Editing User:Yo'ster/Desyncing updates
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===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 B 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 [[Pokémon Stadium 2]]. The squall desync works in all three of the Smash games the Ice Climbers are in. | ||
====Variants==== | ====Variants==== | ||
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===Cheerless Smash=== | ===Cheerless Smash=== | ||
'''Cheerless smash''' (short for '''cheerless grab smash attack''') refers to a [[ | '''Cheerless smash''' (short for '''cheerless grab smash attack''') refers to a [[Desynching|desynced]] kill confirm combining a throw with a buffered smash attack from the partner, keeping the opponent in place to turn their otherwise weak throws into some of the strongest in the game. The damage and launch power of cheerless smashes vary depending on the player's timing, as landing the smash attack will usually interrupt the actual throw, preventing some of the throw's damage from being dealt, while delaying the smash can not only let the throw connect and damage the opponent in its entirety, but also further strengthen the combo due to charging the smash a little in the meantime. | ||
The term comes from circumventing the partner Climber's cheer animation when the leader performs a grab and using input buffering to get the partner to perform a smash attack. Although the cheering animation was introduced in ''[[Super Smash Bros. Ultimate]]'' and certain setups have their own terms (e.g. back dash, cheer cancel, etc.), "cheerless smash" is used as a blanket term for any throw and smash attack combination that's obtained in spite of the partner's cheering. | The term comes from circumventing the partner Climber's cheer animation when the leader performs a grab and using input buffering to get the partner to perform a smash attack. Although the cheering animation was introduced in ''[[Super Smash Bros. Ultimate]]'' and certain setups have their own terms (e.g. back dash, cheer cancel, etc.), "cheerless smash" is used as a blanket term for any throw and smash attack combination that's obtained in spite of the partner's cheering. | ||
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Smash attacks and throws could hypothetically be combined in several other ways, but wouldn't actually connect with their target due to the positions of certain hitboxes and that of the partner climber during throw animations. For example, Up throw can't be combined with forward or down smash since the up throw positions foes above the duo, while smash attacks besides up smash hit fairly low to the ground. While back throw's opponent positioning appears as though it could work with up or down smash, the former is just barely too slow, and the latter forces the 2nd climber to use down smash while facing the same direction as the 1st climber as of grabbing the enemy. Since back throw sends foes behind them, the down smash will be aimed in the wrong direction. | Smash attacks and throws could hypothetically be combined in several other ways, but wouldn't actually connect with their target due to the positions of certain hitboxes and that of the partner climber during throw animations. For example, Up throw can't be combined with forward or down smash since the up throw positions foes above the duo, while smash attacks besides up smash hit fairly low to the ground. While back throw's opponent positioning appears as though it could work with up or down smash, the former is just barely too slow, and the latter forces the 2nd climber to use down smash while facing the same direction as the 1st climber as of grabbing the enemy. Since back throw sends foes behind them, the down smash will be aimed in the wrong direction. | ||
=== | ===Jab To Win=== | ||
===The Nut=== | |||
=== | ===They're Going To Beat You To Death=== | ||
===Kakko=== | ===Kakko=== | ||
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===Blizzwall=== | ===Blizzwall=== | ||
'''Blizzwall''' refers to a series of alternating uses of [[Blizzard]], creating a constant barrage of ice that can cover most ledge getup options, rack up major damage against unsuspecting foes, and even wall out opponents who lack a prioritized and disjointed move to combat it, forcing a predictable approach from above. A desynced Blizzard can also be used in tandem with Ice Shot, attacking distant foes while Blizzard prevents the shots from being sent back at the climbers. The multihits of the partner climber's down special can lead to grabs, but this is unreliable past early percentages since a frozen opponent can't be grabbed. On top of its utility in zoning and ledge-trapping, a desynced series of blizzards can simply be used to harass opponents, dealing damage that sticks and often forcing them into an awkward position. | '''Blizzwall''' refers to a series of alternating uses of [[Blizzard]], creating a constant barrage of ice that can cover most ledge getup options, rack up major damage against unsuspecting foes, and even wall out opponents who lack a prioritized and disjointed move to combat it, forcing a predictable approach from above. A desynced Blizzard can also be used in tandem with Ice Shot, attacking distant foes while Blizzard prevents the shots from being sent back at the climbers. The multihits of the partner climber's down special can lead to grabs, but this is unreliable past early percentages since a frozen opponent can't be grabbed. On top of its utility in zoning and ledge-trapping, a desynced series of blizzards can simply be used to harass opponents, dealing damage that sticks and often forcing them into an awkward position. | ||
The term '''blizzwall''' is fairly intuitive, with "Blizz" being short for "Blizzard", and "wall" referring to its ability to wall out opposing projectiles and attacks | The term '''blizzwall''' is fairly intuitive, with "Blizz" being short for "Blizzard", and "wall" referring to its ability to wall out opposing projectiles and attacks,. | ||
===Zip Tilt=== | ===Zip Tilt=== | ||
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===2ura=== | ===2ura=== | ||
==Trivia== | ==Trivia== |