User:Yo'ster/Desyncing: Difference between revisions

→‎Overview: Continuing to elaborate...
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====Niche Variants====
====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 incur landing lag and may end up performing another technique, instead.
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 incur landing lag and may end up performing another technique, instead.


===Soymilk===
===Soymilk===
The Soymilk desync, also known as the '''Skid''', is initiated by dashing in one direction, releasing the Control Stick so that the climbers skid to a halt, then moving the Control Stick the opposite direction so that the leader turns around, and 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 [[SSBU]].
The '''soymilk''' desync, also known as the '''Skid''', is initiated by dashing in one direction, releasing the Control Stick so that the climbers skid to a halt, then moving the Control Stick the opposite direction so that the leader turns around, and 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 [[SSBU]].
====Primary Variants====
====Primary Variants====
A common offensive use of the soymilk desync is to make the 1st climber use the '''Up tilt''' version, whose 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 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 have the leader of the duo 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.
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====
====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.
'''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.
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.
'''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.
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====Niche Variants====
====Niche Variants====
'''Natural''': These setups have the duo desyncing 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.
'''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===
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===Foxtrot===
===Foxtrot===
Performed by foxtrotting. At the end of a foxtrot, whiff a grab and continue to foxtrot with Nana instead, causing her to continue to move. Players can continuously buffer dash grabs. Since Nana is compelled to stand still during a grab, this can be used to put some space between the two and desync them. Since both climbers are capable of grabbing in '''Melee''' and '''Brawl''', this setup only works in [[SSBU]].  
Performed by foxtrotting. At the end of a foxtrot, whiff a grab and continue to foxtrot with the other climber, causing them to continue to move. Players can continuously buffer dash grabs. 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 [[SSBU]].


===Down smash===
===Down smash===
An easy method. 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, Nana will dash the opposite direction. This setup only works in [[SSBU]], since in '''Melee''' and '''Brawl''', the Ice Climbers have a completely different down smash that doesn't make Nana swing the other way.
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 [[SSBU]], since in '''Melee''' and '''Brawl''', the Ice Climbers have a completely different down smash that doesn't make Nana 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===
===Dodge===
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====Variants====
====Variants====
'''C roll''': By angling the c stick left, right, or down, and holding z at the same time, Popo will repeatedly grab, and Nana 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.
'''C roll''': By angling the c stick left, right, or down, and holding z at the same time, Popo will repeatedly grab, and Nana 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.
'''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.
'''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.
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