Notes

Every community guide in one list, tagged by character. Filter by tag or search to find matchup advice. Echo fighters share a tag with their base fighter.

  • Bowser Jr.Bowser Jr.

    dont pick town bro

    — Deino· Oct 8, 20260
  • Ice ClimbersIce Climbers

    The biggest counterplay vs Ice Climbers is to separate them. This is what everyone tells you, but it’s not always so simple. Some characters have great tools for this, like Snake, and some don’t. But it’s really important to do this whenever possible because icies rely so heavily on being together to do their setups. Prioritize hitting Popo if you can, but it’s also good to hit Nana to separate her even if they are in a position to punish you with Popo since the SoPo punish is usually not too great and they likely won’t have Nana with them to capitalize even further on that advantage. But the hardest part about fighting icies imo is that they force you to play their game in most matchups. Icies are a Luigi-type character, but the other Luigi’s play more like normal characters. Icies having two climbers makes it extremely disorienting to play against. There are two characters to keep track of, and if you don’t know which moves from each of Popo and Nana they can convert off of into big combos/kills, you’ll get lost easily. Unfortunately, this means you’ll likely have to play differently vs them than you do vs any other character. For example, I play Pokemon Trainer, and for a long time I would never play Squirtle vs Ice Climbers because they throw off my normal gameplan. My long, multihit combos with bair/dair are almost impossible to get off since multi hit moves give them a big window to punish you if they have control of the climbers, especially since a lot of Squirtle’s combos are typically started by a grab, which they can often hard punish. I also couldn’t play bait and punish as well as I normally do with Squirtle because they can often cover their approaches with desyncs to punish me if I whiff punish one of the climber’s moves. But I eventually realized that while Squirtle’s bair, dair, and grab are heavily nerfed against them, my other aerials can be really useful. Nair, fair, up air, and f-tilt are all safe single-hit moves that I can use as combo starters. And they all have really fast startup, so I essentially can have a bubble of fast moves around me that I can throw out to separate the climbers. So instead of playing bait and punish, I essentially go in and mash. Icies can’t punish any of my aforementioned safe moves unless they’re desynced and are at a good position to do so, so if I go in and catch them while they’re synced, I can mash my safe moves until I get a hit. And when I get a hit, my combo starter takes much less time than a grab or bair, so I can often get a quick and simple combo on one of the climbers before they can react and punish me. Or I can hit one of the climbers and then hit the other one to separate them, from where I can punish Nana’s AI or combo Popo across the stage. This process is going to look different for each character. Some characters won’t have to change up their gameplan at all, and some will have to change it entirely. You’ll have to find out how to do that effectively with your character, which will probably require playing a lot vs Icies players. Their playerbase loves to play games online (especially with delay mod) and help people with counterplay to Icies, so you should be able to find some good help. But I hope my analysis was able to help you figure out where to get started in fighting Icies if you’ve been struggling. Believe me, it’s a long journey to understand Ice Climbers, but once you do you’ll feel so much more confident, like you’re able to actually play against your opponent instead of just fighting against Ice Climbers. Bonus tips: - When Nana is separated from Popo, she’ll run straight to him. So if they’re across the stage from each other, you can abuse this by charging a smash attack and waiting for Nana to run past you. - They can do desyncs off ledge, but only very soon after they grab ledge since they’ll both be actionable and are forced to choose the same ledge option. So when ledgetrapping them, you have to play safe around their initial cheese off ledge. But after they’ve held ledge for long enough, you can ledgetrap them like a normal character. - There’s this weird interaction where sometimes if they hit you with their Up-B while recovering, Popo won’t shoot up at all and he falls to his death. I don’t know why or when exactly this happens, but it makes going low to edgeguard Icies more appealing on average.

    — Mailiam· Sep 27, 20262
  • RoyRoy

    Gimp him with literally anything roy is dogshit

    — retry· Sep 22, 2026-3
  • R.O.B.R.O.B.

    R.O.B is really big so combo his ass Try to find patterns for when rob throws gyro and whiff punish by jumping in also find out if your character can reliably short hop over gyro Dont interact with spaced nair unless your character allows you too nairs startup is punishable or u can skip all that and pick pikachu :)

    — retry· Sep 22, 2026-2
  • SteveSteve

    Vs Steve **Herramientas clave** - Presión paciente al minado y a los bloques con movimiento aéreo y nabos. - Walling con Fair, Bair, Dair, nabos y AC Side-B. - Conciencia constante de minecart y castigo (Bair / nabo). - Gestión de bloques y uso de plataformas. - Juego más defensivo cuando tiene diamante. - Edgeguard fuerte. - Paciencia en desventaja, SDI y mixups de recovery. - Presión de ledge. - Mezclar alturas de float, movimiento aire/suelo y recovery. - No sobreextenderse. Jugar paciente y seguro. **Consejos rápidos (léelos antes de empezar la partida)** - No te sobreextiendas. Steve castiga greed muy duro con minecart, bloques y landings. - Presiona el minado como si fuera Pac cargando fruta. No lo dejes farmear gratis. - Nabo en mano siempre que puedas. Mezcla tirarlo y guardarlo para condicionar shield. - Saca nabos en plataformas: minecart castiga el pull en suelo. - Ten el rango de reacción a minecart en la cabeza todo el set. Es su mejor burst. - Vs bloques: Fair, GF Bair/Nair y Side-B (rebota y ganas altura sin gastar jump). - Con diamante cambia a juego más defensivo tipo swordie. Baita recursos y chipéalo. - No aterrices encima de él (Usmash, Utilt, Fsmash, Bair). - SDI: vs Ftilt/Jab mezcla afuera y adentro; vs Utilt loops SDI arriba. - Escenarios: evita Lylat y PS2 (puede minar hierro). --- ## Neutral Este MU se gana sin greed. Juega paciente, usa el aire y los nabos para presionar minado y rodear bloques / minecart / shield. **Inicio y cuando está minando o construyendo** Presiónalo mientras farmea. Usa hitboxes que wallen y sean relativamente seguras: - Fair - Bair - Dair (mixup en shield) - Nabos Lee cómo reacciona cuando rompes bloques. Si lo presionas mientras construye, lo obligas a gastar recursos o a parar la presión. El nabo es muy bueno: lo fuerza a shield. Mezcla tirarlos y retenerlos para extender amenaza y condicionar. Cuando vayas a sacar nabo, cuidado: minecart castiga el pull. Saca más en plataformas para obligarlo a gastar minecart arriba. Abusa midrange. No tiene buen burst salvo minecart. Su air speed es lento y el jump es bajo: tu movimiento aéreo y de plataformas es excelente. Mezcla alturas de float y flop para no ser predecible. No te metas de más a sus aerials. **Movimiento aéreo clave** - Float + jump / waveland en plataforma - Movimiento de plataformas - AC Side-B Siempre cubre o evade minecart. Con buena posición lo castigas con Bair o nabo. **Vs bloques** - Fair - GF Bair y Nair - Side-B (rebota, ganas altura sin gastar double jump) - Nabo por encima del muro para presionar detrás Si mashea Utilt en shield, práctica parry. Jab es unsafe en shield. **Mid / late game con diamante** Cambia el chip: más defensivo, como swordie. Su jump es pobre, así que evade con float y aire. Respeta su threat bubble y minecart. Baita que gaste recursos y walléalo. Mantén la lead. Chipéalo con nabos. No sobreextiendas: minecart te mata temprano si te pones greedy. ## Ventaja El edgeguard es crucial. No lo dejes volver gratis. Vs su Dair: no lo shieldées. Rueda o salte del camino y castiga lo que haga después. Presiónalo en ledge con nabos y aerials. Si ya gastó TNT o bloques en un lado, el mixup de irte al otro ledge es muy fuerte porque no es rápido en suelo. ## Desventaja Steve tiene uno de los mejores advantage states del juego. No lo desafíes en landing y **nunca** aterrices encima de él. Si te pega, no entres en pánico. Eres lo bastante floaty para salir de combos si SDI bien: - Vs Ftilt / Jab: mezcla SDI afuera y adentro (puede convertir ambos). - Vs Utilt loops: SDI arriba. Practica en training parry de Jab / Utilt en shield para sacar castigo en vez de comer presión. Vs ledgetrap: recupera alto si puedes. Si tienes que snapear: - Vs TNT: jump + airdodge desde ledge o float desde ledge. - No elijas siempre getup inmediato. Tampoco tienes que getupear siempre vs TNT. Otro mixup fuerte vs este tipo de personaje: recupera por debajo del stage y vete al otro ledge con float, ahorrando jump si puedes. Si ya usó TNT o bloques en el primer ledge, el segundo lado tiene menos setup y él no corre tan rápido para cubrirlo. ## Escenarios **Evita:** Lylat y Pokémon Stadium 2 (puede minar hierro). Prioriza escenarios donde puedas spaciar, usar plataformas para sacar nabos y no le regales iron fácil. FD y stages más limpios suelen favorecer tu walling y tu paciencia; plataformas ayudan a pull seguro y a evadir minecart, pero también le dan spots de bloqueo. Adapta al Steve. ## VODs Busca sets high-level vs DDog. Fíjate en presión de minado, castigo de minecart, gestión de bloques y cómo cambian el ritmo cuando Steve tiene diamante. Si quieres, profundizo en un punto concreto: timing vs minecart, opciones vs TNT en ledge, SDI de Utilt o spacing de Bair contra bloques

    — s0ul· Sep 6, 20262
  • LucarioLucario

    Lucario is a character that thrives on tempo, so being able to generate advantage whenever Lucario loses a stock is the best way to beat the character consistently. The two frame is also a five frame, because on his up b animation, his ears go above the ledge. Most Lucario players know this, and against characters with really strong two frames such as Rob or Palu, they will either skip the ledge entirely or mix up their recovery every single time. Being able to secure early kills is obviously a huge benefit in any matchup, but some characters will have an easier time outplaying the Lucario until a stock is secured simply because they can make it really really difficult for Lucario to play the game out of disadvantage. Characters who have ridiculous kill options like Roy, Ike, Cloud, Donkey Kong, Ken, Terry, so on and so forth can ignore that, because their advantage state will result in a stock 9 times out of 10 anyway. Aura Sphere is a fake charge shot, and loses to almost every move until Lucario reaches max aura (195% on 1-1 stocks). It's also laggy, so if you anticipate a charge shot from Lucario, you can set up a hard punish extremely easily because it leaves him wide open. SDI the aura sphere charge hitbox either hard in or hard out, especially if they use a double jump for the combo, this just makes it harder to react.

    — bhand· Aug 30, 20265
  • KirbyKirby

    camp lol

    — bhand· Aug 30, 2026-3
  • SonicSonic

    Olimar vs Sonic is +1 in favor of Olimar because he can safely restrict Sonic from using spindash by using any of his smash attacks, side b, pivot grab. Fighting Sonic with his in mind can make the matchup more dynamic and interesting. And a good Olimar can mix up recovery by saving their jump. I like this matchup.

    — KapnOlimar· Aug 30, 20260
  • SnakeSnake

    Snake and grenade. An inseparable combo and in my region I..... learned that stuff (saint louis needs a snake exterminator) This is mostly on mii brawler since I have a bit of experience. Snake loves using grenade and can slow games down to a CRAWL with them. Brawler is fast and can close the distance if they try to pull a grenade. snake trying to land is very difficult which is how you have to play the matchup along with fast burst range options you cant really go for combos vs snake since they have frame 1 grenade so you just have to get them to kill % for combos that ignore them. Suplex can be strong in the matchup but BDK can also be used to close the gap on a snake pulling nades. The goal vs snake is to get him above you and juggle or just get them off stage to push your advantage.

    — Cdawgo· Aug 29, 20260
  • Mii BrawlerMii Brawler

    stage bans are weird and you need to know what they run mostly in their up b slot for it. Thrupper: battlefield, small, ps2 (if you excel at verticality you can keep one unbanned but know they WILL go that stage unless they are scared to) Heli kick: town, smashville, (your choice) He is generally stubby but has some disjoints. Most of the time they will fish for up tilt, nair, up air, dtilt, or grab. Playing around them is hard especially with the giant dash attack they have. try to position yourself outside their burst range and keep in mind if they have bdk or suplex. BDK: you have to realize when they fire it and use your shield to punish them with a dash attack or dash grab. Suplex: it is lower range but is low end lag if used in the air, and is a command grab with some armor. if they run suplex you have to find their habit of using it.

    — Cdawgo· Aug 29, 20261
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