reader a very general sense of how ICs function so that they are well-suited to deduce such information on their own. This guide does not seek to give general advice about improving as a player (improving execution, becoming more adaptive, etc.) and it does not seek to list a huge amount of situational data.
ICE CLIMBERS NANA X POPO HOW TO
Experienced players looking to pick them up may hence have a hard time getting a sense of how to play them newer players will be less affected by these differences, yet they have the disadvantage of needing to learn much nonetheless. The ICs are extremely different from most other characters in many respects.
