Super Smash Bros. Melee
Super Smash Bros. Brawl
Super Smash Bros. Ultimate

Desyncing: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
(This page lacks a LOT of important details, such as execution, general technical data, or anything that any advanced technique page should have. Lacks any Ult or Brawl data, nor Rosalina's desyncs. Marked in hopes of someone being able to fix it.)
Line 1: Line 1:
{{ArticleIcons|melee=y|brawl=y|ultimate=y}}
{{ArticleIcons|melee=y|brawl=y|ultimate=y}}
{{stub}}
{{competitive expertise|Hasn't got any Brawl or Ultimate data and hasn't been updated since February 2019. Rosalina & Luma desyncs could also be worth adding. (March 2020).}}
{{technical data|General technical data regarding desyncs, explanations, data for Melee, Brawl and Ultimate. A table of desync possibilities could be handy, as well as more technical data. (March 2020)}}


:''For information on the abnormality that can be seen in online matches, see [[Online desynchronization]].''
:''For information on the abnormality that can be seen in online matches, see [[Online desynchronization]].''

Revision as of 02:10, March 10, 2020

Stub.png
Competitive.png This article or section may require competitive expertise.
The editor who added this tag elaborates: Hasn't got any Brawl or Ultimate data and hasn't been updated since February 2019. Rosalina & Luma desyncs could also be worth adding. (March 2020).
You can discuss this issue on the talk page or edit this page to improve it.
Data.png This article or section may require additional technical data.
The editor who added this tag elaborates: General technical data regarding desyncs, explanations, data for Melee, Brawl and Ultimate. A table of desync possibilities could be handy, as well as more technical data. (March 2020)
You can discuss this issue on the talk page or edit this page to improve it.
For information on the abnormality that can be seen in online matches, see Online desynchronization.
"Continuous desynch," as demonstrated in MICH's SmashBoards signature.

Desynching is an advanced Ice Climbers technique that involves separating the two climbers' states and controlling them individually. It is most commonly done during grabs to allow Nana to attack a captive opponent or regrab them, but the Ice Climbers can be desynched out of many attacks, allowing the player to perform an attack, move, jump, or wavedash with either Nana or Popo, whilst inputting a different command to the other Ice Climber.

Continuous desynch, as demonstrated in Two Climbers, Two Hands is a technique and strategy which involves keeping the Climbers acting individually for extended periods of time. In addition to making the Climbers much more powerful offensively, they also become harder to approach with continuous desynch. Due to the extreme difficulty of timing and maintaining a continuous string of attacks, the in-combat potential of this approach is clearly substantial, but largely untapped.

Due to the increased popularity of the Ice Climbers, desynching has quickly become a common tactic for a number of Ice Climber mains. Videos have been created solely for the purpose of demonstrating the possibilities of this technique.