Editing User:Yo'ster/Desyncing updates

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{{draft|Some clips of desync combos being performed at high-level play would be nice}}
{{draft|Some clips of desync combos being performed at high-level play would be nice}}
Format plan:
 
=Overview=
=Overview=


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===Squall===
===Squall===
A '''squall desync''' is performed by timing an input after a synced Squall Hammer. If a move is buffered after using it, the duo can act at the exact same time. (being perfectly synced actually works as a desync setup since the partner can buffer inputs sooner) This works whether or not an opponent is hit and whether or not the move is autocanceled.  
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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===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 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 ''' '''. Since [[SSBM]] and [[SSBB]] grant partner climbers free movement 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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''' ''' 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.
''' ''' 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.


==Desync Combos/Techniques==
==Desync Combos==
While the Ice Climbers are well known for their variety of zero-to-death combos, they don't really have a one-size-fits-most like other fighters such as [[Luigi (SSBU)]] or [[Kazuya (SSBU)]]. Rather, their zero-to-deaths take different routes depending on the situation. Between every hit, the matchup, percentage, and stage positioning has a cause and effect on what will be the optimal combination. As such, many zero-to-death options aren't known by a particular name, but can instead be divided into a series of recognizable combo "chunks".


===Cheerless Smash===
===Cheerless Smash===
'''Cheerless smash''' (short for '''cheerless grab smash attack''') refers to a [[Desyncing|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.
'''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.


===Forward-throw-forward-air===
===Jab To Win===
'''Forward-throw-forward-air''', abbreviated as "fthrow fair", and also known as "the dunk", is a tech which has each of the duo acting differently while reading the push of the jump and attack buttons, along with the left stick being angled forward, resulting in one climber forward throwing an opponent, while the other performs a short-hop forward air. This can be used as a combo starter onstage, or a way to take stocks at early percentages near the edge. The timing of the partner's foward air is fairly lenient, and can be adjusted to adapt to different matchups and positions. For example, a large opponent may have a hurtbox close enough to connect with the aerial's sourspot, so a slightly later forward air that doesn't land until the target has begun to take knockback from the throw allows it to connect with the sweetspot. This also comes in handy if the duo isn't very close to the ledge. Knocking the enemy away slightly right before spiking them ensures that they'll be positioned far enough forward to be KO'd once they are spiked.
 
The tech's name is made very simple and self-explanatory in spite of its importance to high-level usage of the Ice Climbers, with it simply being the names of the moves strung together.


Fthrow fair has its uses in Melee, Brawl, and Ultimate, but the latter even more so. Since grabs can't be abused to continuously loop opponents for damage, zero-to-death combos need to do away with foes quickly, and spiking them right off the edge of the stage is a great way to do so. Ultimate's fthrow fair is also commonly associated with "Twitter clips" among casual players and those unfamiliar with the character(s).


===Jab to win===
===The Nut===
'''Jab to win''' is a zero-to-death combo from SSBU which utilizes the jab desync. The lead climber jabs while making their partner perform a side special, this then leads to a down throw from the leader and a forward aerial from the partner. During the forward air, the lead climber short hops and lands with neutral air, followed by another side special from the partner climber. This then converts into a forward-throw-forward-air at the ledge to finish off the opponent. depending on the matchup and stage positioning, a down special may be a better option than side special. Jab to win is one of Ultimate's easier zero-to-deaths, but doesn't rack up enough damage prior to its finishing blow to consistently KO many fighters.


===The nut===
'''The nut''' was 1 of the 1st zero-to-death combos discovered in Ultimate, performed with a '''throw buffer''' desync in which the lead climber converts a down throw into an up-angled forward tilt while their partner rolls forward. The partner climber then uses a side special, followed by another down throw from the lead climber, who this time combos the throw into a neutral aerial, leading to another side special from the partner and then a third and final grab. The combo is then finished with a forward-throw-forward-air to take the stock (provided the opponent is grabbed close enough to the ledge). Mastering this string is a common means of practice for inexperienced players, since it gives them a feel for important techs like throw buffer and forward-throw-forward-air. However, the nut's actual usefulness in a competitive environment is very limited due to being escapable by most of the cast, on top of the usual difficulty one can expect from desyncing.


===They're Going To Beat You To Death===
===They're Going To Beat You To Death===
A zero-to-death from Ultimate done with a jab desync into a down smash from the 2nd climber, followed by a leader up aerial, partner forward aerial, leader down aerial, a second partner forward air, and a forward-throw-forward-air. The usefulness of this combo is highly limited due to the impracticality of landing the up air, as it's just barely possible in most matchups and susceptible to DI.
===Blizz===
====Primary Variants====
'''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 blizzwall has served mostly the same purpose and been a staple of high-level play with the duo ever since Melee.
'''Blizzjab''' is a technique set up with a jab desync, comboing the jab into a blizzard to start a plethora of strings. It's often used to hard punish a missed tech from the enemy, but it can also be used in neutral, out of parry, and out of shield occasionally.
'''Kakko''' a blizzjab set up with a spotdodge.


===Side-special-forward-air===
Also abbreviated as [Squall](fair), '''side-special-forward-air''' is a desynced kill confirm that involves carrying foes to the edge of the stage with a Squall Hammer from the lead climber and spiking them with a forward aerial from the partner climber. While the conversion also works the other way around, and is less dependent on stage positioning that way, it's usually not the preferred alternative, because converting into a cheerless smash or fthrow fair can also be done in such a situation, and KO's much earlier.


===Zip Tilt===
===Blizzwall===
 
 
===2ura===
'''2ura''', also known as '''mura2''' or '''murastar''' is a desync combo set up with a throw buffer. It starts with the usual down throw, but a well-timed followup desyncs the duo from there. The lead climber comboes their throw into an up aerial which then leads to a forward aerial from their partner. From here, a variety of combo extensions can be performed, and even lead to zero-to-deaths.
 
====Variants====
Old Performed by having the partner shield during the leader's conversion and doing a full hop forward air right after the leader's up air connects
New During the startup of down throw, the player must hold shield while pushing both sticks up. Once the opponent is thrown (look for when the lead climber retrieves their mallet), the player needs to press the jump button while continuing to maintain the previous inputs. This will cause the leader to buffer an up aerial while the partner jumps without attacking. After the up air connects, release all inputs and have the 2nd climber use forward air.


==Trivia==
==Trivia==

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