Zero-to-death combo: Difference between revisions

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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.
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 in the four games, 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 and are more often seen in demonstrations or friendlies. Zero-to-death combos also vary in characteristics in the games; whereas the original game focuses on continued aerial combat, particularly with [[drill]]s and similar traps, ''Melee'', with its lesser hitstun, relies on good movement and tech chasing. Combos in ''Brawl'' are rare due to the ability to act out of hitstun, but the few that remain rely on continued [[chain throw]]s and jab [[lock]]s. In ''Super Smash Bros. 4'', hitstun cancelling was removed and thus combos were restored, though due to its still low hitstun and moderate falling speeds, combos in the game usually don't last more than 2-3 hits; this, combined with the removal of chain throws and the inability to lock down knocked down opponents, has led to repeatable zero-deaths becoming a rarity. Additionally, with patching now being possible, it is unlikely for repeatable zero-deaths to remain in the game long after their discovery.
While combos of some sort are relatively common in the four games, 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 and are more often seen in demonstrations or friendlies. Zero-to-death combos also vary in characteristics in the games; whereas the original game focuses on continued aerial combat, particularly with [[Drill (archetype)|drill]]s and similar traps, ''Melee'', with its lesser hitstun, relies on good movement and tech chasing. Combos in ''Brawl'' are rare due to the ability to act out of hitstun, but the few that remain rely on continued [[chain throw]]s and jab [[lock]]s. In ''Super Smash Bros. 4'', hitstun cancelling was removed and thus combos were restored, though due to its still low hitstun and moderate falling speeds, combos in the game usually don't last more than 2-3 hits; this, combined with the removal of chain throws and the inability to lock down knocked down opponents, has led to repeatable zero-deaths becoming a rarity. Additionally, with patching now being possible, it is unlikely for repeatable zero-deaths to remain in the game long after their discovery.


In all four games, zero-to-death combos are a common subject of [[TAS]] videos; extensions of the zero-to-death combo also exist in these runs, such as having multiple characters perform the combo on one character, or making the combo have a particularly high number of [[glancing blow]]s.
In all four games, zero-to-death combos are a common subject of [[TAS]] videos; extensions of the zero-to-death combo also exist in these runs, such as having multiple characters perform the combo on one character, or making the combo have a particularly high number of [[glancing blow]]s.