Editing Desynching

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{{technical data|General technical data regarding desyncs, explanations, data for Melee, Brawl and Ultimate. A table of desync possibilities could be handy, as well as more technical data. (August 2020)}}
{{technical data|General technical data regarding desyncs, explanations, data for Melee, Brawl and Ultimate. A table of desync possibilities could be handy, as well as more technical data. (August 2020)}}


:''For information on the abnormality that can be seen in online matches, see [[online desynchronization]].''
:''For information on the abnormality that can be seen in online matches, see [[Online desynchronization]].''
[[File:Desynchtaunt.gif|thumb|"Continuous desynch," as demonstrated in {{sm|MICH}}'s [[SmashBoards]] signature.]]
[[File:Desynchtaunt.gif|thumb|right|"Continuous desynch," as demonstrated in {{sm|MICH}}'s [[SmashBoards]] signature.]]
'''Desynching''' is an [[Advanced technique|advanced]] [[Ice Climbers]] [[technique]] that involves separating the two Ice Climbers' states and controlling them individually.
'''Desynching''' is an [[Advanced technique|advanced]] [[Ice Climbers]] [[technique]] that involves separating the two Ice Climbers' states and controlling them individually.


==Overview==
==Overview==
The Ice Climbers are unique in that the player is controlling two characters simultaneously. The lead climber (Popo by default) is controlled directly while the partner climber (Nana by default) is CPU-controlled and follows the player's actions on a slight delay, attacking alongside the leader. If both are separated for any reason, the partner AI will switch to prioritize returning to the leader. During this time, they are not synchronized, or "desynched", meaning the partner will not follow any player inputs until within a certain distance of the leader. While the partner's actions are unpredictable and are often unfavorable, they can be manipulated to perform basic actions like attacking an opponent.
The Ice Climbers are unique in that the player is controlling two characters simultaneously. The lead climber (Popo by default) is controlled directly while the partner climber (Nana by default) is CPU-controlled and follows the player's actions on a slight delay, attacking alongside the leader. If both are separated for any reason, the partner AI will switch to proritize returning to the leader. During this time, they are not synchronized, or "desynched", meaning the partner will not follow any player inputs until within a certain distance of the leader. While the partner's actions are unpredictable and are often unfavorable, they can be manipulated to perform basic actions like attacking an opponent.


Desynching can also be manually triggered without having to separate the two. This is partially due to how the partner has a several frame delay during most inputs, and from having slightly different attributes from the leader: [[jump]] height, [[gravity]], [[fall speed]], and [[dash]] (as of ''Ultimate''). Specific maneuvers take advantage of these by using specific means to delay the partner's actions, the most common being during [[grab]]s to allow the partner to attack a captive opponent or regrab them (though this particular method no longer applies in ''Ultimate'' due to changes made to grabs). Once both climbers are desynched, they are essentially performing different actions as long as the player continues to press buttons. Desynching can allow the player to perform an [[attack]], move, [[jump]], or [[wavedash]] with either climber, whilst inputting a different command to the other, which can allow for highly damaging true combos, zero-to-death strings, and even [[infinite]]s.
Desynching can also be manually triggered without having to separate the two. This is partially due to how the partner has a several frame delay during most inputs, and from having slightly different attributes from the leader: [[jump]] height, [[gravity]], [[fall speed]], and [[dash]] (as of ''Ultimate''). Specific maneuvers take advantage of these by using specific means to delay the partner's actions, the most common being during [[grab]]s to allow the partner to attack a captive opponent or regrab them (though this particular method no longer applies in ''Ultimate'' due to changes made to grabs). Once both climbers are desynched, they are essentially performing different actions as long as the player continues to press buttons. Desynching can allow the player to perform an [[attack]], move, [[jump]], or [[wavedash]] with either climber, whilst inputting a different command to the other, which can allow for highly damaging true combos, zero-to-death strings, and even [[infinite]]s.


==Desync subtypes==
 
==Desync Subtypes==
There are several kinds of desync that differ in execution. Most methods differ by game.
There are several kinds of desync that differ in execution. Most methods differ by game.


:*'''Neutral-based desyncs''': Desyncs used in a "neutral state", i.e. not requiring an opponent to be hit or grabbed. Aerial NBDs involve Nana acting first, while Grounded NBDs involve Popo acting first.
:*'''Neutral-Based Desyncs''': Desyncs used in a "neutral state", i.e. not requiring an opponent to be hit or grabbed. Aerial NBDs involve Nana acting first, while Grounded NBDs involve Popo acting first.
:*'''Combo-based desyncs''': Desyncs that require an opponent to be hit or grabbed. Most of them are kill confirms.
:*'''Combo-Based Desyncs''': Desyncs that require an opponent to be hit or grabbed. Most of them are kill confirms.
:*'''Miscellaneous desyncs''': Desyncs that don't apply to the categories above. They are situational, but have potential.
:*'''Miscellaneous Desyncs''': Desyncs that don't apply to the categories above. They are situational, but have potential.
:*'''"Unconventional" desyncs''': Desyncs that have poor utility, can most likely leave any one of the Ice Climbers vulnerable, and possess little to no real practical use.
:*'''"Unconventional" Desyncs''': Desyncs that have poor utility, can most likely leave any one of the Ice Climbers vulnerable, and possess little to no real practical use.


===Neutral-based desyncs===
===Neutral-Based Desyncs===
*'''Aerial animation''': Involves executing an animation (from aerials, empty hops, auotcancels, or airdodges) just before landing. Has 3 different methods:
*'''Aerial Animation''': Involves executing an animation (from aerials, empty hops, auotcancels, or airdodges) just before landing. Has 3 different methods:


:*'''''"Aerial autocancel"''''': Performed by buffering 2 aerials back-to-back from a short-hop. Due to Nana's different jump height, gravity, and fall speed, she will be able to perform an action upon landing. Meanwhile, only Popo will suffer from the aerial's lag. The following aerial strings that can be used are:
:*'''''"Aerial Autocancel"''''': Performed by buffering 2 aerials back-to-back from a short-hop. Due to Nana's different jump height, gravity, and fall speed, she will be able to perform an action upon landing. Meanwhile, only Popo will suffer from the aerial's lag. The following aerial strings that can be used are:<br>
::* Up Aerial + Up Aerial
::* Up Aerial + Up Aerial
::* Up Aerial + Back Aerial
::* Up Aerial + Back Aerial
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::* Back Aerial + Back Aerial
::* Back Aerial + Back Aerial
::* Back Aerial + Neutral Aerial
::* Back Aerial + Neutral Aerial
 
<br>
For the aerial strings that begin with back aerial, the earliest hitbox (on frame 8) must connect first. Otherwise, the second aerial will not allow Nana to desync.
For the aerial strings that begin with back aerial, the earliest hitbox (on frame 8) must connect first. Otherwise, the second aerial will not allow Nana to desync.<br>
:*'''''"Aerial landing"''''': If the Ice Climbers land in the middle of a synchronized aerial, buffering an input a few frames before landing will have Nana act with said input.
:*'''''"Aerial Landing"''''': If the Ice Climbers land in the middle of a synchronized aerial, buffering an input a few frames before landing will have Nana act with said input.
::*One method is to short hop and use neutral air, but just before reaching the apex of the height. Afterwards, immediately fast fall and input a move-- letting go of said move as soon as possible.
::*One method is to short hop and use neutral air, but just before reaching the apex of the height. Afterwards, immediately fast fall and input a move-- letting go of said move as soon as possible.
::*Another method is to fall through a soft platform and use neutral aerial-- albiet without fast falling-- and buffering a special move before touching the ground.
::*Another method is to fall through a soft platform and use neutral aerial-- albiet without fast falling-- and buffering a special move before touching the ground.


:*'''''"Empty hop"''''': Right before landing with both Ice Climbers, if a move is buffered, Nana will perform said move immediately upon landing. Similar to Aerial Landing, except Popo will not incur aerial lag. This method is fairly difficult to perform.
:*'''''"Empty Hop"''''': Right before landing with both Ice Climbers, if a move is buffered, Nana will perform said move immediately upon landing. Similar to Aerial Landing, except Popo will not incur aerial lag. This method is fairly difficult to perform.


*'''Turnaround/Skid''': Initiated by dashing in one direction until entering a run, then releasing the Control Stick to enter skid, then moving the Control Stick the opposite direction so Popo enters turn, and quickly interrupting the turning animation with a grounded move. If correctly executed, Popo will perform the move and Nana will perform a brief forward dash.
*'''Turnaround/Skid''': Initiated by dashing in one direction until entering a run, then releasing the Control Stick to enter skid, then moving the Control Stick the opposite direction so Popo enters turn, and quickly interrupting the turning animation with a grounded move. If correctly executed, Popo will perform the move and Nana will perform a brief forward dash.<br><br>
:In a technical standpoint, the move input has to be made BEFORE Nana turns. That way, she will interpret the turn as a forward dash. Out of the skid, the dash interrupts as early as frame 8. This means that the player must skid, turn, and input a move at least 8 frames after the first skid, but less than 6 frames after the turn.
:In a technical standpoint, the move input has to be made BEFORE Nana turns. That way, she will interpret the turn as a forward dash. Out of the skid, the dash interrupts as early as frame 8. This means that the player must skid, turn, and input a move at least 8 frames after the first skid, but less than 6 frames after the turn.
 
<br>
*'''Squall''': Performed by timing an input at the end of a synced [[Squall Hammer]]. This will have Nana act first. Works whether an opponent is hit or not. Autocancels as long as the Ice Climbers land within 30 frames, meaning the player should try to float the last bit of Squall Hammer to float away and autocancel.
*'''Squall''': Performed by timing an input at the end of a synced [[Squall Hammer]]. This will have Nana act first. Works whether an opponent is hit or not. Autocancels as long as the Ice Climbers land within 30 frames, meaning the player should try to float the last bit of Squall Hammer to float away and autocancel.
**'''''Shield pressure/combo''''': If an opponent is caught, the player can try to float with the opponent slightly and Squall Desync into up tilt. Can lead into a footstool maneuver.
**'''''Shield Pressure/Combo''''': If an opponent is caught, the player can try to float with the opponent slightly and Squall Desync into up tilt. Can lead into a footstool maneuver.
**'''''Simply reset neutral''''': When floating away to reset neutral, the opponent can input [[Blizzard]] towards the opponent and shield to obscure Nana's actions and guard against opponents.
**'''''Simply Reset Neutral''''': When floating away to reset neutral, the opponent can input [[Blizzard]] towards the opponent and shield to obscure Nana's actions and guard against opponents.


===Combo-based desyncs===
===Combo-Based Desyncs===
*'''Throw buffer''': One major change to the Ice Climbers in ''Ultimate'' is how Nana taunts when Popo throws an opponent. This desync method focuses on Nana following up after her taunt. During the down throw animation when Popo slams the opponent on the ground, as soon as the shockwave flashes green (frame 33), there is a 3 frame window to input any move with Nana. The only requirement is that the player also buffers an action with Popo immediately after Nana's input and release. Nothing happens if the input is too early, but the Ice Climbers will do the same action if the input is done too late. Below are a few examples of combos that can be done with this desync method:
*'''Throw Buffer''': One major change to the Ice Climbers in ''Ultimate'' is how Nana taunts when Popo throws an opponent. This desync method focuses on Nana following up after her taunt. During the down throw animation when Popo slams the opponent on the ground, as soon as the shockwave flashes green (frame 33), there is a 3 frame window to input any move with Nana. The only requirement is that the player also buffers an action with Popo immediately after Nana's input and release. Nothing happens if the input is too early, but the Ice Climbers will do the same action if the input is done too late. Below are a few examples of combos that can be done with this desync method:
:*0-7% (Character dependent)
:*0-7% (Character dependent)
:**Forward roll with Nana; upward-angled forward tilt with Popo. Can follow up with Nana Squall Hammer, Nana forward tilt, or another grab. Works on all characters, except "feather" lightweights (i.e. Pichu and Jigglypuff); fails during Rage.
:**Forward roll with Nana; upward-angled forward tilt with Popo. Can follow up with Nana Squall Hammer, Nana forward tilt, or another grab. Works on all characters, except "feather" lightweights (i.e. Pichu and Jigglypuff); fails during Rage.
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:**Forward roll with Nana; up aerial with Popo. Can be followed up by Nana up aerial to do an "alternating ladder" on certain "ball-like" characters (such as Jigglypuff and Wario).
:**Forward roll with Nana; up aerial with Popo. Can be followed up by Nana up aerial to do an "alternating ladder" on certain "ball-like" characters (such as Jigglypuff and Wario).


*'''Cheer cancel''': These methods are due to animation canceling through IASA frames. Includes but is not limited to: rolling, spot dodging, dash back, and foxtrot dash dance.
*'''Cheer Cancel''': These methods are due to animation canceling through IASA frames. Includes but is not limited to: rolling, spot dodging, dash back, and foxtrot dash dance.


One exception that doesn't use IASA frames is standing grab and/or dash grab. Once initiated with either of these, the player should buffer grab. The moment Popo's hand goes for the grab, the Control Stick should be set to neutral, the grab button released, and a buffered pummel be inputted. Then, immediately press and hold any button while smashing the stick in any direction. This takes a single input for both Ice Climbers, meaning any direction the player wants to smash in they must also throw.
One exception that doesn't use IASA frames is standing grab and/or dash grab. Once initiated with either of these, the player should buffer grab. The moment Popo's hand goes for the grab, the Control Stick should be set to neutral, the grab button released, and a buffered pummel be inputted. Then, immediately press and hold any button while smashing the stick in any direction. This takes a single input for both Ice Climbers, meaning any direction the player wants to smash in they must also throw.
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*'''Hitlag''': Requires either the Ice Climbers or the opponent to be hit. Takes the idea of a single Ice Climber attacking/getting attacked to desync. Has 2 setups: Before-Type Setups and After-Type Setups.
*'''Hitlag''': Requires either the Ice Climbers or the opponent to be hit. Takes the idea of a single Ice Climber attacking/getting attacked to desync. Has 2 setups: Before-Type Setups and After-Type Setups.


:*'''''Before-type setups''''': Setups that interrupt animations and have Popo himself attack before Nana does.
:*'''''Before-Type Setups''''': Setups that interrupt animations and have Popo himself attack before Nana does.
:**Jab: Pressing and releasing the first hit of neutral attack within certain frames of any animation can desync the Ice Climbers to have only Popo attack, while Nana can perform her own input.
:**Jab: Pressing and releasing the first hit of neutral attack within certain frames of any animation can desync the Ice Climbers to have only Popo attack, while Nana can perform her own input.
:***Pressing and releasing neutral attack within the first 4 frames of a dash input, shield release, or crouch can have Popo attack alone. Other animations have different timing windows:
:***Pressing and releasing neutral attack within the first 4 frames of a dash input, shield release, or crouch can have Popo attack alone. Other animations have different timing windows:
:****Dash input: used during a jab lock. By jabbing once normally with both Ice Climbers, the player can dash jab cancel to have Popo jab for the third jab and have Nana use Squall Hammer to attempt a regrab.
:****Dash input: used during a jab lock. By jabbing once normally with both Ice Climbers, the player can dash jab cancel to have Popo jab for the third jab and have Nana use Squall Hammer to attempt a regrab.
:****Shield release: Is as slow as grab, post shieldstun (15 frames); shield release jab is 11 frames for the shield release, plus 4 frames for the jab.
:****Shield Release: Is as slow as grab, post shieldstun (15 frames); shield release jab is 11 frames for the shield release, plus 4 frames for the jab.
:****Crouch: Has the most potential, but is the most difficult to input. By running and canceling the dash with a crouch and immediate jab, the player can cancel Nana's jab input with a special move. A good pressure tool if executed correctly.
:****Crouch: Has the most potential, but is the most difficult to input. By running and canceling the dash with a crouch and immediate jab, the player can cancel Nana's jab input with a special move. A good pressure tool if executed correctly.


::*Up smash out of shield
::*Up Smash Out of Shield
:::*When up smashing out of shield, by releasing and holding the attack button again, the player can have Popo up smash alone while Nana continues charging her up smash. Useful against opponents that try to grab Popo out of shield; when they try to grab him, Nana loses control and immediately strikes the opponent. This can be countered by the opponent using an attack to knock Nana out of her charge, but Popo is free to release it whenever.
:::*When up smashing out of shield, by releasing and holding the attack button again, the player can have Popo up smash alone while Nana continues charging her up smash. Useful against opponents that try to grab Popo out of shield; when they try to grab him, Nana loses control and immediately strikes the opponent. This can be countered by the opponent using an attack to knock Nana out of her charge, but Popo is free to release it whenever.


::*Short-Hop Neutral Aerial: By connecting with a buffered short-hop neutral aerial on frame 6, the player can cancel Nana's jumpsquat into any special move. Good for out-of-shield neutral aerial (frame 9) on tall characters.
::*Short-Hop Neutral Aerial: By connecting with a buffered short-hop neutral aerial on frame 6, the player can cancel Nana's jumpsquat into any special move. Good for out-of-shield neutral aerial (frame 9) on tall characters.


:*'''''After-type setups''''': Setups performed at the end of synced attacks that connect.
:*'''''After-Type Setups''''': Setups performed at the end of synced attacks that connect.
:**With a synced forward aerial being +3 on shield, or a synced neutral aerial being +2, using jab (which comes out on frame 4) allows for a frame trap of -1 and -2, respectively. This can bait out out-of-shield aerials and shield grabs. After hitting synced jab 1 and 2, the player can time a solo Ice Shot with Popo and Nana for a jab lock, or a tech chase. If they miss a tech, this can usually lead to a guaranteed forward smash.
:**With a synced forward aerial being +3 on shield, or a synced neutral aerial being +2, using jab (which comes out on frame 4) allows for a frame trap of -1 and -2, respectively. This can bait out out-of-shield aerials and shield grabs. After hitting synced jab 1 and 2, the player can time a solo Ice Shot with Popo and Nana for a jab lock, or a tech chase. If they miss a tech, this can usually lead to a guaranteed forward smash.
:**During up aerial strings, the player can buffer a second up air during Nana's hitlag, and while Popo is in the animation of his second up air, Nana can be made made to use forward aerial from a double jump.
:**During up aerial strings, the player can buffer a second up air during Nana's hitlag, and while Popo is in the animation of his second up air, Nana can be made made to use forward aerial from a double jump.


===Miscellaneous desyncs===
===Miscellaneous Desyncs===
*'''Ledge''': First initiated after recovering to the ledge by use of Belay or Squall Hammer as both Ice Climbers. During the 2 frame animation of grabbing the ledge, an action must be inputted, and after that, an additional input. The first input is for Popo, and the second is for Nana. The only exception is that making Popo jump will cause Nana to jump as well, albeit she will still perform whatever her input was. For example:
*'''Ledge''': First initiated after recovering to the ledge by use of Belay or Squall Hammer as both Ice Climbers. During the 2 frame animation of grabbing the ledge, an action must be inputted, and after that, an additional input. The first input is for Popo, and the second is for Nana. The only exception is that making Popo jump will cause Nana to jump as well, albeit she will still perform whatever her input was. For example:
:*Ledge jump + Nana Squall Hammer: This will drop Nana on top of the opponent, providing cover for Popo to get onstage.
:*Ledge jump + Nana Squall Hammer: This will drop Nana on top of the opponent, providing cover for Popo to get onstage.
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:**If an opponent is shielding, this maneuver can be used to incite shieldstun and give Popo an opportunity to grab them. Since she is already desynced from the ledge attack, this can lead to a combo involving Popo using back throw and Nana using forward smash backwards.
:**If an opponent is shielding, this maneuver can be used to incite shieldstun and give Popo an opportunity to grab them. Since she is already desynced from the ledge attack, this can lead to a combo involving Popo using back throw and Nana using forward smash backwards.


==="Unconventional" desyncs===
==="Unconventional" Desyncs===
*'''Foxtrot''': Performed by producing multiple foxtrots. At the end of a foxtrot, whiff grab and continue to foxtrot with Nana instead, causing her to continue to move. Although this can be used for Ledge Trumping, it offers the risk of vulnerability on Nana's part. Compounded with her knockback rate being higher than Popo's, this is a very situational desync.
*'''Foxtrot''': Performed by producing multiple foxtrots. At the end of a foxtrot, whiff grab and continue to foxtrot with Nana instead, causing her to continue to move. Although this can be used for Ledge Trumping, it offers the risk of vulnerability on Nana's part. Compounded with her knockback rate being higher than Popo's, this is a very situational desync.


*'''Button hold''': When charging a smash attack with Nana, it can be released and confirm the hit into a grab before the opponent is launched.
*'''Button Hold''': When charging a smash attack with Nana, it can be released and confirm the hit into a grab before the opponent is launched.
:*Can be executed by either holding Shield, or quickly timing a grab.
:*Can be executed by either holding Shield, or quickly timing a grab.
:**By holding and angling the shield, pressing and holding the Attack button will cause both Popo to whiff his grab, and Nana to charge a smash attack.
:**By holding and angling the shield, pressing and holding the Attack button will cause both Popo to whiff his grab, and Nana to charge a smash attack.
:**By pressing the Grab button (while simultaneously inputting a smash attack), the same result can be achieved as the first aforementioned method.
:**By pressing the Grab button (while simultaneously inputting a smash attack), the same result can be achieved as the first aforementioned method.


*'''Down smash''': An easy method. Upon performing down smash, the player can buffer a dash forward near the end of the animation, causing Nana to dash the opposite direction. During this time, however, the player has no control over her. This method is slow, so the player must be wary when using it.
*'''Down Smash''': An easy method. Upon performing down smash, the player can buffer a dash forward near the end of the animation, causing Nana to dash the opposite direction. During this time, however, the player has no control over her. This method is slow, so the player must be wary when using it.
*'''Spot dodge''': By angling the c stick left, right, or down, and hitting z at the same time, and holding both inputs, Popo will automatically pick a shield option (roll, spotdodge) and continue to do this option as long as the c stick is held in a direction, and Nana will continuously grab in place  
*'''Spot dodge''': By angling the c stick left, right, or down, and hitting z at the same time, and holding both inputs, Popo will automatically pick a shield option (roll, spotdodge) and continue to do this option as long as the c stick is held in a direction, and Nana will continuously grab in place  


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As demonstrated in ''{{YouTube|zQ3DzHTdwTA|Two Climbers, Two Hands}}'', continuous desych is a technique and strategy which involves keeping the Climbers desynced for extended periods of time. In addition to making the Climbers much more powerful offensively, they also become harder to approach with continuous desynch. Due to the extreme difficulty of timing and maintaining a continuous string of attacks, the in-combat potential of this approach is clearly substantial, but largely untapped.
As demonstrated in ''{{YouTube|zQ3DzHTdwTA|Two Climbers, Two Hands}}'', continuous desych is a technique and strategy which involves keeping the Climbers desynced for extended periods of time. In addition to making the Climbers much more powerful offensively, they also become harder to approach with continuous desynch. Due to the extreme difficulty of timing and maintaining a continuous string of attacks, the in-combat potential of this approach is clearly substantial, but largely untapped.


There are two rules when keeping the Ice Climbers continuously desynched:
There are 2 rules when keeping the Ice Climbers continuously desynched:


#Avoid having Popo use Blizzard; it will end the desynching process.
#Avoid having Popo use Blizzard; it will end the desynching process.

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