Zero-to-death combo: Difference between revisions

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[[File:SSB64 Fox 0-death.gif|thumb|An example of a zero-death-combo in ''Smash 64'', performed by {{Sm|Isai}} ({{SSB|Fox}}) on {{Sm|Johnny}} ({{SSB|Pikachu}}).]]
[[File:SSB64 Fox 0-death.gif|thumb|An example of a zero-death-combo in ''Smash 64'', performed by {{Sm|Isai}} ({{SSB|Fox}}) on {{Sm|Johnny}} ({{SSB|Pikachu}}).]]


A '''zero-to-death combo''', commonly referred to as a '''zero-death''' or '''0-death''' for short, is a [[combo]], usually particularly long and intricate, that starts on an opponent at 0% [[damage]], and ends with the eventual [[KO]] of the character being comboed. Zero-death is also used to refer to any general sequence where a player brought an opponent from 0% to a KO without taking damage from the opponent (such as beginning the opponent's stock with a combo that sends them into the air, then reading their landing option and punishing with an attack that sends them offstage, then reading their recovery option and punishing with an attack that KOs them). This alternate use may refer to a sequence that is not a combo, but simply a string of neutral exchanges that results in the opponent dying without landing any hits.  Zero-deaths are related to [[infinite]]s, but are not the same. While an infinite can continue forever regardless of damage percent, a zero-death must come to an end as eventually the opponent will be knocked too far away to continue comboing, if they are not finished before then. However, zero-deaths and infinites are functionally equivalent, since infinites are utilized to zero-death the opponent, with their only additional utility over zero-deaths being able to [[stall]] by continuing the infinite beyond KO percent, which all serious tournaments have a general blanket rule forbidding.
A '''zero-to-death combo''', commonly referred to as a '''zero-death''' or '''0-death''' for short, is a [[combo]], usually particularly long and intricate, that starts on an opponent at 0% [[damage]], and ends with the eventual [[KO]] of the character being comboed. Zero-death is also used to refer to any general sequence where a player brought an opponent from 0% to a KO without interruption (such as beginning the opponent's stock with a combo that sends them into the air, then reading their landing option and punishing with an attack that sends them offstage, then reading their recovery option and punishing with an attack that KOs them). Zero-deaths are related to [[infinite]]s, but are not the same. While an infinite can continue forever regardless of damage percent, a zero-death must come to an end as eventually the opponent will be knocked too far away to continue comboing, if they are not finished before then. However, zero-deaths and infinites are functionally equivalent, since infinites are utilised to zero-death the opponent, with their only additional utility over zero-deaths being able to [[stall]] by continuing the infinite beyond KO percent, which all serious tournaments have a general blanket rule forbidding.


While combos of some sort are relatively common, zero-to-death combos require almost perfect timing and placement in order to properly work, and even a single missed [[hitbox]] can ruin a combo; owing to the particularly high hitstun and lack of [[DI]] in ''[[Super Smash Bros.]]'' compared to the future installments, zero-to-death combos are most frequently seen in the first game, though their high need for [[technical skill]] makes them rare sights at tournaments unless at high level play, where they are more often seen in demonstrations or friendlies.  
While combos of some sort are relatively common, zero-to-death combos require almost perfect timing and placement in order to properly work, and even a single missed [[hitbox]] can ruin a combo; owing to the particularly high hitstun and lack of [[DI]] in ''[[Super Smash Bros.]]'' compared to the future installments, zero-to-death combos are most frequently seen in the first game, though their high need for [[technical skill]] makes them rare sights at tournaments unless at high level play, where they are more often seen in demonstrations or friendlies.  
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