DeLux
Player that used to be Lux
- Joined
- Jun 3, 2010
- Messages
- 9,302
To start, I did not discover this.
Credit goes to a dude named Hameln for being the first person I could find to post about this. However, I'm going to expand a little bit of what he discovered with some of my own findings
Original Thread: http://www.smashboards.com/showthread.php?t=277437
Inputs to Perform: HOLD DOWN ATTACK BUTTON > Analogue control stick input one horizontal direction to initiate a dash > Immediately Cstick set to smash the opposite horizontal direction > Desynced with one climber charging an Fsmash in direction of cstick input while the other is free to act
For example: Hold Attack > control stick left > cstick right > desynced
Obviously this is easier to perform if you're using a custom control setup with a shoulder button (I use R) as attack.
If done from a stand still, Popo will charge an Fsmash. If you flick the control stick in the direction for too long, Nana will be stuck in Dash animation. If you're nearly frame perfect with your flick, she'll actually simply do a turn around animation, similar to the glitchy look she gets when performing a successful LD1 or LD2.
One main advantage of this desync is that it's probably one of two true dashless desyncs (the other being the dtilt desync) I can think of off the top of my head that doesn't involve hitlag or jumping/landing. Edit: I guess Grab Desync, Shield Drop, Squall, and Belay also are dashless now that I think about it. Grab Desync is usefull for obvious reasons, and I love Squall however the startup is different thus should be used in different situations.
So for example if you're trying to be completely safe one could manipulate inputs to do the following:
Run > Shield Cancel Run > Shield drop > During shield drop frames, hold down on attack > Split Stick Desync with cstick going in the reverse direction > Popo charging fsmash with Nana ready to perform any action, done out of run minus the shield drop frames.
Now, if you're familiar with LD1 timing at all, an interesting phenomenon occurs when this desync is done out of the cooldown of non-LD2 exceptions (IB, Blizzard, Spot Dodge, Crouch, Roll, I suspect Belay, Taunt, I suspect Belay but I never actually bothered to test it). But if done with the cstick in the reverse direction in the timing similar to an LD1, you'll actually come out desynced in the situation where Nana is charging the fsmash, and Popo is free to move.
Given that you can squall cancel the fsmash at any time (including before it's even used out of charge), you have a bunch of quirky mixups that can be performed. That means essentially, you can go straight to nana charge deception out of Jump, Aerials, Attacks, Run/Dash Cooldowns, EVEN Shield drop, if you know a few mechanics that allow you to bring up shield when hold down the attack button.
For example, one could cycle like so while reading opponent's actions while remaining liquid and fairly mobile:
Squall desync > Split Stick Desync > Squall Cancel > Squall Desync > Split Stick Desync > Squall Cancel
Given the current norm is to use specials out of desyncs, I feel like this has the potential to be a huge dynamic addition to ICs metagame if explored further. It opens up options that are fairly opposite to the current metagame.
If you have questions or need clarification, let me know. Discuss
DeLux
Credit goes to a dude named Hameln for being the first person I could find to post about this. However, I'm going to expand a little bit of what he discovered with some of my own findings
Original Thread: http://www.smashboards.com/showthread.php?t=277437
Inputs to Perform: HOLD DOWN ATTACK BUTTON > Analogue control stick input one horizontal direction to initiate a dash > Immediately Cstick set to smash the opposite horizontal direction > Desynced with one climber charging an Fsmash in direction of cstick input while the other is free to act
For example: Hold Attack > control stick left > cstick right > desynced
Obviously this is easier to perform if you're using a custom control setup with a shoulder button (I use R) as attack.
If done from a stand still, Popo will charge an Fsmash. If you flick the control stick in the direction for too long, Nana will be stuck in Dash animation. If you're nearly frame perfect with your flick, she'll actually simply do a turn around animation, similar to the glitchy look she gets when performing a successful LD1 or LD2.
One main advantage of this desync is that it's probably one of two true dashless desyncs (the other being the dtilt desync) I can think of off the top of my head that doesn't involve hitlag or jumping/landing. Edit: I guess Grab Desync, Shield Drop, Squall, and Belay also are dashless now that I think about it. Grab Desync is usefull for obvious reasons, and I love Squall however the startup is different thus should be used in different situations.
So for example if you're trying to be completely safe one could manipulate inputs to do the following:
Run > Shield Cancel Run > Shield drop > During shield drop frames, hold down on attack > Split Stick Desync with cstick going in the reverse direction > Popo charging fsmash with Nana ready to perform any action, done out of run minus the shield drop frames.
Now, if you're familiar with LD1 timing at all, an interesting phenomenon occurs when this desync is done out of the cooldown of non-LD2 exceptions (IB, Blizzard, Spot Dodge, Crouch, Roll, I suspect Belay, Taunt, I suspect Belay but I never actually bothered to test it). But if done with the cstick in the reverse direction in the timing similar to an LD1, you'll actually come out desynced in the situation where Nana is charging the fsmash, and Popo is free to move.
Given that you can squall cancel the fsmash at any time (including before it's even used out of charge), you have a bunch of quirky mixups that can be performed. That means essentially, you can go straight to nana charge deception out of Jump, Aerials, Attacks, Run/Dash Cooldowns, EVEN Shield drop, if you know a few mechanics that allow you to bring up shield when hold down the attack button.
For example, one could cycle like so while reading opponent's actions while remaining liquid and fairly mobile:
Squall desync > Split Stick Desync > Squall Cancel > Squall Desync > Split Stick Desync > Squall Cancel
Given the current norm is to use specials out of desyncs, I feel like this has the potential to be a huge dynamic addition to ICs metagame if explored further. It opens up options that are fairly opposite to the current metagame.
If you have questions or need clarification, let me know. Discuss
DeLux