Editing Desyncing
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Desyncing can also be set up intentionally without having to separate the two. This is partially due to how the partner has a six frame delay during most inputs, along with having slightly higher jump height, gravity, fall speed, and dash speed (as of ''[[Super Smash Bros. Ultimate]]''). Specific maneuvers take advantage of these by using specific means to delay the partner's actions, the most common being during grabs 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). | Desyncing can also be set up intentionally without having to separate the two. This is partially due to how the partner has a six frame delay during most inputs, along with having slightly higher jump height, gravity, fall speed, and dash speed (as of ''[[Super Smash Bros. Ultimate]]''). Specific maneuvers take advantage of these by using specific means to delay the partner's actions, the most common being during grabs 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). | ||
Desyncing allows the player to perform a move with one part of the duo, whilst inputting a different command to the other, which can allow for highly damaging true combos, zero-to-death strings, and even infinites. It can also be used as a means of multitasking if the player is presented with multiple desirable opportunities. Desyncing offers near limitless potential in terms of both metagame advancements and artistic expression, with a plethora of setups for every in-game situation, no matter how essential or impractical any may be. As such, discovering and documenting every known | Desyncing allows the player to perform a move with one part of the duo, whilst inputting a different command to the other, which can allow for highly damaging true combos, zero-to-death strings, and even infinites. It can also be used as a means of multitasking if the player is presented with multiple desirable opportunities. Desyncing offers near limitless potential in terms of both metagame advancements and artistic expression, with a plethora of setups for every in-game situation, no matter how essential or impractical any may be. As such, discovering and documenting every known usage of desyncing across several games is a nigh-impossible undertaking, and most can only hope to scratch the surface of what's possible. | ||
==Desync subtypes== | ==Desync subtypes== |