User:Yo'ster/Desyncing: Difference between revisions

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[[File:Desynchtaunt.gif|thumb|"Continuous desynch," 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. While the partner's separate actions are unpredictable and often unfavorable, they can be manipulated to perform basic actions like attacking an opponent.
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. While the partner's separate actions are unpredictable and often unfavorable, they can be manipulated to perform basic actions like attacking an opponent.


Desyncing can also be set up intentionally without having to separate the two. This is partially due to how the partner has a seven frame delay during most inputs, along with having slightly higher jump height, gravity, fall speed, and dash speed (as of 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). Once desynced, the 2nd climber will perform moves independent of what the lead climber does as long as the player continues to press buttons.
Desyncing can also be set up intentionally without having to separate the two. This is partially due to how the partner has a seven 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). Once desynced, the 2nd climber will perform moves independent of what the lead climber does as long as the player continues to press buttons.


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. As one might expect, 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.
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. As one might expect, 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.
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===Soymilk===
===Soymilk===
The '''soymilk''' desync, also known as the '''Skid''', is initiated by dashing in one direction, releasing the control stick so that the climbers skid to a halt, moving the control stick the opposite direction so that the leader turns around, and then quickly interrupting the turning animation with a grounded move. If correctly executed, the 1st Climber will perform the move and the 2nd Climber will dash forward. The move input has to be made before the partner turns. That way, they'll interpret the turnaround as an initial dash. The dash interrupts the skid 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. Due to differences in movement mechanics, the Soymilk desync may only work in [[SSBU]].
The '''soymilk''' desync, also known as the '''Skid''', is initiated by dashing in one direction, releasing the control stick so that the climbers skid to a halt, moving the control stick the opposite direction so that the leader turns around, and then quickly interrupting the turning animation with a grounded move. If correctly executed, the 1st Climber will perform the move and the 2nd Climber will dash forward. The move input has to be made before the partner turns. That way, they'll interpret the turnaround as an initial dash. The dash interrupts the skid 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. Due to differences in movement mechanics, the Soymilk desync may only work in SSBU.
====Primary Variants====
====Primary Variants====
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 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.
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===Throw buffer===
===Throw buffer===
One major change to the Ice Climbers in Ultimate is how the 2nd climber cheers when the 1st climber throws an opponent. After a successful throw, both climbers are able to move at the same time, but the partner's wider input buffer window allows players to get the partner to move without their leader. On frame 33 of their down throw, (look for the green shockwave that appears when their victim hits the ground) there is a 3 frame window for the partner to input any move. The player must also buffer an action with the leader immediately after the partner's input and release. Neither climber will do anything post-throw if the input is too early, but they'll both move at the same time if the input is too late. Throw buffers technically work in ''Melee'' and ''Brawl'' as well, but such precision therein is unnecessary since the partner climber can act during grabs and throws, anyway. In fact, waiting until just the right moment to set up a Throw Buffer desync in ''Melee'' or ''Brawl'' can be more of a hinderance and leave potential damage and KOs on the table. This is especially true due to those games allowing [[Chain grab]]bing, which heavily incentivizes players to keep opponents within their grab range.
One major change to the Ice Climbers in Ultimate is how the 2nd climber cheers when the 1st climber throws an opponent. After a successful throw, both climbers are able to move at the same time, but the partner's wider input buffer window allows players to get the partner to move without their leader. On frame 33 of their down throw, (look for the green shockwave that appears when their victim hits the ground) there is a 3 frame window for the partner to input any move. The player must also buffer an action with the leader immediately after the partner's input and release. Neither climber will do anything post-throw if the input is too early, but they'll both move at the same time if the input is too late. Throw buffers technically work in Melee and Brawl as well, but such precision therein is unnecessary since the partner climber can act during grabs and throws, anyway. In fact, waiting until just the right moment to set up a Throw Buffer desync in ''Melee'' or ''Brawl'' can be more of a hinderance and leave potential damage and KOs on the table. This is especially true due to those games allowing [[Chain grab]]bing, which heavily incentivizes players to keep opponents within their grab range.


====Variants====
====Variants====
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===Cheer cancel===
===Cheer cancel===
These methods circumvent the 2nd climber's cheering animation during a throw, forcing the partner to respond to player input and allowing the player to position their partner climber and/or attack sooner than they could if they were cheering. Cheer Canceling is used for a variety of strings, such as '''cheerless smashes''' and '''forward-throw-to-forward-air'''. Since [[SSBM]] and [[SSBB]] grant partner climbers free movement during throws by default, '''cheer canceling''' is technically impossible but wholly unnecessary, because there is no cheering to cancel in the 1st place.
These methods circumvent the 2nd climber's cheering animation during a throw, forcing the partner to respond to player input and allowing the player to position their partner climber and/or attack sooner than they could if they were cheering. Cheer Canceling is used for a variety of strings, such as '''cheerless smashes''' and '''forward-throw-to-forward-air'''. Since SSBM and SSBB grant partner climbers free movement during throws by default, '''cheer canceling''' is technically impossible but wholly unnecessary, because there is no cheering to cancel in the 1st place.


====Variants====
====Variants====
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===Grab===
===Grab===
Since the partner is compelled to stand still during a grab, this can be used to put some space between the two and desync them. This setup is relatively simple, but should only be used if the player has time to spare, as it can take multiple seconds and leaves the duo open to attack. Since both climbers are capable of grabbing in '''Melee''' and '''Brawl''', this setup only works in [[SSBU]].
Since the partner is compelled to stand still during a grab, this can be used to put some space between the two and desync them. This setup is relatively simple, but should only be used if the player has time to spare, as it can take multiple seconds and leaves the duo open to attack. Since both climbers are capable of grabbing in Melee and Brawl, this setup only works in SSBU.


====Variants====
====Variants====
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===Down smash===
===Down smash===
Upon performing down smash, the player can buffer a dash forward near the end of the animation. Due to being programmed to face the other way when using down smash, the 2nd climber will dash the opposite direction. This setup only works in [[SSBU]], since in '''Melee''' and '''Brawl''', the Ice Climbers have a completely different down smash that doesn't make the partner swing the other way. While this is one of the easier methods, it's often forgone at high-level play, as down smash desyncs are time-consuming and offer little payout, save for the desync itself and the off chance of actually hitting anyone. Attacks leave openings, so desyncing with an attack means the reward should be well worth the risk and technical execution required.
Upon performing down smash, the player can buffer a dash forward near the end of the animation. Due to being programmed to face the other way when using down smash, the 2nd climber will dash the opposite direction. This setup only works in SSBU, since in '''Melee''' and '''Brawl''', the Ice Climbers have a completely different down smash that doesn't make the partner swing the other way. While this is one of the easier methods, it's often forgone at high-level play, as down smash desyncs are time-consuming and offer little payout, save for the desync itself and the off chance of actually hitting anyone. Attacks leave openings, so desyncing with an attack means the reward should be well worth the risk and technical execution required.


===Dodge===
===Dodge===
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