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

→‎Desync Combos/Techniques: Continuing to elaborate...
(→‎Desync Combos/Techniques: Continuing to elaborate...)
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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.
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).
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===
===Jab to win===
'''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.
'''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===
'''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 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===
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The blizzwall has served mostly the same purpose and been a staple of high-level play with the duo ever since Melee.
The blizzwall has served mostly the same purpose and been a staple of high-level play with the duo ever since Melee.
===Blizzjab===
'''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.
===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===
===Zip Tilt===
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