ICEY
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ICEY Combo Guide
By Mr. Potato
This guide is designed to help players master the combat system in ICEY by understanding and using every type of combo effectively.
ICEY’s fast-paced hack-and-slash gameplay rewards precision, timing, and creativity. Whether you’re just starting or aiming to perfect your combo flow, this guide breaks down each attack type—Light, Heavy, Aerial, Counter, Deadly Disc, and Finisher—with their inputs, advantages, disadvantages, and strategic uses.
Learn how to chain attacks smoothly, control the battlefield, and unleash stylish finishers that define ICEY’s high-speed action.
   
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1. Light Combo
Input:
Press Light Attack (X on controller / J on keyboard) repeatedly.

Description:
A fast chain of quick hits that keeps enemies pressured and can easily cancel into dashes or heavy attacks.

Example:
Light → Light → Light → Light → Dash / Finisher

Advantages:
- High speed and fluidity.
- Easy to link into other moves (dash or finisher).
- Can interrupt weak enemy attacks.
- Low risk with short recovery time.

Disadvantages:
- Low individual damage.
- Limited crowd control (doesn’t launch enemies).
- Ineffective against armored foes or bosses.

When to Use:
Ideal for initiating combos or punishing small openings. Great for maintaining pressure between heavy attacks.
2. Heavy Combo
Input:
Press Heavy Attack (Y on controller / K on keyboard) after one or more light attacks.

Description:
Slower, powerful hits that can launch enemies into the air or break their defenses.

Example:
Light → Light → Heavy → Heavy → Finisher

Advantages:
- High damage per hit.
- Can start or extend juggle combos.
- Breaks the guard of medium enemies.
- Excellent finisher after light combos.

Disadvantages:
- Slower and riskier if it misses.
- Hard to use against fast enemies.
- Some enemies can dodge or block it.

When to Use:
Best when an enemy is stunned, airborne, or after a successful light combo.
3. Aerial Combo
Input:
Jump (Space / B) → Light or Heavy Attack → (optional) Deadly Disc (RB / L) → Aerial Finisher.

Description:
Airborne attacks that let you continue hitting enemies while they’re suspended or after launching them.

Example:
Heavy (launch) → Jump → Light → Light → Deadly Disc → Finisher

Advantages:
- Extends combos midair.
- Enemies can’t counter while airborne.
- High damage if timed correctly.
- Great for repositioning and control.

Disadvantages:
- Harder to perform in crowded fights.
- Missed timing can drop the combo.
- Requires precise movement and timing.

When to Use:
After launching an enemy or when fighting isolated targets and slow bosses.
4. Deadly Disc Combo
Input:
Press RB (controller) / L (keyboard) during a combo to throw the disc.

Description:
A ranged special attack that can link into or extend combos, maintaining pressure at mid-range.

Example:
Light → Heavy → Deadly Disc → Dash → Heavy → Finisher

Advantages:
- Keeps combos going from a distance.
- Interrupts distant enemies.
- Helps control the pace of combat.
- Great for aerial extensions.

Disadvantages:
- Moderate damage output.
- Consumes special energy.
- Can miss if obstacles block the disc.

When to Use:
Between heavy or aerial attacks to maintain the juggle or keep momentum.
5. Counter Combo
Input:
Press Light or Heavy Attack just before an enemy strike hits.

Description:
Executes a powerful counterattack that interrupts the enemy and opens a full combo opportunity.

Example:
Counter → Light → Heavy → Finisher

Advantages:
- High damage burst.
- Grants immediate control after hit.
- Cancels most enemy attacks.
- Often leads directly to a finisher.

Disadvantages:
- Very tight timing window.
- Missing leaves you exposed.
- Not all enemy moves are counterable.

When to Use:
Against predictable or slow-attacking enemies and bosses.
6. Finisher Combo
Input:
When an enemy flashes red or blue → press Finisher (B / U).

Description:
A stylish execution move that instantly kills a weakened enemy and restores some energy.

Example:
Light → Heavy → Heavy → Finisher

Advantages:
- Instant kill regardless of remaining HP.
- Restores energy and cancels animations.
- Stylish and cinematic (bonus points).
- Grants invulnerability during animation.

Disadvantages:
- Only available when the enemy is staggered.
- Uncancelable once started.
- Vulnerable after the animation if surrounded.

When to Use:
At the end of a combo or when the enemy starts flashing (staggered).
7. Mixed / Advanced Combo
Example (Expert Level):
Light → Light → Heavy (launch) → Jump → Light → Deadly Disc → Dash → Heavy → Finisher

Advantages:
- Combines multiple attack types for maximum flow.
- Excellent air control and consistent damage.
- Adaptable to any enemy type.

Disadvantages:
- High execution difficulty.
- Missing one input can break the chain.
Final Tips
Use dash cancels: You can cancel most animations into a dash to stay mobile.

Be aware of positioning: ICEY rewards movement and dynamic combat.

Alternate between light and heavy attacks: Maintaining rhythm matters more than raw power.

Listen to sound cues: Many enemies signal their attacks audibly—use that to time counters.