exarch
doot doot doot
Guide Version 2.12?
Section 1-Basics
First of all this guide is authorized to be used on Smashboards and SSBBrawl.com only, please don’t go taking this to other sites, just link them here, if you want to post this on another site, then PM me please. Also note when referring to Popo I am referring to the main Icy.
Second, this is an advanced Climbers guide, a lot of this stuff in here is information for information's sake. If you don't know the basics, DON'T READ THIS, as it will only cause confusion. Start with Undrdog's guide first.
I am pleased to inform you that there is a supplemental video named double_vision to this guide (by nealdt) which can be on the hub found in these links:
http://www.smashboards.com/showthread.php?t=57935
http://www.smashboards.com/showthread.php?t=57950
nealdt recommends reading this guide first, although i don't imagine it will make that much of a difference in the long run. I have noted which desynchs were in double vision by placing an italicized DV at the end of the description.
Defining Desynching- Usually in a battle, there is a 6 frame delay from one Icy to the next. Desynching is when the Icy's break their typical 6 frame difference by doing a certain set move or set of moves. Desynching widens the gap in timing to more than 6 frames, and is usually a considerable separation between the Icy's. Widening the gap makes it so the player can control both the Icy's simultaneously, have both Icy's do different moves from each other. Every move can be done by Nana or Popo alone except:
Exceptions from desynchs- If you have Popo do blizzard, Nana will also do blizzard at the soonest moment possible for her (assuming she's close enough) if she's not close enough, she will scramble to find you, and when she does get to you, she will blizzard in the opposite direction you are facing. Also: Nana will never over B or up B by herself.
Nana's Box- While the Icys are desynched, Popo can move anywhere by himself, and leave Nana in the dust; however Nana cannot do the same. Instead Nana is stuck inside an imaginary box around Popo. It extends in front, behind, above, and below Popo, but Nana will not turn the opposite direction of Popo(except following a Popo blizzard.) To see this box hold press L or R in to right before they click. Hold this until Popo's shield breaks. Then Popo is stationary and you have complete control of Nana. Full hop to see how high the box goes, have Nana drop below the platform to see how low it goes, walk out in front of Popo to see how far forward it extends, do a short WD backwards to see the back end of it. Nana has a tendency to slide back to Popo in this box if she moved forwards or backwards. Nana can do anything while she is in the box, but once it is broken (dash or WD forward, or WD back) Nana is uncontrollable until she is back beside Popo. Also note, Nana's box is non-existant when Popo is hanging from the edge.
Section 2-Starting the Desynch
1. Desynch from spot dodge- After doing a spot dodge, hit whichever move you want to use. Correctly timed any move can be done by Nana alone. DV
2. Desynch from roll- Same as above. DV
3. Desynch from dash dance- Dash dancing totally confuses Nana, I find it easiest to complete the desynch with a dash attack which only Popo does. (Dash towards, away, then towards, and only Popo dash attacks.) You can also have only Popo do an attack, specifically ice block, if he recovers before the end of Nana’s skid animation. On top of that, you can have Nana alone do attacks, like blizzard. There are countless ways to desynch with the Dash Dance (more on this later in the guide). DV
4. Desynch from grab- If you don’t grab anyone, works like the first two. If you do grab someone, Popo finishes his animation first because he actually grabbed someone. Since Nana doesn’t many options are open because of this. More on this later in the guide. DV
5. Stuck Nana desynch(also “landing ice block" in DV)- Right before landing with Popo, use an ice block, causing Popo to be popped back into the air while using an ice block, Nana, who does not use the ice block and lands on the ground instead, is free to use any move. This desynch can also be done with Popo’s second jump, and has the same timing as perfect wavelanding (which only Popo will ever do). DV
6. Only has been referred to as “Number six” ("landing desynch" in DV) This is, IMO, the true land desynch, as the climbers desynch upon landing (no one goes back in the air). This is done (almost) immediately after Popo lands. He gets stuck in the land animation and Nana can do any attack by herself (except up b and over b). Easiest to see/do with a roll: i.e. screwed up wavelanding. DV
*On a side note a landing Ice Climbers has these situations: they go from able to do aerials->able to stick nana->unresponsive->able to number six->totally landed, and both ready to attack. (At least this is as far as I can tell without an AR.)
7. Solo Squall- After doing any A attack press over and B. Done correctly, Popo will do the squall hammer himself. Hitting diagonal down and across instead causes Popo to squall and Nana to blizzard, which you can still desynch from, as Nana’s blizzard ends before Popo’s squall. **Semi-glitch/interesting animation** Do this desynch, but while Popo does the over B hold the opposite direction you initially used (hit right and B then hold left, or vice versa.) Nana retreats with you, pivoting from front to back, front to back, etc. (not back to front though); just some funny animation in the game. DV
8. Pivot Desynch- Popo is the only one who truly pivots (because Nana is so confused by the dash dance,) which gives this many options. When Pivoting, using the A button will have Popo do the desired move, and Nana will dash Attack, these two attacks do link together, and Nana hits last. Using the C-stick results in only Popo doing a smash. Apparently you can pivot, and then crouch, and then do an attack and only Nana will do it. DV
9. Fast Fall Desynch- Short hop, fast fall and jump again. Time this correctly and only Popo will jump the second time. Do an aerial, and have Nana do anything while Popo recovers (this means forget the lcancel). This is the most useful way to use this I’ve found. DV
10. Guarded Desynch- Actually I found this while writing this guide: sweet. Anyways, from a standing position with the correct amount of tilting of the control stick and the right timing of the A button; it is possible to have Popo reverse directions and tilt, while Nana jabs in the original direction (demonstrated in DV.) Because the jab ends faster than the ftilt, you can have Nana do any move by herself, and have Popo do a few on his own too (from the looks of it anyways…).
*Side note 2: When wavedashing, holding the opposite direction you are facing will sometimes cause the Icy’s to use the same move but in opposite directions. Downsmash, upsmash and grab all work this way (c-stick and z). This is also a way to set up a moving guarded desynch, if you hit A instead of the c-stick and z, and is much easier to do than a standing one.
11. Desynch from taunt- Works the same as 1, 2, and the first part of 4. I don't know why I didn't see this before. Obviously the best way to desynch.
12. n00b Nana Desynch- Occasionally when landing from doing and aerial, sometimes Nana fails to Lcancel it. Abuse the fact that Nana has more lag than Popo and desynch them. I can't so this one consistently, and don't have a full knowledge of how it works. If anyone does figure it out then post it. I have also had only Nana do something after an lcanceled aerial, I'll look more into this one. Still don't have a 100% way of doing this, seems to happen more often with uair though.
13. Desynch from the edge- Have Popo grab the edge while Nana stands above him on the edge. Hit up on the joystick to make Popo flip himself back onto the ledge. While Popo is preoccupied with getting back up, Nana is free to do any move (even smash the recovering opponent.) Get around that edgeguard! DV
14. Desynch from respawn- Once you have died, and that will happen occasionally to us imperfect icy's, when you drop off the platform Nana is unresponsive until you hit the ground. Because of this you can use an ice block with Popo while you are in the air to separate the icy's. Once Nana lands (before Popo) have her use a move (ice block usually) by herself to desynch. Basically it works like the stuck Nana desynch, except there is a large margin for error.
15. Shield up B desynch- Only known way to desynch out of your shield. Simply shield upb, then hit an aerial attack. Nana gets throw up over Popo (not too high) and is able to do blizzard, ice block, or any aerial by herself. Popo has a little more lag on him than other desynchs, but its not significant. However, because of this lag, this desynch is one of the easiest to do. Highly recommended against characters you can't shield grab--shield up b desynch with a blizzard.
16. Initial dash Desynch- From standing position if you smash the joystick left or right and hit A at the correct time Popo will do a dash attack and Nana will do a forward smash, obviously, you can also hold in A to make her charge it and follow you. You have a 6 frame window for pressing A for this to work.
Section 2.5-freeze glitch
Eh, on several requests, it's being added:
Step 1: grab with Nana. to grab with nana, stand next to the opponent and turn and grab at the same time; Popo turns around and grabs, Nana grabs the opponent. Or WD backwards towards the opponent, hold towards them, and grab; works the same as above. OR grab with Popo, fthrow and catch them with Nana.
Step 2: when Nana throws the opponent, over b with Popo. time this correctly (use it when the throw actually hits the opponent.) and you have done the freeze glitch.
Specifics on the Freeze Glitch:
To unfreeze them, grab and throw them again.
If you use an Ice attack, they will become an ice cube, and in this state they are permanently frozen until they are hit them with a screw attack.
Section 3-Useful things to do during a desynch
Have Nana use an ice block, and have Popo run after it, basically the same effect as missile canceling, this gives you the option to grab the opponent out of their shield, or meet them in the air with an attack of your choosing. Called the "Ice Block Chaser" in DV
Have Nana use blizzard, a lot like the ice block method above, but works well as an anti-air tactic, and is more defensive. Pluck the enemy out of the blizzard by grabbing with Popo, or if they're too high off the ground, smash them. DV
Have Nana WD in, acts as a distraction. And we all know how dangerous Nana can be by herself... just don't use it often. (I've never used this, Nanapult is far superior IMO)
Have Nana charge a smash, then while she is still chargeing use the c-stick to have Popo charge a smash too (okay not all that useful but its fun). If you release the A button before Nana's charge time is up, she will resynch with Popo, or you can time the release so she runs out right as you release, and the hammers fall simutaneously. I think every Icy player should fsmash in both directions at some point. Even if its totally inapplicable for a real match.
The “Nanapult”- While Popo is busy doing a move(namely ice block, but others work too); input dash, jump, and blizzard for Nana's 'move.' Doing this all before Nana breaks her box causes her to jump and sail across the level doing blizzard (about 1/3 of FD). This is an even more effective anti-air move, and almost always has positive results (at least for me). DV
After grabbing the opponent- Nana can do any move while Popo is preoccupied with a grab attack, so grab, grab attack with Popo and the Icy’s are desynched. Nana can charge smashes, use Blizzard, etc. When Popo is hitting the enemy with his grab attack or with his throw he will not release them. Otherwise, the only attacks that make Popo let go are Nana’s smashes. Nana can smash while Popo hits them; by grab, grab attack, and fsmash in the wind down lag of the grab attack; and rack up the damage fast: “chainsmashing.” Nana can smash while Popo downthrow chains fastfallers or Sheik.
After grabbing the opponent 2: chainthrows- The Icy’s can chainthrow just about everyone in the entire game. Downthrow with Popo, blizzard or ice block (hit with the hammer) or short/fullhop dair/fair with Nana, then move forward a little and grab again with Popo. (Depending on which character and what percents.) Note: Nana's full hop by herself is shorter than with Popo. I'm hoping Undrdog's updated guide will have a more in depth section on these.
After grabbing the opponent 3: the infinites- Icy’s can infinite everyone (except another Icy’s) in a grab. While Popo has ahold of the enemy, alternate Nana’s ftilt/dtilt with Popo’s grab attack. If these two attacks alternate evenly Popo will be able to hold on the opponent forever, no matter how fast they mash their buttons. However, if these two attacks are not even to the frame, the opponent can mash out, and is not as useful as the chaingrabs until mid percents (doing this before the enemy has 30% is not recommended against someone you can chainthrow). To get these two attacks to alternate relatively evenly, look at one, and only one of the flash animations of the attacks, the actual hitting of the opponent (I look at Popo's headbutt flash). Then hit the A button on the animation, once in between, then back on the animation (eighth notes for you music people). Easy as that.
After grabbing the opponent 4: finishing- Nana can hit with any move before they recover from downthrow, it just takes a little creativity. Suggestions: Downthrow with Popo, then smash them with Nana. Or fair them with Nana back into Popo’s downsmash range.
*Another side note: there are other things done in double vision that are not specifically listed here, but are combinations of the above tactics, or demonstrations of how the above tactics can be used in battle. All that is done in double vision can be figured out with this guide and a little bit of common sense.
Section 4-Credits
phillybilly- Thanks for 9, parts of 3, 4, and 8 in Section 2.
Undrdog- for writing a good beginning guide and clueing me in on the basics
Domo- the ice block chainthrow, part of 5, and the Nanapult
Gore- the chainsmashing, and many other ideas
598scogi- Idea behind 13
SDM-frame data: hey if you wanted to get frame data on these desynchs that would be awesome.
nealdt-Special Thanks for the awesome video guide that has the critics raving.
Many other Icy’s players too
VirtualVoid- Thank you for the initial dash desynch (16), especially for the frame data on it.
Hal Labs- for another awesome character with no clones (lets keep it that way for smash 3 ok?)
And that’s it! Thanks for reading it. Constructive criticisms and comments are welcome. If there’s any other desynchs that I missed, please inform me and I will stick them up there, and give you credit in Section 4.
Note: Smashboards.com and SSBBrawl.com have been authorized to have this guide.
Section 1-Basics
First of all this guide is authorized to be used on Smashboards and SSBBrawl.com only, please don’t go taking this to other sites, just link them here, if you want to post this on another site, then PM me please. Also note when referring to Popo I am referring to the main Icy.
Second, this is an advanced Climbers guide, a lot of this stuff in here is information for information's sake. If you don't know the basics, DON'T READ THIS, as it will only cause confusion. Start with Undrdog's guide first.
I am pleased to inform you that there is a supplemental video named double_vision to this guide (by nealdt) which can be on the hub found in these links:
http://www.smashboards.com/showthread.php?t=57935
http://www.smashboards.com/showthread.php?t=57950
nealdt recommends reading this guide first, although i don't imagine it will make that much of a difference in the long run. I have noted which desynchs were in double vision by placing an italicized DV at the end of the description.
Defining Desynching- Usually in a battle, there is a 6 frame delay from one Icy to the next. Desynching is when the Icy's break their typical 6 frame difference by doing a certain set move or set of moves. Desynching widens the gap in timing to more than 6 frames, and is usually a considerable separation between the Icy's. Widening the gap makes it so the player can control both the Icy's simultaneously, have both Icy's do different moves from each other. Every move can be done by Nana or Popo alone except:
Exceptions from desynchs- If you have Popo do blizzard, Nana will also do blizzard at the soonest moment possible for her (assuming she's close enough) if she's not close enough, she will scramble to find you, and when she does get to you, she will blizzard in the opposite direction you are facing. Also: Nana will never over B or up B by herself.
Nana's Box- While the Icys are desynched, Popo can move anywhere by himself, and leave Nana in the dust; however Nana cannot do the same. Instead Nana is stuck inside an imaginary box around Popo. It extends in front, behind, above, and below Popo, but Nana will not turn the opposite direction of Popo(except following a Popo blizzard.) To see this box hold press L or R in to right before they click. Hold this until Popo's shield breaks. Then Popo is stationary and you have complete control of Nana. Full hop to see how high the box goes, have Nana drop below the platform to see how low it goes, walk out in front of Popo to see how far forward it extends, do a short WD backwards to see the back end of it. Nana has a tendency to slide back to Popo in this box if she moved forwards or backwards. Nana can do anything while she is in the box, but once it is broken (dash or WD forward, or WD back) Nana is uncontrollable until she is back beside Popo. Also note, Nana's box is non-existant when Popo is hanging from the edge.
Section 2-Starting the Desynch
1. Desynch from spot dodge- After doing a spot dodge, hit whichever move you want to use. Correctly timed any move can be done by Nana alone. DV
2. Desynch from roll- Same as above. DV
3. Desynch from dash dance- Dash dancing totally confuses Nana, I find it easiest to complete the desynch with a dash attack which only Popo does. (Dash towards, away, then towards, and only Popo dash attacks.) You can also have only Popo do an attack, specifically ice block, if he recovers before the end of Nana’s skid animation. On top of that, you can have Nana alone do attacks, like blizzard. There are countless ways to desynch with the Dash Dance (more on this later in the guide). DV
4. Desynch from grab- If you don’t grab anyone, works like the first two. If you do grab someone, Popo finishes his animation first because he actually grabbed someone. Since Nana doesn’t many options are open because of this. More on this later in the guide. DV
5. Stuck Nana desynch(also “landing ice block" in DV)- Right before landing with Popo, use an ice block, causing Popo to be popped back into the air while using an ice block, Nana, who does not use the ice block and lands on the ground instead, is free to use any move. This desynch can also be done with Popo’s second jump, and has the same timing as perfect wavelanding (which only Popo will ever do). DV
6. Only has been referred to as “Number six” ("landing desynch" in DV) This is, IMO, the true land desynch, as the climbers desynch upon landing (no one goes back in the air). This is done (almost) immediately after Popo lands. He gets stuck in the land animation and Nana can do any attack by herself (except up b and over b). Easiest to see/do with a roll: i.e. screwed up wavelanding. DV
*On a side note a landing Ice Climbers has these situations: they go from able to do aerials->able to stick nana->unresponsive->able to number six->totally landed, and both ready to attack. (At least this is as far as I can tell without an AR.)
7. Solo Squall- After doing any A attack press over and B. Done correctly, Popo will do the squall hammer himself. Hitting diagonal down and across instead causes Popo to squall and Nana to blizzard, which you can still desynch from, as Nana’s blizzard ends before Popo’s squall. **Semi-glitch/interesting animation** Do this desynch, but while Popo does the over B hold the opposite direction you initially used (hit right and B then hold left, or vice versa.) Nana retreats with you, pivoting from front to back, front to back, etc. (not back to front though); just some funny animation in the game. DV
8. Pivot Desynch- Popo is the only one who truly pivots (because Nana is so confused by the dash dance,) which gives this many options. When Pivoting, using the A button will have Popo do the desired move, and Nana will dash Attack, these two attacks do link together, and Nana hits last. Using the C-stick results in only Popo doing a smash. Apparently you can pivot, and then crouch, and then do an attack and only Nana will do it. DV
9. Fast Fall Desynch- Short hop, fast fall and jump again. Time this correctly and only Popo will jump the second time. Do an aerial, and have Nana do anything while Popo recovers (this means forget the lcancel). This is the most useful way to use this I’ve found. DV
10. Guarded Desynch- Actually I found this while writing this guide: sweet. Anyways, from a standing position with the correct amount of tilting of the control stick and the right timing of the A button; it is possible to have Popo reverse directions and tilt, while Nana jabs in the original direction (demonstrated in DV.) Because the jab ends faster than the ftilt, you can have Nana do any move by herself, and have Popo do a few on his own too (from the looks of it anyways…).
*Side note 2: When wavedashing, holding the opposite direction you are facing will sometimes cause the Icy’s to use the same move but in opposite directions. Downsmash, upsmash and grab all work this way (c-stick and z). This is also a way to set up a moving guarded desynch, if you hit A instead of the c-stick and z, and is much easier to do than a standing one.
11. Desynch from taunt- Works the same as 1, 2, and the first part of 4. I don't know why I didn't see this before. Obviously the best way to desynch.
12. n00b Nana Desynch- Occasionally when landing from doing and aerial, sometimes Nana fails to Lcancel it. Abuse the fact that Nana has more lag than Popo and desynch them. I can't so this one consistently, and don't have a full knowledge of how it works. If anyone does figure it out then post it. I have also had only Nana do something after an lcanceled aerial, I'll look more into this one. Still don't have a 100% way of doing this, seems to happen more often with uair though.
13. Desynch from the edge- Have Popo grab the edge while Nana stands above him on the edge. Hit up on the joystick to make Popo flip himself back onto the ledge. While Popo is preoccupied with getting back up, Nana is free to do any move (even smash the recovering opponent.) Get around that edgeguard! DV
14. Desynch from respawn- Once you have died, and that will happen occasionally to us imperfect icy's, when you drop off the platform Nana is unresponsive until you hit the ground. Because of this you can use an ice block with Popo while you are in the air to separate the icy's. Once Nana lands (before Popo) have her use a move (ice block usually) by herself to desynch. Basically it works like the stuck Nana desynch, except there is a large margin for error.
15. Shield up B desynch- Only known way to desynch out of your shield. Simply shield upb, then hit an aerial attack. Nana gets throw up over Popo (not too high) and is able to do blizzard, ice block, or any aerial by herself. Popo has a little more lag on him than other desynchs, but its not significant. However, because of this lag, this desynch is one of the easiest to do. Highly recommended against characters you can't shield grab--shield up b desynch with a blizzard.
16. Initial dash Desynch- From standing position if you smash the joystick left or right and hit A at the correct time Popo will do a dash attack and Nana will do a forward smash, obviously, you can also hold in A to make her charge it and follow you. You have a 6 frame window for pressing A for this to work.
Section 2.5-freeze glitch
Eh, on several requests, it's being added:
Step 1: grab with Nana. to grab with nana, stand next to the opponent and turn and grab at the same time; Popo turns around and grabs, Nana grabs the opponent. Or WD backwards towards the opponent, hold towards them, and grab; works the same as above. OR grab with Popo, fthrow and catch them with Nana.
Step 2: when Nana throws the opponent, over b with Popo. time this correctly (use it when the throw actually hits the opponent.) and you have done the freeze glitch.
Specifics on the Freeze Glitch:
To unfreeze them, grab and throw them again.
If you use an Ice attack, they will become an ice cube, and in this state they are permanently frozen until they are hit them with a screw attack.
Section 3-Useful things to do during a desynch
Have Nana use an ice block, and have Popo run after it, basically the same effect as missile canceling, this gives you the option to grab the opponent out of their shield, or meet them in the air with an attack of your choosing. Called the "Ice Block Chaser" in DV
Have Nana use blizzard, a lot like the ice block method above, but works well as an anti-air tactic, and is more defensive. Pluck the enemy out of the blizzard by grabbing with Popo, or if they're too high off the ground, smash them. DV
Have Nana WD in, acts as a distraction. And we all know how dangerous Nana can be by herself... just don't use it often. (I've never used this, Nanapult is far superior IMO)
Have Nana charge a smash, then while she is still chargeing use the c-stick to have Popo charge a smash too (okay not all that useful but its fun). If you release the A button before Nana's charge time is up, she will resynch with Popo, or you can time the release so she runs out right as you release, and the hammers fall simutaneously. I think every Icy player should fsmash in both directions at some point. Even if its totally inapplicable for a real match.
The “Nanapult”- While Popo is busy doing a move(namely ice block, but others work too); input dash, jump, and blizzard for Nana's 'move.' Doing this all before Nana breaks her box causes her to jump and sail across the level doing blizzard (about 1/3 of FD). This is an even more effective anti-air move, and almost always has positive results (at least for me). DV
After grabbing the opponent- Nana can do any move while Popo is preoccupied with a grab attack, so grab, grab attack with Popo and the Icy’s are desynched. Nana can charge smashes, use Blizzard, etc. When Popo is hitting the enemy with his grab attack or with his throw he will not release them. Otherwise, the only attacks that make Popo let go are Nana’s smashes. Nana can smash while Popo hits them; by grab, grab attack, and fsmash in the wind down lag of the grab attack; and rack up the damage fast: “chainsmashing.” Nana can smash while Popo downthrow chains fastfallers or Sheik.
After grabbing the opponent 2: chainthrows- The Icy’s can chainthrow just about everyone in the entire game. Downthrow with Popo, blizzard or ice block (hit with the hammer) or short/fullhop dair/fair with Nana, then move forward a little and grab again with Popo. (Depending on which character and what percents.) Note: Nana's full hop by herself is shorter than with Popo. I'm hoping Undrdog's updated guide will have a more in depth section on these.
After grabbing the opponent 3: the infinites- Icy’s can infinite everyone (except another Icy’s) in a grab. While Popo has ahold of the enemy, alternate Nana’s ftilt/dtilt with Popo’s grab attack. If these two attacks alternate evenly Popo will be able to hold on the opponent forever, no matter how fast they mash their buttons. However, if these two attacks are not even to the frame, the opponent can mash out, and is not as useful as the chaingrabs until mid percents (doing this before the enemy has 30% is not recommended against someone you can chainthrow). To get these two attacks to alternate relatively evenly, look at one, and only one of the flash animations of the attacks, the actual hitting of the opponent (I look at Popo's headbutt flash). Then hit the A button on the animation, once in between, then back on the animation (eighth notes for you music people). Easy as that.
After grabbing the opponent 4: finishing- Nana can hit with any move before they recover from downthrow, it just takes a little creativity. Suggestions: Downthrow with Popo, then smash them with Nana. Or fair them with Nana back into Popo’s downsmash range.
*Another side note: there are other things done in double vision that are not specifically listed here, but are combinations of the above tactics, or demonstrations of how the above tactics can be used in battle. All that is done in double vision can be figured out with this guide and a little bit of common sense.
Section 4-Credits
phillybilly- Thanks for 9, parts of 3, 4, and 8 in Section 2.
Undrdog- for writing a good beginning guide and clueing me in on the basics
Domo- the ice block chainthrow, part of 5, and the Nanapult
Gore- the chainsmashing, and many other ideas
598scogi- Idea behind 13
SDM-frame data: hey if you wanted to get frame data on these desynchs that would be awesome.
nealdt-Special Thanks for the awesome video guide that has the critics raving.
Many other Icy’s players too
VirtualVoid- Thank you for the initial dash desynch (16), especially for the frame data on it.
Hal Labs- for another awesome character with no clones (lets keep it that way for smash 3 ok?)
And that’s it! Thanks for reading it. Constructive criticisms and comments are welcome. If there’s any other desynchs that I missed, please inform me and I will stick them up there, and give you credit in Section 4.
Note: Smashboards.com and SSBBrawl.com have been authorized to have this guide.