Editing Infinite
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====Zelda jab infinite==== | ====Zelda jab infinite==== | ||
This infinite can be performed on most players at high percentages (250+%). It is performed by the player inputting jab twice, so only jab one comes out, which results in Zelda getting a 5-frame advantage. While the opponent is in hitstun, another jab can be inputted, resulting in the combo looping back. | This infinite can be performed on most players at high percentages (250+%). It is performed by the player inputting jab twice, so only jab one comes out, which results in Zelda getting a 5-frame advantage. While the opponent is in hitstun, another jab can be inputted, resulting in the combo looping back. | ||
====Banjo & Kazooie Rapid Jab infinite==== | |||
Due to the placement of the [[hitbox]]es in {{SSBU|Banjo & Kazooie}}'s [[Banjo & Kazooie (SSBU)/Neutral attack/Infinite|rapid jab]], opponents (particularly fighters with wide statures such as {{SSBU|Donkey Kong}}) can get caught by the attack behind Banjo & Kazooie if they roll or jump into a very specific spot, around Banjo's backpack. Both parties are then pushed backwards in the same direction, trapping the opponent if they do not have extremely precise [[Smash directional influence|SDI]]. While this technique is limited to the length of the [[platform]] the fighters are on, theoretically the technique could be performed infinitely. | |||
===Doubles infinites=== | ===Doubles infinites=== | ||