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25
DESYNCHRONICITY- Desyncs of the Future
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A general compilation of underexplored and underutilized desyncs. Some of these have been posted about elsewhere. No particular order. Quicker and dirtier than usual.

Empty landing desyncs 1
2

These desyncs have been documented for a long while but I recently realized we have the frames to Nanapult in the variant where Popo ice-blocks, making this a supremely fast way to apply pressure and chase down opponents. Slight timing variances can alter which Climber outs out the ice block- It is advantageous to have Popo ice block when you want to set up a Nanapult and gain stage or pressure a retreating opponent, and its best to have Popo actionable with a Nana ice block behind him to cover an option when in a tech chase situation or while trying to intercept your enemy's recovery.

Platform drop desyncs

tink-er told me about these a year ago, but it took me months to figure out what he was saying and to realize that slight variances in double/triple dash timings can let you have Nana either blizzard in place on a platform or drop below and cover the space under. Obvious applications for fluid movement and controlling parts of stage and also has utility in covering recoveries and setting up the exact walls you want. It is difficult for me to articulate exactly what the difference in timings is between the two so I suggest you play around with it yourself, it is definitely something you can "feel."

Moving platform warp desyncs

Many Brawl aficionados know that platform cancelling by holding a direction remains part of the Project M engine. What you might not know is that the same ECB updating quirks that create such strange interactions with moving platforms also allow Ice Climbers to set up a variety of bizarre and potentially powerful desyncs on Smashville, Delfino's Secret, Green Hill Zone, and Fountain of Dreams. Precise timings on down-air and neutral-air will cause one Climber to snap to the platform while the other continues the original move, allowing you to combo down air/upsmash or downair/grab into stock-ending platform handoffs. Situational to be sure but an interesting option to look into given that Smashville is a pretty common starter in many matchups.

Pivot Ftilt/Dash Attack desync

Originally explored as a wobble setup on Melee fast-fallers, the pivot ftilt/dash attack frame trap gains new potency in Project M with the massively increased kill power of up-b. Players that attempt to buffer an Out-of-Shield option after the f-tilt will have just enough time to drop shield before getting hit by the reverse dash attack, which can usually be combod into a lethal up-b. In the clip linked I don't perform a true pivot desync (Nana was already dashing), but you can grasp the concept and the power of this frame trap in a new environment.

Bair blizz zsync

Supremely fast way to cover yourself while simultaneously setting up a blizzard desync. Will anti-air preemptive jump-ins as well as ones that try to punish the Autocancel backair. I’ve posted about this before but wanted to reiterate because I recently found that the way PM handles stick maps for normal/specials is not the same, meaning if you hold to the down-back notch and hit A it will do a backair but if you hit B it will do a reverse blizzard, making this zsync way easier than thought. Can also use RAR Bair/Blizzard Zsync to take space, making being cornered by Ice Climbers ridiculously scary.

Upair dair zsync

Have posted this before but wanted to refresh people’s memory with a video example of it in action. Popo will autocancel off the SH upair allowing you to convert into grab off of the dair hitstun. In this example I dair-jab-grab sheik into handoffs. Stupid fast with powerful conversion opportunities, only issue is that it doesn’t have particularly threatening hitboxes so your opponents can beat it out if they properly anti-air you.

Upair blizz zsync

ICs best option to deal with people shield camping us on platforms and also a great way to deal with platform tech chase situations. Blizzard can cover tech in place, missed tech, and tech out, and Popo Dsmash can cover tech behind after he finishes his 4 frames of landing lag from AC upair. Platform handoffs mean death so this is a particularly scary one.

Pivot jump desync

Originally thought to be impossible in PM, ilysm recently discovered that this desync does indeed exist in PM, but only if you use tap jump to input the jump. Having Nana pivot jump and then having Popo dash allows us to have Nana jump at the opponent with a blizzard while Popo Though extremely difficult in execution (inputting a pivot and then tap jump followed by a dash is yikes) this could be very useful as we flesh it out more.

Two bonuses that aren't desyncs but deserve notice

Synced upair wavelands

A forgotten aspect of ICs tech skill, synced upair wavelands massively increase the mobility of the climbers and allow you to retreat after feinting platform pressure. If you are frame-perfect on the upair you have a two frame window to waveland and if you are a frame late on the upair you have a 1-frame window to waveland with both, but you can attempt to stagger your waveland input across both triggers to extend your window and increase your rate of success. A difficult tech but one worth pursuing for maximum movement control.

Wavedrop momentum conservation

Originally brought to my attention by L-Pag in the Discord and I wanted to preserve this somewhere. Ice Climbers prefer to stay grounded and don't usually get a lot of mileage out of platforms but with the updated Project M wavedrop physics perhaps it is time to rethink this. By hitting an angle slightly shallow of horizontal, you can have massive wavedrop speed while keeping both Climbers together. Certainly something to play around with and explore.

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