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Online desynchronization: Difference between revisions

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Once a match is desynched, the players are essentially playing different matches. Inputs will be sent and acted upon as usual, but the results of the inputs can be wildly different - a control stick input might be a down throw on one system and a fastfall on another. Re-syncing a match is sometimes possible, but requires extensive co-ordination between the players involved, and the cause of the original desynch will likely cause a redisconnection later.
Once a match is desynched, the players are essentially playing different matches. Inputs will be sent and acted upon as usual, but the results of the inputs can be wildly different - a control stick input might be a down throw on one system and a fastfall on another. Re-syncing a match is sometimes possible, but requires extensive co-ordination between the players involved, and the cause of the original desynch will likely cause a redisconnection later.


Desynches are generally caused by hacks. Players using identical hacks generally do not desynch, but any hack that not all players share carries a risk of desynching. Some categories of hacks, such as textures, carry very little risk of desynching, while things such as model hacks are very likely, and moveset and physics hacks are guarenteed to desynch.
Desynches are generally caused by hacks. Players using identical hacks generally do not desynch, but any hack that not all players share carries a risk of desynching. Some categories of hacks, such as textures, carry very little risk of desynching, while things such as model hacks are very likely, and moveset and physics hacks are guaranteed to desynch. Desynching also prevents players playing a proper match online using ''Brawl'' mods, such as ''[[Balanced Brawl]]'' and ''[[Brawl-]]'', unless all players use the same mod. The effects of desynching can viewed by watching the same saved [[replay]]s while using different hacks/mods.


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Revision as of 21:34, May 17, 2013

For information on the Ice Climber technique, see desynching.

A desynch (sometimes spelled as desync) is when players in an online match are no longer seeing the same thing as the other players. The concept is best explained by example:

  • Player 1 is playing as usual, while player 2 has a hack that makes his character half their regular size.
  • Player 1 attacks player 2.
    • On player 1's system, the attack connects.
    • On player 2's system, the attack misses due to their character being smaller.
  • The match is now desynched.

Once a match is desynched, the players are essentially playing different matches. Inputs will be sent and acted upon as usual, but the results of the inputs can be wildly different - a control stick input might be a down throw on one system and a fastfall on another. Re-syncing a match is sometimes possible, but requires extensive co-ordination between the players involved, and the cause of the original desynch will likely cause a redisconnection later.

Desynches are generally caused by hacks. Players using identical hacks generally do not desynch, but any hack that not all players share carries a risk of desynching. Some categories of hacks, such as textures, carry very little risk of desynching, while things such as model hacks are very likely, and moveset and physics hacks are guaranteed to desynch. Desynching also prevents players playing a proper match online using Brawl mods, such as Balanced Brawl and Brawl-, unless all players use the same mod. The effects of desynching can viewed by watching the same saved replays while using different hacks/mods.


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