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Editing User:Yo'ster/Desyncing updates
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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=== | |||
'''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. | |||
===The | |||
'''The | |||
===They're Going To Beat You To Death=== | ===They're Going To Beat You To Death=== | ||
===Kakko=== | |||
''' | ===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. | |||
''' | 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== |