calprinicus
Smash Cadet
Hey guys I got my capture card up and running again and will be working on a desync video tutorial thing. This is what I'm covering so far. If you have a desyncs, combo or good approuch/defenses you want in it the vid. Please post I will credit you in the video.
WHAT I"M COVERING ALREADY:
How to desync:
Starting desynch- If you hold down an attack before the match starts, Nana will perform the attack while Popo stands still.
Grab desynch- After you do a throw, you can input a command for Nana while Popo is still recovering.
Dash dance desynch- Do a dash dance into an attack, and while Popo does the attack Nana should be recovering from the dash dance.
Trip/Injury desynch- If the IC's become separated or if one of them trips, then you can input the commands for one while the other recovers.
Ledge desynch- If one IC is holding the ledge, then you can input the commands for the IC thats already standing as the other rolls back onto the stage.
F-B desynch- While you're performing squall hammer you can input a command right before it ends and only Nana will perform the action.
Reverse grab desynch- Probably the most useful desynch of all. Simply hit back and Z, which will result in Popo rolling backwards as Nana does a grab you can then input a command for Popo while Nana recovers from the grab.
Belay desynch- Simply do UpB on the ground, then you can input commands for the IC that lands first.
Footstool desynch- For some unapparent reason, when you footstool jump, Nana won't always jump with you which results in a desynch.
Spot/roll desynch- Hit downback and shield at the same time. It should result in Nana doing a spot dodge while Popo does a back roll, but the timing is strict though.
Platform desynch- Jump towards a platform and hit down right when Popo touches the ground. Popo should drop to the lower platform while Nana stays on the top one.
Jump desynch- Hold downback as you jump and immediately jump again as you land. Popo should do another jump while Nana stays on the ground.
Tilt desynch- Do either Utilt or Dtilt and hit a direction on the D-pad then do a Ftilt, both should be doing two different tilts at the same time.
Ledge/belay desynch- Hang on the ledge and hit down and immediately do UpB. Popo should do a solo belay while Nana jumps onto the stage.
Initial dash desynch- Do a dash in the opposite direction you're facing, as the initial animation ends input a command, and only Nana should perform it.
Landing desynch- Jump and hit the opposite direction you're facing, Popo should merely turnaround while Nan dashes forward.
Aerial desynch- Do an aerial right before you land then input a command while Popo is still recovering.(*note*- you can do a landing and aerial desynch at the same time)
Fast fall desynch- As you fast fall Popo should land first so you can input a command for Nana before she touches the ground.
Reverse roll desynch- Hit back and L, this will result in Popo rolling backwards as Nana rolls in the opposite direction.
What to do when De-synced:
(These are a few of what I use there are much more than this. Important note: try to change up so less predictable.)
Approaches:
Ice shot to hyphen smash: Nana shoots ice blocks while you hyphen smash (run to u-smash). Stops most projectiles with ice shot and hyphen smash to lay on pressure.
hyphen to hyphen: nana and popo do consecutive hyphen smashes. great for close games or opponent w/o projectiles.
squall to squall: you get a few super armor frames at start, if you hit once you can move with the DI of opponent. can move across the stage rather fast.
ice block to SH aerial: keep floaty characters down while stopping charge moves and projectile. my favorite vs. my friends sonic.
SH blizzard to grab: when in close throw a blizzard after a SH, this makes them stay closer to the ground where the other IC can grab starting one of your chains or a dual smash K.O.
Defense:
Ice shot to Ice shot: self explanatory (furthest range).
SH blizzard to blizzard: blasts of ice slightly above and level. Blizzard is the attack with the most range and can help keep large characters at bay while you setup for something else.
u-smash to SH U-air: Help if opponent has a good d-air. and can help control where they land. (This is chaining your two highest priority moves)
WHAT I"M COVERING ALREADY:
How to desync:
Starting desynch- If you hold down an attack before the match starts, Nana will perform the attack while Popo stands still.
Grab desynch- After you do a throw, you can input a command for Nana while Popo is still recovering.
Dash dance desynch- Do a dash dance into an attack, and while Popo does the attack Nana should be recovering from the dash dance.
Trip/Injury desynch- If the IC's become separated or if one of them trips, then you can input the commands for one while the other recovers.
Ledge desynch- If one IC is holding the ledge, then you can input the commands for the IC thats already standing as the other rolls back onto the stage.
F-B desynch- While you're performing squall hammer you can input a command right before it ends and only Nana will perform the action.
Reverse grab desynch- Probably the most useful desynch of all. Simply hit back and Z, which will result in Popo rolling backwards as Nana does a grab you can then input a command for Popo while Nana recovers from the grab.
Belay desynch- Simply do UpB on the ground, then you can input commands for the IC that lands first.
Footstool desynch- For some unapparent reason, when you footstool jump, Nana won't always jump with you which results in a desynch.
Spot/roll desynch- Hit downback and shield at the same time. It should result in Nana doing a spot dodge while Popo does a back roll, but the timing is strict though.
Platform desynch- Jump towards a platform and hit down right when Popo touches the ground. Popo should drop to the lower platform while Nana stays on the top one.
Jump desynch- Hold downback as you jump and immediately jump again as you land. Popo should do another jump while Nana stays on the ground.
Tilt desynch- Do either Utilt or Dtilt and hit a direction on the D-pad then do a Ftilt, both should be doing two different tilts at the same time.
Ledge/belay desynch- Hang on the ledge and hit down and immediately do UpB. Popo should do a solo belay while Nana jumps onto the stage.
Initial dash desynch- Do a dash in the opposite direction you're facing, as the initial animation ends input a command, and only Nana should perform it.
Landing desynch- Jump and hit the opposite direction you're facing, Popo should merely turnaround while Nan dashes forward.
Aerial desynch- Do an aerial right before you land then input a command while Popo is still recovering.(*note*- you can do a landing and aerial desynch at the same time)
Fast fall desynch- As you fast fall Popo should land first so you can input a command for Nana before she touches the ground.
Reverse roll desynch- Hit back and L, this will result in Popo rolling backwards as Nana rolls in the opposite direction.
What to do when De-synced:
(These are a few of what I use there are much more than this. Important note: try to change up so less predictable.)
Approaches:
Ice shot to hyphen smash: Nana shoots ice blocks while you hyphen smash (run to u-smash). Stops most projectiles with ice shot and hyphen smash to lay on pressure.
hyphen to hyphen: nana and popo do consecutive hyphen smashes. great for close games or opponent w/o projectiles.
squall to squall: you get a few super armor frames at start, if you hit once you can move with the DI of opponent. can move across the stage rather fast.
ice block to SH aerial: keep floaty characters down while stopping charge moves and projectile. my favorite vs. my friends sonic.
SH blizzard to grab: when in close throw a blizzard after a SH, this makes them stay closer to the ground where the other IC can grab starting one of your chains or a dual smash K.O.
Defense:
Ice shot to Ice shot: self explanatory (furthest range).
SH blizzard to blizzard: blasts of ice slightly above and level. Blizzard is the attack with the most range and can help keep large characters at bay while you setup for something else.
u-smash to SH U-air: Help if opponent has a good d-air. and can help control where they land. (This is chaining your two highest priority moves)