![]() Nana 60 kg 0 = 40 80 kg Popo a) When the rope goes taut, if both climbers have masses of 60 kg for Nana and 80 kg for Popo, what is Nana's acceleration as she is pulled towards the cliff(she keeps her ice spikes dug into the ground)? b) While sliding, Nana builds up a speed of 0.5 m/s before pulling out her climbing axe and burying it into the hillside! This increases her total coefficient of kinetic friction of uk = 2.6. Unfortunately, there is a shear drop off not far behind them. Popo trips, falls, and begins sliding down the slope. The climbers are attached by a long length of rope. The ice spikes give each of them a coefficient of kinetic friction of uk = 0.7 as long as they are standing. They are simply walking up it with ice spikes. Again, be sure to hit your tech.Problem: The Ice Climbers Two ice climbers, Nana and Popo, are walking up a steep ice slope with an incline angle of 40°. I don't think you land (I'm too lazy to check) before you get re-grabbed.Īt higher percents, it's just a tech chase. At low percents, meteor cancelling with jump is your only out. It's a tech chase where you absolutely shouldn't miss tech, because that's what they're expecting you to do. ![]() Otherwise, just make sure you hit the tech. Last appearing in the 1985 NES classic, Ice Climber, Popo and Nana act as one playable character in SSBM. Tech away is usually hard to cover with grab, but it varies by situation. If you DI to a platform (or if you don't DI but end up on a platform) then you've gotta be really careful about getting grabbed on the platforms: since they're small, it's much easier to set-up guaranteed hand-offs on them. If they down-throw up-smash you, there's a few things to consider. They both had white boots in Something About Super Smash Bros. She wears a pink parka, brown boots and also tiny lines for boots. Download skin now The Minecraft Skin, Ice Climbers - Nana (3D Hood), was posted by Bevoba. Any comments are appreciated and a diamond always helps as well. If they guess wrong (or don't cover one) then you get out. Nana, Popos partner, is what appears to be a demon or a monster with sharp teeth and black eyes with red irises. Okay well after making Popo I obviously had to make Nana so here she is. Safer is to play another mix-up, where you buffer roll in either direction or a spot dodge. If you're a god, you can then shine their re-grab attempt, but this is very risky. You only need one SDI and one ASDI input (IIRC), so it's kinda free if you're prepared for it. As a Fox, you'll want to DI and SDI down and away. Some ICs prefer the not-RNG "do something with Nana" approach, such as down-throw d-air re-grab, down-throw up-smash jab reset, or up-throw f-air meteor re-grab (or jab reset), to name the most common.ĭown-throw d-air re-grab is the most popular by a large stretch. if they reverse it you may have to wall tech). Otherwise, the follow-ups are either f-smash (DI and SDI as best you can), f-air (be ready to meteor cancel), or b-air (be ready to DI and SDI. She's always going to forward throw, but she might pummel a ton and you can mash out before she throws. Nana will pummel a random amount of times, so you should absolute be mashing when Nana grabs you. If your opponent gets enough RNG (or gets a grab in a good spot) and gets you at the edge of the stage or a platform, then the hand-off is almost guaranteed. If she up-throws, Popo will probably go for b-air. ![]() ![]() If she back-throws, make sure you hit the tech or you can get down-smashed or jab-reset. Whenever Nana grabs you, there's a 50% chance she'll up-throw or back-throw you. If your opponent is going for hand-offs, then you're praying to RNG. Hand-offs, which are RNG unless you're at the edge of the stage or at the edge of a platform. There are generally two punish strategies for an IC's punish: First thing to recognize is what the ICs is going for. ![]()
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