Editing Desyncing
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
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 52: | Line 52: | ||
===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=== | ||
Line 117: | Line 117: | ||
'''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. | ||
==Continuous desync== | |||
As demonstrated in ''{{YouTube|zQ3DzHTdwTA|Two Climbers, Two Hands}}'', continuous desync is a technique and strategy which involves keeping the Climbers desynced for extended periods of time, wavedashing with Popo in order to move both of the Ice Climbers around.. In addition to making the Climbers much more powerful offensively, they also become harder to approach. 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. | |||
==Impact== | |||
Since its inception, desyncing has become synonymous with the identity of the Ice Climbers as characters. The technique's impact on their metagame cannot be understated, with it revolutionizing their neutral and combo game. Many believe they would be completely unviable without them, with {{sm|ChuDat}} popularly describing his use of them as "controlling two characters at once". The prevalence of desyncs in every aspect of Ice Climbers gameplay has given the characters a reputation for being exceedingly hard to use at a competitive level, often being looked at as a challenge by budding players. However, it has also caused some to dislike the Ice Climbers, usually citing the reward not being enough for getting good with them. | |||
[[Category:Techniques (SSBM)]] | [[Category:Techniques (SSBM)]] |