Editing Desyncing
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[[File:Desynchtaunt.gif|thumb|"Continuous desync", as demonstrated in {{sm|MICH}}'s [[SmashBoards]] signature.]] | [[File:Desynchtaunt.gif|thumb|"Continuous desync", as demonstrated in {{sm|MICH}}'s [[SmashBoards]] signature.]] | ||
==Overview== | ==Overview== | ||
The Ice Climbers are unusual 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) follows the player's actions on a slight delay, attacking alongside the leader. If both are separated for any reason, the partner will prioritize returning to the leader. During this time, they will not follow inputs until getting within a certain distance of the player. The partner becomes actionable once reunited, even if the leader is in the middle of a move, and such timely reunion will result in a desync. Once desynced, the 2nd climber will perform moves independent of what the lead climber does as long as the player continues to press buttons. | The Ice Climbers are unusual 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) follows the player's actions on a slight delay, attacking alongside the leader. If both are separated for any reason, the partner will prioritize returning to the leader. During this time, they will not follow inputs until getting within a certain distance of the player. The partner becomes actionable once reunited, even if the leader is in the middle of a move, and such timely reunion will result in a desync. Once desynced, the 2nd climber will perform moves independent of what the lead climber does as long as the player continues to press buttons. | ||
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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== | ||
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====Primary variants==== | ====Primary variants==== | ||
A common offensive use of the soymilk desync is the | A common offensive use of the soymilk desync is the up tilt version. Up tilt's prolonged multihit nature grants the partner ample time for a conversion if it connects, or leads to potential shield breaks if the target blocks it. | ||
A common defensive use of the soymilk desync is to retreat and use the | A common defensive use of the soymilk desync is to retreat and use the Ice Shot variant. This puts both stage space and a projectile between the Ice Climbers and their opponent while allowing the partner to perform an action of the player's choice. It can also be used more aggressively by running toward foes, performing the tech, then b-reversing the neutral special to launch an Ice Shot while closing the gap rather than widening it. | ||
====Niche variants==== | ====Niche variants==== | ||
'''Forward tilt''': Basically a pivot-canceled forward tilt performed by the lead climber, while their fellow fighter dashes back, able to follow up or apply further pressure should the tilt fail to meet its target. While this maneuver sports better range than the up tilt version, its payoff is dependent on stage positioning and limited past low percents. | '''Forward tilt''': Basically a pivot-canceled forward tilt performed by the lead climber, while their fellow fighter dashes back, able to follow up or apply further pressure should the tilt fail to meet its target. While this maneuver sports better range than the up tilt version, its payoff is dependent on stage positioning and limited past low percents. | ||
The | The jab version is a skid desync that results in the 1st climber turning around and jabbing while their partner remains actionable. Outside of the usual desyncing, its usefulness is limited because landing a jab on an opponent behind the player is nearly impossible, and up tilt offers superior payoff for hitting an opponent. | ||
'''Dash attack''': Unlike other soymilk variants, this one makes the partner climber use dash attack. This is seldom desirable, since a synced dash attack is a combo starter on its own, and allowing partners to make any move independently is usually the bottom line of desyncing in the 1st place. | '''Dash attack''': Unlike other soymilk variants, this one makes the partner climber use dash attack. This is seldom desirable, since a synced dash attack is a combo starter on its own, and allowing partners to make any move independently is usually the bottom line of desyncing in the 1st place. | ||
===Squall=== | ===Squall=== | ||
A '''squall desync''' is performed by timing an input | A '''squall desync''' is performed by timing an input at the end of a synced Squall Hammer. This will have the 2nd Climber act first, and works whether or not an opponent is hit. Squall Hammer autocancels as long as the Ice Climbers land within 30 frames of the aerial version's ending, meaning the player should be airborne during the end of the move to autocancel it and get the duo to act at the same time. (being perfectly synced actually works as a desync setup since the partner can buffer inputs sooner) Pressing the special button during the last swing of the move will cause the Ice Climbers to hop off the ground and enter the autocancel window. It can also be autocanceled after hopping off one of the platforms on stages such as [[Pokémon Stadium 2]] or [[Small Battlefield]]. The squall desync works in all three of the Smash games the Ice Climbers are in. | ||
====Variants==== | ====Variants==== | ||
'''Offensive | '''Offensive''': If an opponent is caught, the player can try to hop alongside the them for a handful of desync-oriented strings. While followups from Squall Hammer are seldom true, victims won't usually have enough time to escape, and will grant the duo better positioning either way. | ||
'''Neutral/ | '''Neutral/defensive''': If the attack is blocked, the climbers can hop away from their target to avoid opposing out of shield options and reset neutral. The player can then desync to perform techniques such as blizzwall. | ||
===Throw buffer=== | ===Throw buffer=== | ||
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====Primary variants==== | ====Primary variants==== | ||
'''Before-type setups''': These interrupt animations and have Popo himself attack before Nana does. Since the partner climber waits | '''Before-type setups''': These interrupt animations and have Popo himself attack before Nana does. Since the partner climber waits 7 frames to respond to player input, moves with a startup time faster than 7 frames can be used by the lead climber while the player makes their partner do something else during the hitlag of their leader's attack. Different animations have different timing windows. For example, pressing and releasing neutral attack within the first 4 frames of a dash input, shield drop, or crouch can have Popo attack alone. Before-type desyncs are used to setup combos such as '''jab to win''', and '''they're going to beat you to death''', and can make any of the duo's smash attacks into very fast and powerful out-of-parry options at kill percent. | ||
'''After-type setups''' These are performed at the end of synced attacks that connect, and can make the 2nd climber move individually with a precise buffer. After-type setups allow players to desync their duo as long as they land an attack, but this can occasionally get in the way when attempting a simple bread-and-butter combo. | '''After-type setups''' These are performed at the end of synced attacks that connect, and can make the 2nd climber move individually with a precise buffer. After-type setups allow players to desync their duo as long as they land an attack, but this can occasionally get in the way when attempting a simple bread-and-butter combo. | ||
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'''Roll buffer''': Rolling behind an opponent and/or performing the [[Sacred Combo]] can also work as a substitute for cheer canceling, since buffering a grab and then another option right after stops the usual cheering. | '''Roll buffer''': Rolling behind an opponent and/or performing the [[Sacred Combo]] can also work as a substitute for cheer canceling, since buffering a grab and then another option right after stops the usual cheering. | ||