User:Yo'ster/Desyncing updates: Difference between revisions

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'''Standing/dash grab''' The player buffers a grab without relying on IASA frames to prevent the 2nd climber from cheering. The moment the lead climber reaches for their target, the control stick and grab button should be untouched, and a pummel should be buffered. Then, immediately press and hold any button while inputting a smash attack. This takes a single input for both Ice Climbers, meaning any direction the player wants to smash in they must also throw.
'''Standing/dash grab''' The player buffers a grab without relying on IASA frames to prevent the 2nd climber from cheering. The moment the lead climber reaches for their target, the control stick and grab button should be untouched, and a pummel should be buffered. Then, immediately press and hold any button while inputting a smash attack. This takes a single input for both Ice Climbers, meaning any direction the player wants to smash in they must also throw.
===Hitlag===
The '''hitlag''' desync requires one of the Ice Climbers or the opponent to be hit. The hitlag on any fighter can be used to desync.
=====Variants=====
'''Before-type setups''' These interrupt animations and have Popo himself attack before Nana does. Since the partner climber waits 7 frames to respond to player input, moves  with a startup time faster than 7 frames can be used by the lead climber while the player makes their partner do something else during the hitlag of their leader's attack.
Jab: Pressing and releasing the first hit of neutral attack within certain frames of any animation can desync the Ice Climbers to have only Popo attack, while Nana can perform her own input.
Pressing and releasing neutral attack within the first 4 frames of a dash input, shield release, or crouch can have Popo attack alone. Other animations have different timing windows:
Dash input: used during a jab lock. By jabbing once normally with both Ice Climbers, the player can dash jab cancel to have Popo jab for the third jab and have Nana use Squall Hammer to attempt a regrab.
Shield release: Is as slow as grab, post shieldstun (15 frames); shield release jab is 11 frames for the shield release, plus 4 frames for the jab. Used to setup '''jab to win'''
Crouch: Has the most potential, but is the most difficult to input. By running and canceling the dash with a crouch and immediate jab, the player can cancel Nana's jab input with a special move. A good pressure tool if executed correctly.
Up smash out of shield
When up smashing out of shield, by releasing and holding the attack button again, the player can have Popo up smash alone while Nana continues charging her up smash. Useful against opponents that try to grab Popo out of shield; when they try to grab him, Nana loses control and immediately strikes the opponent. This can be countered by the opponent using an attack to knock Nana out of her charge, but Popo is free to release it whenever.
Short-Hop Neutral Aerial: By connecting with a buffered short-hop neutral aerial on frame 6, the player can cancel Nana's jumpsquat into any special move. Good for out-of-shield neutral aerial (frame 9) on tall characters.
'''After-type setups''' These are performed at the end of synced attacks that connect, and can make the 2nd climber move individually with a precise buffer.
With a synced forward aerial being +3 on shield, or a synced neutral aerial being +2, using jab (which comes out on frame 4) allows for a frame trap of -1 and -2, respectively. This can bait out out-of-shield aerials and shield grabs. After hitting synced jab 1 and 2, the player can time a solo Ice Shot with Popo and Nana for a jab lock, or a tech chase. If they miss a tech, this can lead to a forward smash.
During up aerial strings, the player can buffer a second up air during Nana's hitlag, and while Popo is in the animation of his second up air, Nana can be made made to use forward aerial from a double jump.


==Desync Combos==
==Desync Combos==
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