Ice Climbers vs Hero

Hero Matchup (Ice Climbers)

Ice Climbers vs Hero

Ice Climbers vs Hero is about denying menu and charge time, forcing close-range pressure with both climbers together, and avoiding partner desync before Hero's big swings can separate them.

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Matchup Summary (Win Condition and Game Plan)

Ice Climbers vs Hero gets worse the longer you stay at range, because spells, charge options, and sword spacing make it easier for Hero to split Popo and Nana apart. Hero’s close-range defense is still not especially fast or stable, so when both climbers arrive together, shield and escape options become much harder for him to manage. The matchup is won by denying menu time, taking every punishable tilt, smash, and charged spell on block, and then trapping Hero’s landing or ledge options with both bodies. If Nana gets separated, the priority changes immediately: regroup first, then restart pressure, because forcing solo scrambles only gives Hero better chances to blow the pair apart again.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldIce Climbers OOS Candidate MovesBarely Missed Moves
Jab 16-15
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
Jab 26-15
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
Jab 37-25
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (22f)
Forward Tilt (1)9-21
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (+1)
Forward Tilt (2)8-31
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (22f)
Up Tilt8-23
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (22f)
Down Tilt6-19
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (+3)
Dash Attack21-16
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
Forward Smash17-36 (-26)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (22f)
Up Smash13-29 (-19)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (+3)
Down Smash9/20-37/-26 (-29/-18)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
Neutral Air8-6
  • None
  • OOS Nair (+3)
Forward Air14-7
  • None
  • OOS Nair (+2)
  • Grab (+3)
  • OOS Uair (+3)
Back Air18-9
  • OOS Nair (9f)
  • Grab (+1)
  • OOS Uair (+1)
  • OOS Bair (+2)
  • Up Smash (+3)
Up Air6-5
  • None
Down Air16-12
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (+1)
  • OOS Dair (+3)
Neutral B[10(+7)] [11(+25)] [16(2/8/14/20)]-22/-28/-24
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (22f)
Side B[9/13(+7)] [10/15(+16)] [43/50/72/75/81]-12/-25/-29
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (+1)
  • OOS Dair (+3)
Up B[4(+3)] [6/13/20/27(+13)] [39/49/59/69/79/89]**
Down B
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Do not pause in midrange; use Blizzard, dash shield, and steady forward movement so Hero rarely gets free menu or charge time
  • Punish blocked Forward Tilt, Up Tilt, smashes, and charged fire or lightning spells with Up Smash or grab starters whenever they are available
  • Once both climbers get in, keep Hero above you with throw routes and Uair pressure instead of rushing a single kill read
  • If the pair gets split, back out and reconnect before returning to ledge pressure with Side B, Bair, and grabs

Actions to Avoid

  • Standing still at range and giving Hero a free command selection or charge cycle
  • Forcing solo offense right after Nana is launched away and letting sword range plus spells widen the split
  • Chasing too hard with unsafe Side B or deep edgeguards and losing the whole lead to one high-impact spell or reversal

Reference Links

Related Pages