Binx
Smash Master
Synched vs Desynched a Comparison
I was going to write a character guide but then I realized it wouldn’t be as good as already existing guides. I still wanted to post some of the ideas I had that would have gone into my guide. Firstly a comparison of synched vs desynched ice climbers and the advantages that both situations bring. and a chain throwing list.
Section I – Synched ICs and what it brings.
When I first started the game of SSBM before I discovered advanced tactics I played maybe 2 games ever using ICs, my initial reaction is that randomly having nana act on her own was horrible and halved my damage bringing no real advantages of its own. I thought that the trick was to keep them together if at all possible so I could make full use of my damage and recovery.
Later on when I finally started really trying to learn and play ICs I came to the realization that desynching as often as possible was a better course of option because it brought with it ridiculous combos safer single smashes, more unpredictability as well as other advantages.
Though I think I might have been closer to right the first time around. You will see posts reminding people that the ICs are two characters all of the time, but I think that most IC players tend to forget that sometimes it is better to treat them as one character. Being synched has all kinds of advantages such as double the damage of single hits, making you hard to grab, leaving you more ready to use powerful grab combos, and keeping your recovery options more stable. Not to forget when synched you will stun shields 6 frames longer than normal on average and stun on hit for 6 frames longer than average leading to easier grabs. Its also easier to use them when synched leading to fewer mistakes. Nana becomes easier to protect because you know where she will be at all times. Learn when to stay synched it will help your game immensely, learn to pulsedash (wavedash back and run forward) instead of dash dancing or just wavedashing back and forth, this will help you do a dash dance type motion without desynching.
Section 2 – Desyched ICs when and why
Ice climbers are cheap with 2 characters. That’s like giving them another character beyond only one. – Freddy P.
You really do have 2 characters and while you now understand some reasons to keep them together lets look at a few times where it is advantageous to divide and conquer.
Chain Throws
All information taken from the video Avalanche
Down Throw Chain (can be done by a solo Popo)
Down Throw > Nana Forward Air
Down Throw > Down Air
Down Throw > Down Smash
I was going to write a character guide but then I realized it wouldn’t be as good as already existing guides. I still wanted to post some of the ideas I had that would have gone into my guide. Firstly a comparison of synched vs desynched ice climbers and the advantages that both situations bring. and a chain throwing list.
Section I – Synched ICs and what it brings.
When I first started the game of SSBM before I discovered advanced tactics I played maybe 2 games ever using ICs, my initial reaction is that randomly having nana act on her own was horrible and halved my damage bringing no real advantages of its own. I thought that the trick was to keep them together if at all possible so I could make full use of my damage and recovery.
Later on when I finally started really trying to learn and play ICs I came to the realization that desynching as often as possible was a better course of option because it brought with it ridiculous combos safer single smashes, more unpredictability as well as other advantages.
Though I think I might have been closer to right the first time around. You will see posts reminding people that the ICs are two characters all of the time, but I think that most IC players tend to forget that sometimes it is better to treat them as one character. Being synched has all kinds of advantages such as double the damage of single hits, making you hard to grab, leaving you more ready to use powerful grab combos, and keeping your recovery options more stable. Not to forget when synched you will stun shields 6 frames longer than normal on average and stun on hit for 6 frames longer than average leading to easier grabs. Its also easier to use them when synched leading to fewer mistakes. Nana becomes easier to protect because you know where she will be at all times. Learn when to stay synched it will help your game immensely, learn to pulsedash (wavedash back and run forward) instead of dash dancing or just wavedashing back and forth, this will help you do a dash dance type motion without desynching.
Section 2 – Desyched ICs when and why
Ice climbers are cheap with 2 characters. That’s like giving them another character beyond only one. – Freddy P.
You really do have 2 characters and while you now understand some reasons to keep them together lets look at a few times where it is advantageous to divide and conquer.
- During Grab Combos, this is the number 1 time to desynch. Grab combos of all sorts give you tons of bang for your buck and are relatively easy to pull off.
- When edge guarding, desynched edge guards are fantastic, desynching a charged smash and edge hogging at the same time, alternating smashes incase you misstime your guards are just a few examples.
- When playing against defensive opponents. Against very defensive opponents alternating your attacks can lead you into advantageous situations.
Chain Throws
All information taken from the video Avalanche
Down Throw Chain (can be done by a solo Popo)
Down Throw > Nana Forward Air
Down Throw > Down Air
Down Throw > Down Smash