

(Tandem ends), 2A, 2A, 6C, 214C, 663A, 2A, 2A, 6C xx 236AA OR (walk cancel) 2C - You can end with both 2C or a 6C canceled into super. (Tandem ends), 665A/663A, 2A, S+6A > s.6B > s.6C, S+6C xx 236AA - More advanced due to links from Stand Off to On and viceversa. (Tandem ends), 2A, 2A, S+6A > s.5B > s.5C xx 236AA - Extra damage and slightly less consistent knockdown if you want to spend the meter. For the walk cancel, you can hold 3 while you do the 2As then go to 6, then to 3 again and press C. (Tandem ends), 2A, 2A (walk cancel) 2C - Easy peasy. This is what you will be using after the tandem ends to finish the combo.Īs a rule of thumb, ice usually wants to end stuff with 2C so he can use his oki Alternatively you can do a 6B to get a similar effect.Ħ65C (3hits), 2A, 6B xx 214S (ABC xN) - Alternative combo to the previous one if you are in 2A range after 665C Note: Because the 665C pushes your opponent away you may need to dash or do a dashing 5A(or 2A) to get close enough to roll behind them. S.2B, s.2C, S+2C - Easy knockdown if you are too far away or (somehow) have no meter.Ħ65C (3hits) xx 214S (ABC xN) - Not a bad option to close distance, but don't rely on it too much if you are looking for a combo. You need to plink S and B while holding 6 in order to link S.2C to 6B This is one of the combos where you may need to add a 6B after the tandem depending on range. S.2B, s.2C, S+6B/6C xx 214S (ABC xN) - Great Stand ON option for your tandems, but can be tricky at first due to the transition into Stand OFF. It is one of Ice's optimal combos, but it is also one of his harder ones.Ħ63A, 2A, 2A, 6C, 214C, 665A, S+6A > s.6B > s.6C, S+6C xx 214S (ABC xN) - Extended starter. This is a guide for beginners-intermediates, though more advanced combos are optional.ĢA, 2A, 6B/6C xx 214S (ABC xN) - Basic combo starter into tandem Ħ63A/665A, 2A, 2A, 6B/6C xx 214S (ABC xN) - Starts Ice's basic combo with either dashing 2A or dashing 5A Ħ63A, 2A, 2A, 6C, 214C, 663A, 2A, 2A, 6B/6C xx 214S (ABC xN) - Very tight timing between 6C and 214C. Use these to start your combo and then choose one of the Tandem Enders to end your combo. He has options, but there isn't much space for creativity when it comes to these BnBs, and if the opponent is crouching your possible routes are even more limited. It's easy to spot Vanilla Ice's repetitiveness in them, as all you will be doing is combo into tandem, and many times your starter will be identical or similar in structure to your ender. These starters/enders are easy to mix and match. When comboing into tandem from farther away than usual, you can easely use a 6B right after the tandem superflash ends to essentially link from the normal you canceled into tandem with BEFORE the tandem itself can reach (ex.: 6C xx 214S (tandem inputs), 6B, (tandem hits), etc.), making some conversions possible. If used in the corner you will need to do a 665A, 663A or walk in to keep them from falling out if Cream gets too far away from the wall. Alternatively you can use 6B to get the same effect. 665A or walking may be necessary to keep your opponent pinned. Unless you are in the corner you will want to follow up Ice's Tandem Attack by rolling behind your opponent and repeatedly hitting them with 5A (2A if they are crouched at the time). The more advanced inputs allows Ice to go for Touch of Death combos from a single 2A/663A. Even if you do not properly input ABC reps, it will combo anyway. The easiest is (A>B>C) repeatedly but there are other combinations that can be preformed for relatively the same output of damage. Ice's Tandem attack is very lenient and has a variety of inputs you can use to perform the combo. NOTE 4\6S+A\B\C means turn stand on\off and press that button immediately after, so that it continues your combo.
