Editing Infinite
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===Pseudo chain grabs=== | ===Pseudo chain grabs=== | ||
====Infinite | ====Infinite Throw Trap==== | ||
{{Main|Infinite throw trap}} | {{Main|Infinite throw trap}} | ||
The only instance of a chain grab in ''Smash 64''. More effective against certain characters (namely, {{SSB|Jigglypuff}} and {{SSB|Kirby}}) than others; it becomes [[Combo#Types of combos|true]] at higher percents (+80%) against a lot of the cast. | The only instance of a chain grab in ''Smash 64''. More effective against certain characters (namely, {{SSB|Jigglypuff}} and {{SSB|Kirby}}) than others; it becomes [[Combo#Types of combos|true]] at higher percents (+80%) against a lot of the cast. | ||
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===Pseudo chain grabs=== | ===Pseudo chain grabs=== | ||
{{SSBM|Bowser}} has a unique property with his [[Grab release]]. In [[Melee]], a grab release gives both the grabber and released opponent 29 frames of lag. Bowser only has 19 frames of endlag when he grab releases an opponent, allowing Bowser to perform a running grab and lock the opponent. However, this can be avoided if the grabbed opponent repeatedly presses either jump button to force an air release, thus preventing a regrab. | {{SSBM|Bowser}} has a unique property with his [[Grab release]]. In [[Melee]], a grab release gives both the grabber and released opponent 29 frames of lag. Bowser only has 19 frames of endlag when he grab releases an opponent, allowing Bowser to perform a running grab and lock the opponent. However, this can be avoided if the grabbed opponent repeatedly presses either jump button to force an air release, thus preventing a regrab. | ||
==Infinites in ''[[Super Smash Bros. Brawl]]''== | ==Infinites in ''[[Super Smash Bros. Brawl]]''== | ||
===Singles infinites=== | ===Singles infinites=== | ||
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==Infinites in ''[[Super Smash Bros. Ultimate]]''== | ==Infinites in ''[[Super Smash Bros. Ultimate]]''== | ||
===Singles infinites=== | ===Singles infinites=== | ||
====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. | |||
====Diddy Kong Banana infinite==== | ====Diddy Kong Banana infinite==== | ||
This infinite was performed by the player throwing a [[banana]] at the opponent while on a platform (this works on all legal stages with platforms), full hopping and catching the banana, throwing the banana down in midair, [[ | This infinite was performed by the player throwing a [[banana]] at the opponent while on a platform (this works on all legal stages with platforms), full hopping and catching the banana, throwing the banana down in midair, [[Fast fall]]ing through the platform, pulling another banana, and repeating from there. This infinite worked on all characters and was referred to by some as "The Pyramid Scheme." The combo was removed in patch 8.0.0, but a new variation was later discovered by adding a footstool and a directional input downward after throwing the banana. This new variation was removed in patch 11.0.0. | ||
====Ice Climbers footstool infinite==== | ====Ice Climbers footstool infinite==== | ||
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====Ness footstool infinite==== | ====Ness footstool infinite==== | ||
This infinite is performed using [[PSI Magnet]] [[DJC]] and holding forward during the double jump animation to get enough momentum to get two hits of magnet which is known as a held magnet combo. Then wait out the footstool timer. Then combo into a [[footstool]] afterwards perform either a [[b-reverse]] or a [[wavebounce]] | This infinite is performed using [[PSI Magnet]] [[DJC]] and holding forward during the double jump animation to get enough momentum to get two hits of magnet which is known as a held magnet combo. Then wait out the footstool timer. Then combo into a [[footstool]] afterwards perform either a [[b-reverse]] or a [[wavebounce]] [[djc]] held magnet. Afterwards, combo into a footstool after or after another held magnet combo. This infinite works on a majority of the cast. However, difficulty varies for different characters. Some players refer to this infinite as “the psych ward”. | ||
===Doubles infinites=== | ===Doubles infinites=== | ||