IC-Rambler
Smash Cadet
This is something I discovered myself while messing around with ICs. I'm almost certain it's been discovered before, since it's very simple. However, I've never seen it mentioned anywhere and I've never seen it implemented into any game. If it's been discovered, it's probably forgotten or very underutilized. After toying around with it for quite some time, I've come to believe that it has some legit applications in a tournament setting. The below is a semi-detailed breakdown of what I've discovered. I've also made a mediocre demonstration video here: https://youtu.be/O2Rym69ZL4M
Necessary Desync Principles:
To understand the desync extender and how it works, one must first understand the basic principles of IC desyncs.
Common desyncs are initiated by spot dodges, rolls, grabs, and dash-dances. These all desync Nana because Nana behaves differently then Popo in these examples. In spot dodges, rolls, and grabs, Nana has a unique, large window to buffer an attack, while Popo does not. In dash-dance desyncs, Nana does not have the ability to pivot, while Popo does. Desyncs all come from the various differences between Nana and Popo.
These desyncs provide the “initiator,” then the player can continue to stagger inputs to extend the soft desync indefinitely.
Lets say the player wants to set up a chain of ice blocks. He rolls back and buffers an ice block for Nana. This is the initiator. Then while Nana is in her ice block animation the player shoots another ice block with Popo. This continues the desync from the initiator, but it not referred to as a “desync.” A “desync” is traditionally used to describe a method of initiating these desynced chains. For my purposes, I prefer to specify these as a “desync initiator."
What is the Desync Extender?:
I explain all this to make an important distinction. A “Desync Extender” is not a “desync initiator” like the nana-buffers and dash-dance desyncs. However, the desync extender does keep the Ice Climbers desynced. It can be intiated through the desync initiators mentioned, as it can be entered into at any point when the ice climbers are in different states of activity. Instead of inputing an attack to extend a soft desync, the player simply inputs a direction to run, extending the desync indefinitely by putting the climbers into seperate neutral positions (run and walk.)
Note:
When a character is running, I refer to this as the “run state.”
When a character is walking, I refer to this as the “walk state.”
Simple? Cool, lets go on.
Let's get to the point. The desync extender is very simple to set up, and easy to temporarily maintain. Essentially, the desync extender is the state of the ICs when they are both moving together, yet only one of them is in the run state while the other is in the walk state. This means they are both mobile, but one IC has access to his/her entire grounded moveset.
How to do the Desync Extender:
Initiation is simple. First, preform a desync initiator. Preform an attack with Nana. Let's say you've preformed an fsmash with Nana while Popo remains idle. Wait a moment for Nana's fsmash animation to take place. When it's nearly over, dash forwards with Popo. Nana should follow behind. If you timed it correctly, that's it. Popo is in run-state and Nana is in walk-state and you are using a desync extender. If you dash too quickly, then you will leave Nana behind completely. If you dash too late, Nana will have synced with you, and it will not have worked. The window is decently large, however.
Another way to initiate is with the dash-dance. First, start from neutral. Then preform a long dash forwards with Popo. Dash back, the dash forwards very quickly. This one's pretty finicky, but can be done consistently with practice. They way you know you've successfully done it is you will see Nana skid backwards (occasionally forwards), until she slowly develops into a walk animation. This initiation is situational, since it has a long start-up, but probably covers the most horizontal distance.
My theory on how this works: When the player dashes with Popo while Nana is busy, the running input is not buffered/given to Nana. The strange “force” that always attracts Nana to Popo kicks in while Nana enters into a walk. This drags Nana behind Popo while he runs, while keeping Nana in the walk-state.
The Reverse Desync Extender:
YOU CAN PREFORM A REVERSE DESYNC EXTENDER! Here, Nana will be in the run-state while Popo is in the walk-state. It can be initiated just like a normal desync, except that you have Nana dash forward while Popo is using a move. This desync is slower since it can't take advantage of the “force” that keeps Nana with Popo. Instead it's only as fast as Popo's walk. You can also initiate a reverse desync extender straight from a regular desync extender. There is a tech-heavy and complicated action you must preform to enter a reverse desync extender directly from a regular one: dash forwards. Yup lol. If you're dashing right, your control stick will already be on the right side, so quickly let it go to neutral, then snap it back to the right to dash with Nana and have Popo walk. You can do this action yet again to return back to the regular desync extender. While being slower, this definitely has it's own uses.
Examples and applications are shown in the video.
I'd love to hear your thoughts, happy climbing!
Necessary Desync Principles:
To understand the desync extender and how it works, one must first understand the basic principles of IC desyncs.
Common desyncs are initiated by spot dodges, rolls, grabs, and dash-dances. These all desync Nana because Nana behaves differently then Popo in these examples. In spot dodges, rolls, and grabs, Nana has a unique, large window to buffer an attack, while Popo does not. In dash-dance desyncs, Nana does not have the ability to pivot, while Popo does. Desyncs all come from the various differences between Nana and Popo.
These desyncs provide the “initiator,” then the player can continue to stagger inputs to extend the soft desync indefinitely.
Lets say the player wants to set up a chain of ice blocks. He rolls back and buffers an ice block for Nana. This is the initiator. Then while Nana is in her ice block animation the player shoots another ice block with Popo. This continues the desync from the initiator, but it not referred to as a “desync.” A “desync” is traditionally used to describe a method of initiating these desynced chains. For my purposes, I prefer to specify these as a “desync initiator."
What is the Desync Extender?:
I explain all this to make an important distinction. A “Desync Extender” is not a “desync initiator” like the nana-buffers and dash-dance desyncs. However, the desync extender does keep the Ice Climbers desynced. It can be intiated through the desync initiators mentioned, as it can be entered into at any point when the ice climbers are in different states of activity. Instead of inputing an attack to extend a soft desync, the player simply inputs a direction to run, extending the desync indefinitely by putting the climbers into seperate neutral positions (run and walk.)
Note:
When a character is running, I refer to this as the “run state.”
When a character is walking, I refer to this as the “walk state.”
Simple? Cool, lets go on.
Let's get to the point. The desync extender is very simple to set up, and easy to temporarily maintain. Essentially, the desync extender is the state of the ICs when they are both moving together, yet only one of them is in the run state while the other is in the walk state. This means they are both mobile, but one IC has access to his/her entire grounded moveset.
How to do the Desync Extender:
Initiation is simple. First, preform a desync initiator. Preform an attack with Nana. Let's say you've preformed an fsmash with Nana while Popo remains idle. Wait a moment for Nana's fsmash animation to take place. When it's nearly over, dash forwards with Popo. Nana should follow behind. If you timed it correctly, that's it. Popo is in run-state and Nana is in walk-state and you are using a desync extender. If you dash too quickly, then you will leave Nana behind completely. If you dash too late, Nana will have synced with you, and it will not have worked. The window is decently large, however.
Another way to initiate is with the dash-dance. First, start from neutral. Then preform a long dash forwards with Popo. Dash back, the dash forwards very quickly. This one's pretty finicky, but can be done consistently with practice. They way you know you've successfully done it is you will see Nana skid backwards (occasionally forwards), until she slowly develops into a walk animation. This initiation is situational, since it has a long start-up, but probably covers the most horizontal distance.
My theory on how this works: When the player dashes with Popo while Nana is busy, the running input is not buffered/given to Nana. The strange “force” that always attracts Nana to Popo kicks in while Nana enters into a walk. This drags Nana behind Popo while he runs, while keeping Nana in the walk-state.
The Reverse Desync Extender:
YOU CAN PREFORM A REVERSE DESYNC EXTENDER! Here, Nana will be in the run-state while Popo is in the walk-state. It can be initiated just like a normal desync, except that you have Nana dash forward while Popo is using a move. This desync is slower since it can't take advantage of the “force” that keeps Nana with Popo. Instead it's only as fast as Popo's walk. You can also initiate a reverse desync extender straight from a regular desync extender. There is a tech-heavy and complicated action you must preform to enter a reverse desync extender directly from a regular one: dash forwards. Yup lol. If you're dashing right, your control stick will already be on the right side, so quickly let it go to neutral, then snap it back to the right to dash with Nana and have Popo walk. You can do this action yet again to return back to the regular desync extender. While being slower, this definitely has it's own uses.
Examples and applications are shown in the video.
I'd love to hear your thoughts, happy climbing!