Ice Climbers vs Sephiroth

Sephiroth Matchup (Ice Climbers)

Ice Climbers vs Sephiroth

Ice Climbers vs Sephiroth is about refusing to jump straight into Masamune and Shadow Flare, approaching with both Climbers together behind walk and shield, and turning Sephiroth's endlag into close-range pressure before wing momentum takes over.

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Matchup Summary (Win Condition and Game Plan)

This matchup gets ugly for Ice Climbers whenever they jump straight into Masamune’s tip or let Shadow Flare split Popo and Nana apart. Sephiroth’s Fair, Bair, Side B, and Up B all become much more dangerous once the pair is desynced, because solo Ice Climbers lose the close-range threat that makes the matchup playable.
The stable plan is to keep both Climbers together, walk and shield into range, and make Sephiroth commit to Down Tilt, Dash Attack, Up Tilt, smash attacks, Neutral B, or Up B before cashing those out with OOS Nair (9f), Grab (10f), OOS Uair (10f), OOS Bair (11f), or Up Smash (12f). Sephiroth is much less comfortable once Ice Climbers actually reach him, so one real opening should be pushed into landing traps and ledge pressure instead of reset neutral.
By contrast, Forward Tilt and Neutral Air are hard for Ice Climbers to punish in place, and even Forward Air often tops out at OOS Nair only. If the punish is not real, keeping the pair together and covering the next landing matters more than throwing out a desperate swing and getting sent back into sword range.
The win condition is to close stocks through repeated ledge and landing pressure rather than a deep offstage chase. Sephiroth is light and scary with Wing, so Ice Climbers want to convert their two-body close-range advantage into a stock before a scramble or separation gives the comeback away.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldIce Climbers OOS Candidate MovesBarely Missed Moves
Jab 15-19 [-19]
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (+3)
Jab 25-25 [-24]
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (22f)
Jab 37-23 [-22]
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (22f)
Forward Tilt14-15/-11/-14 [-13/-8/-12]
  • None
  • OOS Nair (+1)
  • Grab (+2)
  • OOS Uair (+2)
  • OOS Bair (+3)
Up Tilt10/13-32/-21/-19/-18 [-31/-18/-16/-14]
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (+1)
Down Tilt9-25
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (22f)
Dash Attack14-20(-22) [-16(-19)]
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
Forward Smash24-33/-29/-32 [-31/-26/-30]
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (22f)
Up Smash23(-29/-31 front)/(-23/-25/-24 back) [(-26/-29/-30)/(-21/-23/-25)]
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (+1)
Down Smash (1)21-20/-22 [-17/-20]
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
Down Smash (2)21-24 [-22]
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (22f)
Neutral Air9-5 [-4]
  • None
Forward Air13-10 [-9]
  • OOS Nair (9f)
  • Grab (+1)
  • OOS Uair (+1)
  • OOS Bair (+2)
  • Up Smash (+3)
Back Air15-11 [-10]
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (+1)
  • Up Smash (+2)
  • Up B (+3)
Up Air16-17 [-17]
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
Down Air19Normal: -27 [-25] | Landing: -19 [-18]
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
Neutral B41-28
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (22f)
Side B16—42-17 — -15
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
Up B (1)25-27 [-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 B (2)36-63 — -61/-47 [-62 — -60/-45]
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (22f)
Down B (1)38-25 [-25]
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (22f)
Down B (2)7**
Grab7
Dash Grab10
Pivot Grab11

Win Condition Checklist

  • Ice Climbers should not jump straight into Masamune or Shadow Flare; approach with both Climbers together behind walk and shield.
  • After Ice Climbers block Sephiroth’s Down Tilt, Dash Attack, Up Tilt, smash attacks, Neutral B, or Up B, take the punish immediately with OOS Nair (9f), Grab (10f), OOS Uair (10f), OOS Bair (11f), or Up Smash (12f).
  • Ice Climbers should not force a same-spot punish into Forward Tilt, Neutral Air, or shallow Forward Air; stay synced and cover the landing or regroup route instead.
  • Ice Climbers should finish stocks by repeating ledge traps and landing traps, not by overchasing offstage into Wing reversals or separation.

Actions to Avoid

  • Running straight into Masamune’s tip or Shadow Flare and letting Popo and Nana get split apart for free.
  • Letting Sephiroth swing his laggy close-range options without taking the punish Ice Climbers actually earned.
  • Swinging after Forward Tilt, Neutral Air, or shallow Forward Air when the punish is not there and getting pushed back out to sword range.
  • Chasing too deep offstage for the kill and losing the stock race to Wing momentum or a separation scramble.

Reference Links

Related Pages