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

→‎Variants: Continuing to elaborate...
(→‎Cheerless Smash: Apparently GIFs for every primary variant are unnecessary because they make the strings seem more significant than they actually are, so I'll replace them with a single GIF of cheerless smash being used in high-level play.)
(→‎Variants: Continuing to elaborate...)
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=====Variants=====
=====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.
'''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. 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 Popo 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.
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:
'''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 trying a simple bread-and-butter combo.
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'''
====strings and stuff find a better spot to put these====
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.
After knocking an opponent to the ground, the player can time a solo Ice Shot with Nana to lock them if they don't tech, and Popo can follow behind it for a kill confirm, or a tech chase.
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.
 
Up smash out of shield
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.
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.
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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