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:''For information on the abnormality that can be seen in online matches, see [[online desynchronization]].''
[[File:Desynchtaunt.gif|thumb|"Continuous desync", as demonstrated in {{sm|MICH}}'s [[SmashBoards]] signature.]]
'''Desyncing''' is an [[Advanced technique|advanced]] [[Ice Climbers]] [[technique]] that involves separating the two Ice Climbers' states and controlling them individually.


:''For information on the abnormality that can be seen in online matches, see [[Online desynchronization]].''
==Overview==
[[Image:Desynchtaunt.gif|thumb|right|"Continuous desynch," as demonstrated in {{sm|MICH}}'s [[SmashBoards]] signature.]]
The Ice Climbers are unusual in that the player is controlling two characters simultaneously. The lead climber (Popo by default) is controlled directly while the partner climber (Nana by default) follows the player's actions on a slight delay, attacking alongside the leader. If both are separated for any reason, the partner will prioritize returning to the leader. During this time, they will not follow inputs until getting within a certain distance of the player. The partner becomes actionable once reunited, even if the leader is in the middle of a move, and such timely reunion will result in a desync. Once desynced, the 2nd climber will perform moves independent of what the lead climber does as long as the player continues to press buttons.
'''Desynching''' is an [[Advanced technique|advanced]] [[Ice Climbers]] [[technique]] that involves separating the two climbers' states and controlling them individually. It is most commonly done during [[grab]]s 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 ''{{YouTube|zQ3DzHTdwTA|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.
Desyncing can also be set up intentionally without having to separate the two. This is partially due to how the partner has a six frame delay during most inputs, along with having slightly higher jump height, gravity, fall speed, and dash speed (as of ''[[Super Smash Bros. Ultimate]]''). Specific maneuvers take advantage of these by using specific means to delay the partner's actions, the most common being during grabs to allow the partner to attack a captive opponent or regrab them (though this particular method no longer applies in Ultimate due to changes made to grabs).


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.
Desyncing allows the player to perform a move with one part of the duo, whilst inputting a different command to the other, which can allow for highly damaging true combos, zero-to-death strings, and even infinites. It can also be used as a means of multitasking if the player is presented with multiple desirable opportunities. Desyncing offers near limitless potential in terms of both metagame advancements and artistic expression, with a plethora of setups for every in-game situation, no matter how essential or impractical any may be. As such, discovering and documenting every known use for desyncing across several games is a nigh-impossible undertaking, and most can only hope to scratch the surface of what's possible.
 
==Desync subtypes==
There are several kinds of desync that differ in execution. Most methods differ by game.
 
Neutral-based desyncs, or NBDs, are used in a "neutral state", i.e. not requiring an opponent to be hit or grabbed. Aerial NBDs usually involve the partner acting first, while Grounded NBDs typically involve the leader acting first.
 
Combo-based desyncs, or CBDs, require an opponent to be hit or grabbed. Most CBDs are kill confirms.
 
Miscellaneous desyncs, or MDs, don't apply to the categories above. They are situational, but have potential.
 
"Unconventional" desyncs, or UDs, are difficult, risky, or otherwise impractical to use, and possess little to no reward for the risk.
 
==Desyncing methods==
===Aerial animation===
An aerial animation desync involves executing an animation (from aerials, empty hops, autocancels, or airdodges) just before landing. This can be performed in any of the three Smash games the duo is in, but it's easiest to perform in ''Ultimate'' due to the partner's higher jump height, gravity, and fall speed. When performing an aerial animation desync in ''Ultimate'', only the leader will undergo the aerial's landing lag.
 
====Primary variants====
'''Aerial autocancel''': Performed by buffering 2 aerials back-to-back from a short-hop. The following aerial strings can be used: Up aerial-up aerial, up aerial-back aerial, up aerial-neutral aerial, back aerial-up aerial, back aerial-back aerial, and back aerial-neutral aerial. For the aerial strings that begin with back aerial, the earliest hitbox (on frame 8) must connect first. Otherwise, the second aerial will not allow them to desync.
 
'''Aerial landing''': If the Ice Climbers land in the middle of a synchronized aerial, buffering an input a few frames before landing will have the partner act with said input. To do this, the player must short hop and use an aerial just before reaching the apex of the jump. Afterwards, immediately fast fall and input a move, letting go of the buttons for said move as soon as possible.
 
'''Empty hop''': Right before landing with both Ice Climbers, if a move is buffered, the partner will perform said move immediately upon landing. Unlike the aerial landing type, the empty hop type won't make the lead climber incur any landing lag, but it's more difficult to perform.
 
====Niche variants====
Another method is the '''semi-solid''' version, requiring players to fall through a semi-solid platform, use neutral aerial, and then buffer a special move before touching the ground. They mustn't fast fall though, as this will induce landing lag and may lead to performing another technique, instead.
 
===Soymilk===
The '''soymilk''' desync (named after the player that popularized it), also known as the '''skid''', is initiated by running in one direction, releasing the control stick so that the Climbers skid to a halt, moving the control stick the opposite direction so that the leader turns around, and then quickly interrupting the turning animation with a grounded move. If correctly executed, the 1st Climber will perform the move and the 2nd Climber will dash forward. The move input has to be made before the partner turns. That way, they'll interpret the turnaround as an initial dash. The dash interrupts the skid as early as frame 8. This means that the player must skid, turn, and input a move at least 8 frames after the first skid, but less than 6 frames after the turn. Due to differences in movement mechanics, the soymilk desync may only work in ''Ultimate''.
 
====Primary variants====
A common offensive use of the soymilk desync is the '''up tilt''' version. Up tilt's prolonged multihit nature grants the partner ample time for a conversion if it connects, or leads to potential shield breaks if the target blocks it.
 
A common defensive use of the soymilk desync is to retreat and use the '''Ice Shot''' variant. This puts both stage space and a projectile between the Ice Climbers and their opponent while allowing the partner to perform an action of the player's choice. It can also be used more aggressively by running toward foes, performing the tech, then b-reversing the neutral special to launch an Ice Shot while closing the gap rather than widening it.
 
====Niche variants====
'''Forward tilt''': Basically a pivot-canceled forward tilt performed by the lead climber, while their fellow fighter dashes back, able to follow up or apply further pressure should the tilt fail to meet its target. While this maneuver sports better range than the up tilt version, its payoff is dependent on stage positioning and limited past low percents.
 
The '''jab''' version is a skid desync that results in the 1st climber turning around and jabbing while their partner remains actionable. Outside of the usual desyncing, its usefulness is limited because landing a jab on an opponent behind the player is nearly impossible, and up tilt offers superior payoff for hitting an opponent.
 
'''Dash attack''': Unlike other soymilk variants, this one makes the partner climber use dash attack. This is seldom desirable, since a synced dash attack is a combo starter on its own, and allowing partners to make any move independently is usually the bottom line of desyncing in the 1st place.
 
===Squall===
A '''squall desync''' is performed by timing an input after a synced Squall Hammer. If a move is buffered after using it, the duo can act at the exact same time. (being perfectly synced actually works as a desync setup since the partner can buffer inputs sooner) This works in all 3 of the Smash games the Ice Climbers are in, whether or not an opponent is hit and whether or not the move is autocanceled.
 
====Variants====
'''Offensive:''' If an opponent is caught, the player can try to hop alongside the them for a handful of desync-oriented strings. While followups from Squall Hammer are seldom true, victims won't usually have enough time to escape, and will grant the duo better positioning either way.
 
'''Neutral/Defensive:''' If the attack is blocked, the climbers can hop away from their target to avoid opposing out of shield options and reset neutral. The player can then desync to perform techniques such as blizzwall.
 
===Throw buffer===
One major change to the Ice Climbers in Ultimate is how the 2nd climber cheers when the 1st climber throws an opponent. After a successful throw, both climbers are able to move at the same time, but the partner's wider input buffer window allows players to get the partner to move without their leader. On frame 33 of their down throw, (look for the green shockwave that appears when their victim hits the ground) there is a 3 frame window for the partner to input any move. The player must also buffer an action with the leader immediately after the partner's input and release. Neither climber will do anything post-throw if the input is too early, but they'll both move at the same time if the input is too late. Throw buffers technically work in ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]'' as well, but such precision therein is unnecessary since the partner climber can act during grabs and throws, anyway. In fact, waiting until just the right moment to set up a throw buffer desync in ''Melee'' or ''Brawl'' can be more of a hindrance and leave potential damage and KOs on the table. This is especially true due to those games allowing [[chain grab]]bing, which heavily incentivizes players to keep opponents within their grab range.
 
====Primary variants====
'''Leader followup''': The lead climber converts after throwing their opponent while the desynced partner is positioned to extend the combo. The 2nd climbers's Squall Hammer is often used as part of '''The Nut'''.
 
'''Partner followup''': The 2nd climber converts after the 1st throws their opponent. The desynced leader then positions themselves to extend the combo. The duo can perform alternating aerials for ladder combos at unusually early percents and/or use the partner's forward air as a finisher.
 
====Niche variants====
'''Manual''': After grabbing an enemy, by holding down the inputs for a move that can also be used to throw, the climbers will respectively throw and cheer as usual, but the partner will read the attack input after cheering, buffering a move based on whatever inputs the player held. The leader will be able to do anything else once their throw concludes, so inputting a long-lasting attack such as a forward smash or side special gives ample time to desync. This setup is therefore very beginner-friendly, but isn't used in high-level play, as experienced players expect to get much more out of grabs, and don't need the extra leeway in return for giving up the optimal conversion. Since ''Melee'' and ''Brawl'' grant partner climbers free movement during throws, manually desyncing is technically possible, but works differently and is much more practical because the partner will respond to inputs immediately.
 
===Cheer cancel===
These methods circumvent the 2nd climber's cheering animation during a throw, forcing the partner to respond to player input and allowing the player to position their partner climber and/or attack sooner than they could if they were cheering. Cheer Canceling is used for a variety of strings, such as '''cheerless smashes''' and '''forward-throw-to-forward-air'''. Since ''Melee'' and ''Brawl'' grant partner climbers free movement during throws by default, '''cheer canceling''' is technically impossible but wholly unnecessary, because there is no cheering to cancel in the 1st place.
 
====Variants====
'''Standard''': This version cancels the 2nd climber's cheering animation through [[IASA]] frames, causing them to instead respond to inputs with moves such as roll, spot dodge, and initial dash.
 
'''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 the input for the player's preferred conversion.
 
===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.
 
====Primary variants====
'''Before-type setups''': These interrupt animations and have Popo himself attack before Nana does. Since the partner climber waits 6 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. Different animations have different timing windows. For example, pressing and releasing neutral attack within the first 4 frames of a dash input, shield drop, or crouch can have the leader attack alone. Before-type desyncs are used to setup combos such as '''jab to win''', and '''they're going to beat you to death''', and can make any of the duo's smash attacks into very fast and powerful out-of-parry options at kill percent.
 
'''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. After-type setups allow players to desync their duo as long as they land an attack, but this can occasionally get in the way when attempting a simple bread-and-butter combo.
 
====Niche variants====
'''Natural''': These setups have the duo desync by buffering a move after taking a hit. Knockback (and subsequently, hitstun) scales with percentage, so timing varies based on how much damage either climber has taken. If they are at significantly different percentages, the partner climber may be too far away to respond to player input, but such a separation would result in a desync, anyway. Since the "divide and conquer" strategy is a common means of countering the Ice Climbers, taking advantage of desyncing opportunities can help to turn a supposed weakness on its head.
 
===Ledge===
Ledge desyncs are initiated after grabbing the ledge by use of Belay or Squall Hammer with both climbers. During their edge grabbing animation, a well-timed input will make the 2nd climber move independently.
 
====Variants====
'''Belay''': When recovering with Belay, the player can buffer a getup option right before the leader is able to respond accordingly. This will make only their partner get up if timed correctly. It should be noted that the 2nd climber will choose a get up option on their own if they just barely make it to the ledge.
 
'''Squall Hammer''': When recovering with Squall Hammer, the player can buffer a getup option for their partner right before the leader is able to respond to it. This will make only the partner get up if timed correctly.
 
===Grab===
Since the partner is compelled to stand still during a grab, this can be used to put some space between the two and desync them. This setup is relatively simple, but should only be used if the player has time to spare, as it can take multiple seconds and leaves the duo open to attack. Since both climbers are capable of grabbing in ''Melee'' and ''Brawl'', this setup only works in ''Ultimate''.
 
====Variants====
The '''foxtrot''' variant, as the name implies, is performed by foxtrotting. At the end of a foxtrot, whiff a grab and continue to trot with the other climber, causing them to advance on their own.
 
'''Dash''': Done with a dash grab while allowing the partner climber to stop moving as usual. While grabbing urges the 2nd climber to become idle, dash grabs cause the grabber to slide forward a bit, leaving their partner behind. Players can continuously buffer dash grabs to extend the distance.
 
===Down smash===
Upon performing down smash, the player can buffer a dash forward near the end of the animation. Due to being programmed to face the other way when using down smash, the 2nd climber will dash the opposite direction. This setup only works in ''Ultimate'', since in ''Melee'' and ''Brawl'', the Ice Climbers have a completely different down smash that doesn't make the partner swing the other way. While this is one of the easier methods, it's often forgone at high-level play, as down smash desyncs are time-consuming and offer little payout, save for the desync itself and the off chance of actually hitting anyone. Attacks leave openings, so desyncing with an attack means the reward should be well worth the risk and technical execution required.
 
===Dodge===
Dodges can easily get the Ice Climbers desynced at least slightly, and seasoned players can use dodge desyncs to turn nearly every defensive maneuver into an impressive showing of technical skill.
 
====Variants====
'''C roll''': By angling the C-stick left, right, or down, and holding grab at the same time, the leader will repeatedly grab, and the partner will continuously roll or spotdodge as long as the C-stick is held in any direction besides up. A desync can then be started at any point between grabs. Similarly to the foxtrot or down smash desync, it is ill-advised to choose this type once some more practical means of desyncing have been mastered.
 
'''Sidestep''': Spotdodging repeatedly to stale it can slowly but surely desync the duo due to the 2nd climber's delayed movement, causing the lead climber's spotdodge to stale sooner and making them slower to act.
 
'''Roll buffer''': Rolling behind an opponent and/or performing the [[Sacred Combo]] can also work as a substitute for cheer canceling, since buffering a grab and then another option right after stops the usual cheering.


[[Category:Techniques (SSBM)]]
[[Category:Techniques (SSBM)]]

Latest revision as of 17:31, August 12, 2024

For information on the abnormality that can be seen in online matches, see online desynchronization.
"Continuous desync", as demonstrated in MICH's SmashBoards signature.

Desyncing is an advanced Ice Climbers technique that involves separating the two Ice Climbers' states and controlling them individually.

Overview[edit]

The Ice Climbers are unusual in that the player is controlling two characters simultaneously. The lead climber (Popo by default) is controlled directly while the partner climber (Nana by default) follows the player's actions on a slight delay, attacking alongside the leader. If both are separated for any reason, the partner will prioritize returning to the leader. During this time, they will not follow inputs until getting within a certain distance of the player. The partner becomes actionable once reunited, even if the leader is in the middle of a move, and such timely reunion will result in a desync. Once desynced, the 2nd climber will perform moves independent of what the lead climber does as long as the player continues to press buttons.

Desyncing can also be set up intentionally without having to separate the two. This is partially due to how the partner has a six frame delay during most inputs, along with having slightly higher jump height, gravity, fall speed, and dash speed (as of Super Smash Bros. Ultimate). Specific maneuvers take advantage of these by using specific means to delay the partner's actions, the most common being during grabs to allow the partner to attack a captive opponent or regrab them (though this particular method no longer applies in Ultimate due to changes made to grabs).

Desyncing allows the player to perform a move with one part of the duo, whilst inputting a different command to the other, which can allow for highly damaging true combos, zero-to-death strings, and even infinites. It can also be used as a means of multitasking if the player is presented with multiple desirable opportunities. Desyncing offers near limitless potential in terms of both metagame advancements and artistic expression, with a plethora of setups for every in-game situation, no matter how essential or impractical any may be. As such, discovering and documenting every known use for desyncing across several games is a nigh-impossible undertaking, and most can only hope to scratch the surface of what's possible.

Desync subtypes[edit]

There are several kinds of desync that differ in execution. Most methods differ by game.

Neutral-based desyncs, or NBDs, are used in a "neutral state", i.e. not requiring an opponent to be hit or grabbed. Aerial NBDs usually involve the partner acting first, while Grounded NBDs typically involve the leader acting first.

Combo-based desyncs, or CBDs, require an opponent to be hit or grabbed. Most CBDs are kill confirms.

Miscellaneous desyncs, or MDs, don't apply to the categories above. They are situational, but have potential.

"Unconventional" desyncs, or UDs, are difficult, risky, or otherwise impractical to use, and possess little to no reward for the risk.

Desyncing methods[edit]

Aerial animation[edit]

An aerial animation desync involves executing an animation (from aerials, empty hops, autocancels, or airdodges) just before landing. This can be performed in any of the three Smash games the duo is in, but it's easiest to perform in Ultimate due to the partner's higher jump height, gravity, and fall speed. When performing an aerial animation desync in Ultimate, only the leader will undergo the aerial's landing lag.

Primary variants[edit]

Aerial autocancel: Performed by buffering 2 aerials back-to-back from a short-hop. The following aerial strings can be used: Up aerial-up aerial, up aerial-back aerial, up aerial-neutral aerial, back aerial-up aerial, back aerial-back aerial, and back aerial-neutral aerial. For the aerial strings that begin with back aerial, the earliest hitbox (on frame 8) must connect first. Otherwise, the second aerial will not allow them to desync.

Aerial landing: If the Ice Climbers land in the middle of a synchronized aerial, buffering an input a few frames before landing will have the partner act with said input. To do this, the player must short hop and use an aerial just before reaching the apex of the jump. Afterwards, immediately fast fall and input a move, letting go of the buttons for said move as soon as possible.

Empty hop: Right before landing with both Ice Climbers, if a move is buffered, the partner will perform said move immediately upon landing. Unlike the aerial landing type, the empty hop type won't make the lead climber incur any landing lag, but it's more difficult to perform.

Niche variants[edit]

Another method is the semi-solid version, requiring players to fall through a semi-solid platform, use neutral aerial, and then buffer a special move before touching the ground. They mustn't fast fall though, as this will induce landing lag and may lead to performing another technique, instead.

Soymilk[edit]

The soymilk desync (named after the player that popularized it), also known as the skid, is initiated by running in one direction, releasing the control stick so that the Climbers skid to a halt, moving the control stick the opposite direction so that the leader turns around, and then quickly interrupting the turning animation with a grounded move. If correctly executed, the 1st Climber will perform the move and the 2nd Climber will dash forward. The move input has to be made before the partner turns. That way, they'll interpret the turnaround as an initial dash. The dash interrupts the skid as early as frame 8. This means that the player must skid, turn, and input a move at least 8 frames after the first skid, but less than 6 frames after the turn. Due to differences in movement mechanics, the soymilk desync may only work in Ultimate.

Primary variants[edit]

A common offensive use of the soymilk desync is the up tilt version. Up tilt's prolonged multihit nature grants the partner ample time for a conversion if it connects, or leads to potential shield breaks if the target blocks it.

A common defensive use of the soymilk desync is to retreat and use the Ice Shot variant. This puts both stage space and a projectile between the Ice Climbers and their opponent while allowing the partner to perform an action of the player's choice. It can also be used more aggressively by running toward foes, performing the tech, then b-reversing the neutral special to launch an Ice Shot while closing the gap rather than widening it.

Niche variants[edit]

Forward tilt: Basically a pivot-canceled forward tilt performed by the lead climber, while their fellow fighter dashes back, able to follow up or apply further pressure should the tilt fail to meet its target. While this maneuver sports better range than the up tilt version, its payoff is dependent on stage positioning and limited past low percents.

The jab version is a skid desync that results in the 1st climber turning around and jabbing while their partner remains actionable. Outside of the usual desyncing, its usefulness is limited because landing a jab on an opponent behind the player is nearly impossible, and up tilt offers superior payoff for hitting an opponent.

Dash attack: Unlike other soymilk variants, this one makes the partner climber use dash attack. This is seldom desirable, since a synced dash attack is a combo starter on its own, and allowing partners to make any move independently is usually the bottom line of desyncing in the 1st place.

Squall[edit]

A squall desync is performed by timing an input after a synced Squall Hammer. If a move is buffered after using it, the duo can act at the exact same time. (being perfectly synced actually works as a desync setup since the partner can buffer inputs sooner) This works in all 3 of the Smash games the Ice Climbers are in, whether or not an opponent is hit and whether or not the move is autocanceled.

Variants[edit]

Offensive: If an opponent is caught, the player can try to hop alongside the them for a handful of desync-oriented strings. While followups from Squall Hammer are seldom true, victims won't usually have enough time to escape, and will grant the duo better positioning either way.

Neutral/Defensive: If the attack is blocked, the climbers can hop away from their target to avoid opposing out of shield options and reset neutral. The player can then desync to perform techniques such as blizzwall.

Throw buffer[edit]

One major change to the Ice Climbers in Ultimate is how the 2nd climber cheers when the 1st climber throws an opponent. After a successful throw, both climbers are able to move at the same time, but the partner's wider input buffer window allows players to get the partner to move without their leader. On frame 33 of their down throw, (look for the green shockwave that appears when their victim hits the ground) there is a 3 frame window for the partner to input any move. The player must also buffer an action with the leader immediately after the partner's input and release. Neither climber will do anything post-throw if the input is too early, but they'll both move at the same time if the input is too late. Throw buffers technically work in Super Smash Bros. Melee and Super Smash Bros. Brawl as well, but such precision therein is unnecessary since the partner climber can act during grabs and throws, anyway. In fact, waiting until just the right moment to set up a throw buffer desync in Melee or Brawl can be more of a hindrance and leave potential damage and KOs on the table. This is especially true due to those games allowing chain grabbing, which heavily incentivizes players to keep opponents within their grab range.

Primary variants[edit]

Leader followup: The lead climber converts after throwing their opponent while the desynced partner is positioned to extend the combo. The 2nd climbers's Squall Hammer is often used as part of The Nut.

Partner followup: The 2nd climber converts after the 1st throws their opponent. The desynced leader then positions themselves to extend the combo. The duo can perform alternating aerials for ladder combos at unusually early percents and/or use the partner's forward air as a finisher.

Niche variants[edit]

Manual: After grabbing an enemy, by holding down the inputs for a move that can also be used to throw, the climbers will respectively throw and cheer as usual, but the partner will read the attack input after cheering, buffering a move based on whatever inputs the player held. The leader will be able to do anything else once their throw concludes, so inputting a long-lasting attack such as a forward smash or side special gives ample time to desync. This setup is therefore very beginner-friendly, but isn't used in high-level play, as experienced players expect to get much more out of grabs, and don't need the extra leeway in return for giving up the optimal conversion. Since Melee and Brawl grant partner climbers free movement during throws, manually desyncing is technically possible, but works differently and is much more practical because the partner will respond to inputs immediately.

Cheer cancel[edit]

These methods circumvent the 2nd climber's cheering animation during a throw, forcing the partner to respond to player input and allowing the player to position their partner climber and/or attack sooner than they could if they were cheering. Cheer Canceling is used for a variety of strings, such as cheerless smashes and forward-throw-to-forward-air. Since Melee and Brawl grant partner climbers free movement during throws by default, cheer canceling is technically impossible but wholly unnecessary, because there is no cheering to cancel in the 1st place.

Variants[edit]

Standard: This version cancels the 2nd climber's cheering animation through IASA frames, causing them to instead respond to inputs with moves such as roll, spot dodge, and initial dash.

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 the input for the player's preferred conversion.

Hitlag[edit]

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.

Primary variants[edit]

Before-type setups: These interrupt animations and have Popo himself attack before Nana does. Since the partner climber waits 6 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. Different animations have different timing windows. For example, pressing and releasing neutral attack within the first 4 frames of a dash input, shield drop, or crouch can have the leader attack alone. Before-type desyncs are used to setup combos such as jab to win, and they're going to beat you to death, and can make any of the duo's smash attacks into very fast and powerful out-of-parry options at kill percent.

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. After-type setups allow players to desync their duo as long as they land an attack, but this can occasionally get in the way when attempting a simple bread-and-butter combo.

Niche variants[edit]

Natural: These setups have the duo desync by buffering a move after taking a hit. Knockback (and subsequently, hitstun) scales with percentage, so timing varies based on how much damage either climber has taken. If they are at significantly different percentages, the partner climber may be too far away to respond to player input, but such a separation would result in a desync, anyway. Since the "divide and conquer" strategy is a common means of countering the Ice Climbers, taking advantage of desyncing opportunities can help to turn a supposed weakness on its head.

Ledge[edit]

Ledge desyncs are initiated after grabbing the ledge by use of Belay or Squall Hammer with both climbers. During their edge grabbing animation, a well-timed input will make the 2nd climber move independently.

Variants[edit]

Belay: When recovering with Belay, the player can buffer a getup option right before the leader is able to respond accordingly. This will make only their partner get up if timed correctly. It should be noted that the 2nd climber will choose a get up option on their own if they just barely make it to the ledge.

Squall Hammer: When recovering with Squall Hammer, the player can buffer a getup option for their partner right before the leader is able to respond to it. This will make only the partner get up if timed correctly.

Grab[edit]

Since the partner is compelled to stand still during a grab, this can be used to put some space between the two and desync them. This setup is relatively simple, but should only be used if the player has time to spare, as it can take multiple seconds and leaves the duo open to attack. Since both climbers are capable of grabbing in Melee and Brawl, this setup only works in Ultimate.

Variants[edit]

The foxtrot variant, as the name implies, is performed by foxtrotting. At the end of a foxtrot, whiff a grab and continue to trot with the other climber, causing them to advance on their own.

Dash: Done with a dash grab while allowing the partner climber to stop moving as usual. While grabbing urges the 2nd climber to become idle, dash grabs cause the grabber to slide forward a bit, leaving their partner behind. Players can continuously buffer dash grabs to extend the distance.

Down smash[edit]

Upon performing down smash, the player can buffer a dash forward near the end of the animation. Due to being programmed to face the other way when using down smash, the 2nd climber will dash the opposite direction. This setup only works in Ultimate, since in Melee and Brawl, the Ice Climbers have a completely different down smash that doesn't make the partner swing the other way. While this is one of the easier methods, it's often forgone at high-level play, as down smash desyncs are time-consuming and offer little payout, save for the desync itself and the off chance of actually hitting anyone. Attacks leave openings, so desyncing with an attack means the reward should be well worth the risk and technical execution required.

Dodge[edit]

Dodges can easily get the Ice Climbers desynced at least slightly, and seasoned players can use dodge desyncs to turn nearly every defensive maneuver into an impressive showing of technical skill.

Variants[edit]

C roll: By angling the C-stick left, right, or down, and holding grab at the same time, the leader will repeatedly grab, and the partner will continuously roll or spotdodge as long as the C-stick is held in any direction besides up. A desync can then be started at any point between grabs. Similarly to the foxtrot or down smash desync, it is ill-advised to choose this type once some more practical means of desyncing have been mastered.

Sidestep: Spotdodging repeatedly to stale it can slowly but surely desync the duo due to the 2nd climber's delayed movement, causing the lead climber's spotdodge to stale sooner and making them slower to act.

Roll buffer: Rolling behind an opponent and/or performing the Sacred Combo can also work as a substitute for cheer canceling, since buffering a grab and then another option right after stops the usual cheering.