Editing Desyncing

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 9: Line 9:
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 use for desyncing across several games is a nigh-impossible undertaking, and most can only hope to scratch the surface of what's possible.
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==

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page: