User:Yo'ster/Desyncing updates

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Overview

The Ice Climbers are unique 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) is CPU-controlled and follows the player's actions on a slight delay, attacking alongside the leader. If both are separated for any reason, the partner AI will switch to prioritize returning to the leader. During this time, they are not synchronized, or "desynched", meaning the partner will not follow any player inputs until getting within a certain distance of the leader. While the partner's separate actions are unpredictable and are often unfavorable, they can be manipulated to perform basic actions like attacking an opponent.

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.

Desyncing Methods

Aerial animation

An aerial animation desync involves executing an animation (from aerials, empty hops, autocancels, or airdodges) just before landing.

In SSBM and SSBB

The method works in all three Smash games the duo is in, but it's slightly harder to perform in SSBM and SSBB than in SSBU.

In SSBU

This can be performed in any of the three Smash games the duo is in, but it's easiest to perform in SSBU due to the partner's different jump height, gravity, and fall speed. When performing an aerial animation desync in SSBU, 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 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 Nana act with said input. One method is to short hop and use neutral air, but just before reaching the apex of the height. Afterwards, immediately fast fall and input a move-- letting go of said move as soon as possible. "Empty hop": Right before landing with both Ice Climbers, if a move is buffered, Nana will perform said move immediately upon landing. Similar to Aerial Landing, except Popo will not incur aerial lag. This method is fairly difficult to perform. Turnaround/Skid: Initiated by dashing in one direction until entering a run, then releasing the Control Stick to enter skid, then moving the Control Stick the opposite direction so Popo enters turn, and quickly interrupting the turning animation with a grounded move. If correctly executed, Popo will perform the move and Nana will perform a brief forward dash. In a technical standpoint, the move input has to be made BEFORE Nana turns. That way, she will interpret the turn as a forward dash. Out of the skid, the dash interrupts 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. Squall: Performed by timing an input at the end of a synced Squall Hammer. This will have Nana act first. Works whether an opponent is hit or not. Autocancels as long as the Ice Climbers land within 30 frames, meaning the player should try to float the last bit of Squall Hammer to float away and autocancel. Shield pressure/combo: If an opponent is caught, the player can try to float with the opponent slightly and Squall Desync into up tilt. Can lead into a footstool maneuver. Simply reset neutral: When floating away to reset neutral, the opponent can input Blizzard towards the opponent and shield to obscure Nana's actions and guard against opponents.

=Niche Variants

Another method is to fall through a semi-solid platform and use neutral aerial-- albiet without fast falling-- and buffering a special move before touching the ground.

Desync Combos

Cheerless Smash

An icon for denoting incomplete things.

Cheerless smash (short for cheerless grab smash attack) refers to a desynced kill confirm combining a throw with a buffered smash attack from the partner, keeping the opponent in place to turn their otherwise weak throws into some of the strongest in the game. The damage and launch power of cheerless smashes vary depending on the player's timing, as landing the smash attack will usually interrupt the actual throw, preventing some of the throw's damage from being dealt, while delaying the smash can not only let the throw connect and damage the opponent in its entirety, but also further strengthen the combo due to charging the smash a little in the meantime.

The term comes from circumventing the partner Climber's cheer animation when the leader performs a grab and using input buffering to get the partner to perform a smash attack. Although the cheering animation was introduced in Super Smash Bros. Ultimate and certain setups have their own terms (e.g. back dash, cheer cancel, etc.), "cheerless smash" is used as a blanket term for any throw and smash attack combination that's obtained in spite of the partner's cheering.

In Super Smash Bros. Melee and Super Smash Bros. Brawl

Due to either of the duo being able to act while the other is holding an opponent in these games, throws are "cheerless" by default. As such, a cheerless smash is an unnecessary and suboptimal conversion compared to the infamous setups available. Which are noticeably easier, safer, and more rewarding. As such, cheerless smashes seldom see use in Melee or Brawl, if at all.

In Super Smash Bros. Ultimate

Primary variants
Performing a forward-throw-forward-smash confirm in SSBU.

The forward-throw-forward-smash confirm, abbreviated as "FF", KOs at about 75% at its weakest, and 57% when performed optimally.

Performing a back-throw-forward-smash confirm in SSBU.

The back-throw-forward-smash confirm, abbreviated as "BF" and also known as "yeet", KOs at about 72%, and cannot be optimized due to the point from which the opponent is thrown and the lack of hitlag. The smash must be buffered, and attempting to charge it for even a single frame will cause them to swing several frames too late.

Performing a up-throw-up-smash confirm in SSBU.

The up-throw-up-smash confirm, abbreviated as "UU", KOs at about 115% at its weakest, and 100% when performed optimally. Strangely, the up smash's knockback will be outprioritized by that of the up throw if the smash attack is buffered. Making the throw deal much more damage than it's supposed to, but without the knockback needed to KO at realistic percents. The partner Climber must charge their up smash for at least 3 frames to avoid being deprioritized. (It doesn't need to enter the charge interval, the player just has to be holding the smash-input during the 1st 3 frames of the smash's startup)

Performing a down-throw-down-smash confirm in SSBU

The down-throw-down-smash confirm, abbreviated as "DD", KOs at about 100% at its weakest, and 89% when performed optimally. The down smash will miss completely if it is buffered, so the partner Climber must charge their down smash for at least 10 frames to avoid swinging too early. (It doesn't need to enter the charge interval for 10 frames, the player just has to be holding the smash-input during the 1st 10 frames of the smash's startup)

Niche variants

The forward-throw-up-smash confirm, abbreviated as "FU", is usually a misinputted attempt at a UU. It KOs at about 124% at its weakest, and 122% when performed optimally. Strangely, the up smash's knockback will be outprioritized by that of the forward throw if the smash attack is buffered. Making the throw deal much more damage than it's supposed to, but without the knockback needed to KO at realistic percents. Similarly to UU, the partner Climber must charge their up smash for at least 3 frames to avoid being deprioritized. (It doesn't need to enter the charge interval, the player just has to be holding the smash-input during the 1st 3 frames of the smash's startup) As a niche and often unintentional variant, it's significantly inferior to UU, but it occasionally works as a "disrespectful" DI mixup due to the lead climber's animation making opponents anticipate an FF, and the tech's abbreviation mirroring "FU", a form of trash talk.

The forward-throw-down-smash confirm, abbreviated as "FD", KOs at about 105% at its weakest, and 93% when performed optimally. Due to being weaker and much more difficult to perform, FD should never be used over DD.

The down-throw-forward-smash confirm, abbreviated as "DF", KOs at about 73% at its weakest, and 59% when performed optimally. The forward smash will miss completely if it is buffered, so the partner Climber must charge their forward smash for at least 6 frames to avoid swinging too early. (It doesn't need to enter the charge interval for 6 frames, the player just has to be holding the smash-input during the 1st 6 frames of the smash's startup) Compared to DF, it can take stocks slightly sooner, but is slightly weaker when both are done perfectly.

The down-throw-up-smash confirm, abbreviated as "DU", KOs at about 119% at its weakest, and 106% when performed optimally. The up smash will miss completely if it is buffered, so the partner Climber must charge their up smash for at least 3 frames to avoid swinging too early. (It doesn't need to enter the charge interval for 3 frames, the player just has to be holding the smash-input during the 1st 3 frames of the smash's startup) Unlike every other cheerless smash, charging the smash for a moment can actually weaken DU, as the small boost in knockback from the extra charge time is not always worth giving up the higher position from which the opponent is launched. The weakest timing is 10 frames of charge, while the minimum charge of 3 frames KOs at 115%. Due to being weaker and much more difficult to perform, DU should never be used over UU.

Trivia

  • When performing a cheerless smash, the smash's knockback will sometimes be outprioritized by the throw's knockback if the player has a spirit equipped that boosts throw power.
    • This is most likely due to the throw becoming stronger then the smash attack in terms of damage, and would also explain why up smash can be deprioritized if not charged slightly.