Editing User:Yo'ster/Desyncing updates
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=Overview= | =Overview= | ||
The Ice Climbers are unusual in that the player is controlling two characters simultaneously. | The Ice Climbers along with Rosalina and Luma are unusual in that the player is controlling two characters simultaneously. Once desynced, they are essentially performing different actions as long as the player continues to press buttons. Desyncing can allow the player to perform a move with either 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, 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. | ||
=Ice Climbers= | |||
For Ice Climbers, the lead climber (Popo by default) is controlled directly while the partner climber (Nana by default) is CPU-controlled and follows the player's actions on a slight delay, attacking alongside the leader. If both are separated for any reason, the partner AI will prioritize returning to the leader. During this time, they are not synchronized, or "desynced", meaning the partner will not follow any player inputs until getting within a certain distance of their leader. While the partner's separate actions are unpredictable and often unfavorable, they can be manipulated to perform basic actions like attacking an opponent. | |||
Desyncing | 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, and from having different attributes from the leader. With 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). | ||
=Desync subtypes= | =Desync subtypes= |