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

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Desynching can also be set up intentionally without having to separate the two. This is partially due to how the partner has a several frame delay during most inputs, and from having slightly different attributes from the leader: jump height, gravity, fall speed, and dash (as of 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). Once both climbers are desynched, they are essentially performing different actions as long as the player continues to press buttons. Desynching can allow the player to perform a move with either climber, 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.
Desynching can also be set up intentionally without having to separate the two. This is partially due to how the partner has a several frame delay during most inputs, and from having slightly different attributes from the leader: jump height, gravity, fall speed, and dash (as of 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). Once both climbers are desynched, they are essentially performing different actions as long as the player continues to press buttons. Desynching can allow the player to perform a move with either climber, 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.
==Desync subtypes==
There are several kinds of desync that differ in execution. Most methods differ by game.
Neutral-based desyncs, NBDs, are used in a "neutral state", i.e. not requiring an opponent to be hit or grabbed. Aerial NBDs involve the partner acting first, while Grounded NBDs 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, have poor utility, can most likely leave any one of the Ice Climbers vulnerable, and possess little to no real practical use.
==In SSBM==
===NBDs===
===CBDs===
===MDs===
===UDs===
==In SSBB==
===NBDs===
===CBDs===
===MDs===
===UDs===
==In SSBU==
===NBDs===
===CBDs===
===MDs===
===UDs===
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