Infinite

An infinite is any move or technique which can theoretically be maintained indefinitely, either through skill or a glitch, usually causing unnaturally large amounts of damage, while preventing an opponent's escape. Infinites disrupt the normal flow of the game, allowing players' offensive or defensive abilities to go far beyond those intended by the developers. Offensive infinites can lead to zero-to-death combos, although not all zero-deaths involve infinites. Depending on effect and ease of use, certain infinites may be banned from tournament play.

Types of infinites
There are a few types of infinites, grouped based on the way they are achieved.
 * Singles infinites are infinites achieved in a 1v1 situation.
 * Doubles infinites are infinites achieved in a 2v2 or 2v1 situation.
 * Chain grabs are infinites that involve a series of throws and/or grab releases, whether in a 1v1, 2v2, or 2v1 situation.
 * Pseudo chain grabs are similar to chain grabs, but have a normal attack in between each grab. Most commonly used in Super Smash Bros. 4.

Singles infinites
The first hit of Fox's up-air can be used repeatedly to combo an opponent, as the move has set knockback (applies the same knockback regardless of percent).

Wobbling
The best-known infinite, Wobbling, requires the and involves grabbing and pummeling as the first Climber and down tilting with the second Climber in a rhythm of about 100 bpm through the use of desynching.

Hobble
The can infinite any character with a combination of down throw, Ice Shot, and footstooling while desynched.

Ice Climbers chain grab
The are able to desynch and use their chaingrab to infinite any character back and forth across the stage. In practice, this usually ends at a ledge with a forward aerial spike - a 0-death on the entire cast. This is usually accomplished with a combination of forward throw, down throw, and back throw.

King Dedede chain grab
can use his down throw to infinite, , , , , and. This works because his down throw has set knockback (applies the same knockback regardless of percent). Dedede can also use his down throw to infinite anyone with a weight of 85 or higher against a wall (this is around two thirds of the cast).

Marth chain regrab
has a grab release infinite on and  due to their unusually long grab release animation and Marth's tall height.

Paralysis Falcon infinite
This infinite requires the special move Lightning Falcon Kick. To perform it, Captain Falcon must use their aerial Lightning Falcon Kick on an opponent, then quickly jump and footstool them, followed by another Lightning Kick as soon as possible to restart the combo.

Paralyzer infinite
could do the infinite on by repetitively using Paralyzer and footstool jump. It was patched in 1.0.4.

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, Fast falling 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
This infinite requires the player to desync the and have the second Climber footstool the opponent as the first Climber hits the opponent with a singular jab, then directional air dodge in front of the opponent to reset the combo.

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 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”.

Laser-grab infinite
This infinite involves a and either a  or, where the Falco repeatedly uses  on Bowser/Incineroar as they use either Flying Slam or Alolan Whip (depending on character). Requires Team Attack.

Ness infinite
This infinite, popularized by, involves two es to use PSI Magnet on one or more opponents for an extended amount of time. Can also be used in a 1v1 situation if one of the Nesses is substituted for a solid wall. This is possible due to the Magnet's repeating hitbox.

Rapid jab infinite
This infinite involves two fighters with a rapid jab performing a rapid jab on both sides of an opponent while they are in a situation where they can no longer move backwards, whether it being on the edges of a platform, being next to a wall, or something else.

Sing-Skewer infinite
As the name suggests, this infinite requires a and a, where the Jigglypuff uses Sing to put the opponent to sleep, then the Ridley hits the opponent with Skewer's.

Choke-up smash infinite
This infinite requires a and a, where the Ganon uses aerial Flame Choke on an opponent, then double jumps while the Snake briefly jab locks and then up smashes the opponent to set up for another aerial flame choke. This works because flame choke is untechable when used in the air.

Burying down-throw infinite
This infinite requires two of any of, , or , where one performs a burying down throw followed by a single jab, then when the opponent is released the other will do the same thing. This is possible because the jab causes the opponent to flinch when they are released, allowing the other fighter to continue the infinite.