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Old 03-30-2008, 03:09 PM   #1
Kyu Puff
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The New De-Sync/AI Thread

Quote:
Originally Posted by Wobbles the Phoenix
Excellent. If you have questions about how to perform a de-sync, post here. If you find a new de-sync, post here or link to a place it's been mentioned. If you find a nuance to an old de-sync that I do not cover in this post, put that information here and I can update. If I happen to post a complete and utter falsehood, then we'll pretend it's true so I don't feel bad. Or you can post here and I'll eliminate it.

This also can be a place to post weird little tidbits about Nana's AI.
I'll try to keep it in an organized fashion like Wobbles. If I misnamed or incorrectly credited a de-sync, feel free to correct me.

I. De-Syncs

First, a definition. De-synching is the action of seperately controlling the Ice Climbers (i.e., you control both Popo and Nana at different times, rather than both at the same time). Normally, when you input a move, Popo will respond, and Nana will respond to the same move a few frames after. When you de-sync, you widen that gap so that you can input a move for Popo, then input a move for Nana at a different time.

Instead of just shooting an Ice Block, you can have Popo shoot an Ice Block, then Nana shoot an Ice Block, then Popo, and so on. You can also input different controls for both of them. For example, you can have Popo f-smash, followed by Nana Ice Block, followed by Popo jumping Blizzard, and so on.

To stay de-synched, you must time their moves so that both Ice Climbers are always occupied. By this, I mean that if Popo is shooting an Ice Block, to stay desynched, you must input another move before Popo recovers from the animation lag. An elementary way to do this is by rhythmically tapping a button, such as B, so that they maintain an equal interval of time between every move.

If you don't understand this definition, I recommend watching these videos. The first is a guide to de-synching in Melee - keep in mind that most of the de-syncs demonstrated in that video are not in Brawl. The second is a Brawl match with lots of effective de-synching.

The following are the known ways to de-sync in Brawl.




1: Buffer De-Sync. Perform any move, other than Belay or Squall Hammer, and near the end of the duration, buffer a quick dash in the opposite direction. You must let go of the control stick before the lag ends. It's a little easier to pull off than the Turnaround De-Sync, but the principle is the same. When you land, Nana will dash in that direction, and Popo will only turn around, allowing you to de-sync.

Credit: Speedsk8er found that it could be done for aerials on 03-17-2008, on 3-31-2008, I built on it, finding that it indeed worked with other moves.

2: Blonde Roll. Press L and Back simulaneously: Popo rolls backwards, and Nana rolls in the wrong direction.

Credit: Som posted this on 02-25-2008.

3: Dash-Dance De-Sync. Simply Dash-Dance and input a command, and only Popo will react. Nana can't pivot or dash-dance, and will humorously slide around in confusion.

Credit: Existed in Melee, confirmed by OoNoiRoO on 02-02-2008.

4: Dash/Smash De-Sync. Dash in the direction opposite to where you're facing, and hit A. You should have Popo charge a smash, and Nana dash attack. If they both charge a smash, you hit A too quickly, if they both dash attack, you hit A too slowly.

Credit: Also existed in Melee, confirmed by me on 02-16-2008.

5: D-Tilt De-Sync. D-Tilt, hold diagonally down in the opposite direction, then input a move. Nana will act alone. This De-Sync is interesting because it doesn't have to connect with an opponent, but the number of moves you can de-sync with are very limited (d-tilt, followed by Squall Hammer, d-tilt, f-tilt, f-smash, or jab if I recall correctly).

Credit: Discovered by VirtualVoid on 03-31-2008.

6: Grab De-Sync. The Ice Climbers de-sync when you grab. You can c-stick smashes, causing Popo to headbutt and Nana to smash. C-stick + Z to have Popo headbutt and Nana charge a smash. You can also control Nana during a throw, allowing you to combo, or to chain grab. For example, d-throw to f-air (Nana) chains at low percentages.

Credit: Classic de-sync from Melee, first noted by Wobbles the Phoenix on 02-04-2008.

7: Hit De-Sync. In Brawl, you can de-sync after any A-button move that connects with an opponent. For any aerial sans b-air, fastfall so that you land during the animation, and input a command while the lag is ending. For b-air, simply hit an opponent, and hold the command near the end of the animation. For ground attacks, wait until the animation is finishing, and input a move for Nana near the end.

Credit: Smasher89 and Speedsk8er both discovered this independently, and I cracked it 03-17-2008, and then RE-cracked it 03-30-2008.

8: Initial Dash De-Sync. Jam the control stick in the direction opposite to where you're facing, let go, and towards the end of the dash, input Blizzard, Ice Block, or Shield + any move. Only Nana responds at first, so she Blizzards, Ice Blocks, or Shields alone, leaving Popo to do anything. The timing on this is tricky, but in my opinion worth learning.

Credit: Discovered by me on 02-16-2008. I tested this in Melee and found out that this was possible, but harder to do and less useful because Ice Block came out slower.

9: Ledge/Belay De-Sync. Belay tether to the edge. Nana's invincibility lasts for much longer, allowing Popo alone to get onto the stage. Easy way to set up a floating edgeguard. Alternatively, you can drop down and then jump, causing Nana to get up from the ledge, and Popo to re-grab it.

Credit: Found by me on 03-09-2008.

10: Pivot A. The Pivot De-Sync is one of the fastest and I recommend learning it. Nana can't pivot, and will run backwards whenever you attempt to do so. Pivoting into a jab, tilt, or smash (sans u-smash) will cause Popo to pivot the move, and Nana to dash attack in front of you.

Credit: Existed in Melee, first thing I tried in Brawl, confirmed by me on 02-16-2008.

11: Pivot B. Pivoting Blizzard or Ice Block results in Popo following your command, and Nana free to follow up with any move. It is exactly like "Pivot A", but Nana doesn't dash attack. A common use for this is Pivoted Ice Block to short-hopped Blizzard, to short-hopped Blizzard, and so on.

Credit: Existed in Melee, first thing I tried in Brawl, confirmed by me on 02-16-2008.

12: Pivot to the Ledge. If you stand right next to the ledge, dash towards the ledge, and immediately pivot away, Nana will slide onto the ledge. A quick way to have only Nana edgehog. The pivot has to be frame perfect, or at least close to it.

Credit: Me on 03-31-2008.

13: Platform Fall De-Sync. Right before landing on a platform, press down. Popo drops through the platform, and Nana lands on it.

Credit: Discovered by Som on 02/25/2008.

14: Run/Roll De-Sync. Dash, and almost immediately hit L/R. Popo should roll, leaving Nana free to de-sync.

Credit: Added by me on 03-30-2008.

15: SHFF De-Sync. Short-hop, fastfall, and Popo lands a moment before Nana. Timing is hard, but you can input a move so that either Popo or Nana does it, but not both. For example, as Popo lands, if you input Blizzard, only Nana will do it. However, if you input an f-smash, Popo will smash and Nana will not.

Credit: Discovered by me on 03-21-2008.

16: Start De-Sync. Pause the game with Start, press A to exit the pause window, and immediately let go of A. Only Nana will jab, much like 13 (below). Disruptive in a real game, but can be used online for an instant desynch.

Credit: slacker! found this on 03-13-2008.

17: Starting De-Sync. The Ice Climbers begin the match de-synced. Input something (for example, Ice Block) at the beginning of the match, and let go after the game begins. Nana will Ice Block, Popo won't.

Credit: Was in Melee, confirmed by Chu Dat at Pound 3 on 02-02-2008.

18: Squall De-Sync. Over-B, and input a move at the end of the Squall Hammer animation. If timed correctly, only Nana should respond. Mac2942 noticed that there is a period of synchronization before you can de-sync, you can hold it by spamming Ice Blocks in opposite directions or taunting, and finally de-sync by inputting a move.

Credit: Discovered by KazenoZ, 03-08-2008.

19: Tilt De-Sync. By tilting the control stick in a diagonal direction and hitting A simultaneously, it is possible to have Popo and Nana perform different tilts. Because the tilts have different durations, you can de-sync afterwards.

Credit: Discovered by Som on 02-25-2008.

20: Tipper De-Sync. If you space correctly, you can have only Popo hit the opponent with a move such as f-tilt. Nana, who doesn't suffer hitlag, will be active before Popo.

Credit: Speedsk8er in Melee.

21: Trip De-Sync. Sometimes, one Ice Climber will randomly trip. If this happens, although annoying, you can use it to de-sync while the other Climber stands up.

Credit: Wobbles the Phoenix found this on 02-08-2008.

22: Turnaround De-Sync. By lightly flicking the opposite direction, Popo will turn around, and Nana will do a short forward dash. To understand what I mean, think the second controller motion in a Pivot.

Credit: Good de-sync discovered by Speedsk8er in Melee (correct me if I'm wrong), confirmed by me, 03-17-2008.

23: Z-Roll De-Sync. Press Z and Back at the same time. Popo rolls backwards and Nana grabs. This is an easy de-sync to learn.

Credit: Discovered by Som on 02-25-2008, independly discovered and described by KazenoZ.


II. AI/Nana oddities

<to be completed>

I believe that wraps it up for what we've found so far. AI tidbits and perhaps CG info will come later. If you have a better suggestion for the format of this thread, suggest away.

I'd also like to conduct a poll. Select one.

De-sync/De-Sync (De-yncing)
Desynch (Desynching)
Desync (Desyncing)
Da-sink (Yeah, don't actually choose this one.)
D-SNK?
???

Last edited by Kyu Puff; 04-29-2008 at 05:09 PM.
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Old 03-30-2008, 03:25 PM   #2
Corner-Trap
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Man, I was planning on doing a new desynch thread, but oh well this is still good. Don't forget about the reverse roll desynch. Hitting back and L makes Popo roll backwards as Nana rolls in the opposite direction, I forgot who discovered this though.

EDIT:

Please add a description as to what desynching is so we won't get any more questions about it.

Last edited by Corner-Trap; 03-30-2008 at 03:26 PM.
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Old 03-30-2008, 04:08 PM   #3
choknater
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Sweet. You're too good Kyu Puff. That is a whole lotta desynch methods. (Except all I use is grab and Z-roll LOL, I'd like to try the others for fun.)
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Old 03-30-2008, 04:30 PM   #4
Kyu Puff
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Two more that I just found:

If you dash and shortly after press L/R, only Popo will roll.

The aerial de-sync is actually possible with any non-projectile move.
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Old 03-30-2008, 05:01 PM   #5
mcnichoj
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I see no IC stickies, so maybe this should fill that hole?
Or Wobbles topic.

Eedit.

Last edited by mcnichoj; 03-30-2008 at 05:06 PM.
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Old 03-30-2008, 05:08 PM   #6
KazenoZ
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Wha? Someone found that Z-grab-roll de-synch a month before me? O_o
I didn't even know that =\
A great thread though, we sure needed it all stocked up again.
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Old 03-30-2008, 05:12 PM   #7
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great guide for "teh nubz"

o and btw i'm goind with "Da-sink"...FTW!
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Old 03-30-2008, 05:56 PM   #8
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Yeah this should get stickied, along with a few more threads including:

-Chain/Infinite Grab Thread
-Ice Block Lock Thread
-General Ice Climbers Guide
-Video Thread
-Player Finder/Clan Thread
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Old 03-30-2008, 06:11 PM   #9
Kyu Puff
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Quote:
Originally Posted by KazenoZ View Post
Wha? Someone found that Z-grab-roll de-synch a month before me? O_o
I didn't even know that =\
A great thread though, we sure needed it all stocked up again.
Quote:
Originally Posted by Som
(3) *popo back roll nana forward grab. Back and z at the same time let go of the control stick quickly to have her do a forward throw towards the direction your facing
I believe it's what he was talking about, though your post was more comprehensible, so I gave you both credit.
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Old 03-30-2008, 07:06 PM   #10
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I tell you, the footstool jump I posted in the last thread is a valid desynch! v_V

Heh, just kidding. It's valid, but it's pretty much useless.
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Old 03-30-2008, 08:49 PM   #11
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Block lock wouldn't need a sticky lmao... it's not even that good.
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Old 03-30-2008, 09:33 PM   #12
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Quote:
Originally Posted by choknater View Post
Block lock wouldn't need a sticky lmao... it's not even that good.
Yeah I think the regular grab infinites are better but on stages with walk off ledges it could be a much more effective way to gimp.
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Old 03-31-2008, 12:28 AM   #13
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It honestly feels good to see myself in the credits. lol now if only I were good at this game.
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Old 03-31-2008, 04:57 AM   #14
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This is a great thread!

I accidentally discovered the de-sync entitled "Blonde Roll" on my own, but I couldn't do it consistently so I wasn't sure if it was an actual de-sync or not. I guess it is one after all.


Oh, and can someone please explain what a "pivot" is? I didn't start learning non-standard moves in until a few years after getting Melee (even short-hopping was a mystery to me). Thus, I missed a lot of things that are "common knowledge" to most people here. =/

EDIT: Pivot is tapping the control stick in one direction, then tapping it in the other right away. Is this correct? I was too lazy to dash dance, so I just figured I would try doing this and following up with an attack. I ended up doing exactly what the description for Pivot de-syncing said it would do. (Nana dash attacks while Popo does the inputted command)

Also, there seems to be more to the Squall Hammer de-sync. I read this thread, completely skipped the Squall de-sync, then ended up discovering it on my own. The thing is... I didn't time it properly. Instead of having Nana attack, I ended up having both Ice Climbers attack in different directions with Ice Block. This in itself is pretty nifty. You can shoot forward and backward with your Ice Blocks if you do it right after Squall Hammer. What's even weirder is that the Ice Climbers seem to be de-synced simply by facing different directions. My guess is that this happens because the other Ice Climber has to turn around when you input your attack. You attack before Nana has a chance to turn around. Thus, you're de-synced.

So... Squall Hammer -> Ice Block (Should shoot behind you and in front of you) = Ice Climbers facing in diferent direction = Inherently de-synced while standing still... Maybe?

EDIT: Hmm... This is quite nifty. If you keep using your Ice Blocks, the Ice Climbers will continue to shoot in two directions. The neat thing is that you can use this to hold your de-sync. If you wait to long, Nana will turn to match the direction you're facing. If you keep using Ice Blocks, she has no choice but to keep facing the other way.

I'm not sure how useful this is in battle, but I can imagine some nifty Squall Hammer -> Ice Block Spam -> De-Sync -> Squall Hammer -> Ice Block Spam -> De-Sync... combos coming out of this. If you accidentally use Squall Hammer synchronized, you can shoot Ice Blocks (in two directions) then immediately de-sync your Ice Climbers.

By the way, I've been de-synchronizing out of this with a Forward Smash. I haven't tested other moves yet. (Other smash attacks SHOULD work, though!)


For some odd reason, this doesn't work so well with Blizzard -> Ice Block even though you get the same forward + backward Ice Blocks. This might be because the Ice Block is stalling some inherent delay that occurs after the moves. Squall Hammer might have a "higher delay" that makes the trick work. I really don't know why this doesn't work well with Blizzard, though.

P.S. I vote for de-sync or desync. "Sync" is short for synchronization. "Synch" is not. Nothing more needs to be said about "sink". >,>

Last edited by Mac2492; 03-31-2008 at 05:45 AM.
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Old 03-31-2008, 07:37 AM   #15
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Quote:
Originally Posted by 2492
P.S. I vote for de-sync or desync. "Sync" is short for synchronization. "Synch" is not.
Pretty sure "synch" is an alternative spelling of "sync." Both are correct.
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