Zero-to-death combo: Difference between revisions

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(added mk's zero-deathl; it's so far the only one that's realistic, though still hard to pull off. Both Abadango and Leo have shown it off.)
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===In ''Super Smash Bros. 4''===
===In ''Super Smash Bros. 4''===
*Similar to her infinite on R.O.B. in ''Brawl'', {{SSB4|Zero Suit Samus}} can infinite {{SSB4|Robin}} in the early versions of Smash3DS through use of her down smash and footstool; she can land immediately after footstooling a stunned Robin, where she can then stun his getup with her [[Paralyzer]], forcing a neutral getup, leading to stunning him with an avoiding down smash, allowing her to knock him back down with a footstool during his stun, continuing the process indefinitely before being able to end it with an unavoidable forward smash at KO percent. This infinite was patched out in Smash 3DS's [[List of updates (SSB4-3DS)#1.0.4|Version 1.0.4]] update and in Smash U's initial released version, where Zero Suit Samus now jumps high up after footstooling Robin like she does with every other character, making the infinite impossible to perform to any degree. However, you can perform another type of zero-to-death with her Down Smash against certain fastfallers. At zero percent, if a sweetspotted down smash is connected, then she can link up to 2 more and then neutral aerial them into yet another Down Smash, where she can true combo into a Flip Kick for a meteor smash kill.
*Similar to her infinite on R.O.B. in ''Brawl'', {{SSB4|Zero Suit Samus}} can infinite {{SSB4|Robin}} in early versions of {{for3ds}} through use of her down smash and footstool; she can land immediately after footstooling a stunned Robin, where she can then stun his getup with her [[Paralyzer]], forcing a neutral getup, leading to stunning him with a [[down smash]], allowing her to knock him back down with a footstool during his stun, continuing the process indefinitely before being able to end it with an unavoidable forward smash at KO percent. This infinite was patched out in ''Smash 3DS''{{'}}s [[1.0.4]] update and in {{forwiiu}}'s initial released version, where Zero Suit Samus now jumps high up after footstooling Robin like she does with every other character, making the infinite impossible to perform to any degree. However, another type of zero-to-death is possible with her down smash against certain fastfallers. At zero percent, if a sweetspotted down smash is connected, she can link up to 2 more and then neutral aerial them into another down smash, where she can true combo into a [[Flip Jump]] kick for a meteor smash KO.


*Due to the extremely high base [[knockback]] of the {{SSB4|Mii Brawler}}'s [[Piston Punch]]'s first hit, it is possible to [[OHKO]] the lightest characters in the game with it, and since the move can be combo'd from down throw at low damages, it is possible for Mii Brawler to zero-death characters like {{SSB4|Rosalina}}. This combo was patched out in version 1.0.6, where the first hit of the Piston Punch's knockback was reduced.
*Due to the extremely high base [[knockback]] of the {{SSB4|Mii Brawler}}'s [[Piston Punch]]'s first hit, it is possible to [[OHKO]] the lightest characters in the game with it, and since the move can be combo'd from down throw at low damages, it is possible for Mii Brawler to zero-death characters like {{SSB4|Rosalina}}. This combo was patched out in version 1.0.6, where the first hit of the Piston Punch's knockback was reduced.
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*Like in ''Brawl'', {{SSB4|Ganondorf}} can potentially zero-death any character in the game through repeated Flame Chokes, and then finishing through one of his guaranteed followups or reading the opponent's getup and punishing appropriately at KO percent. Due to Flame Choke's increased damage output, combined with Ganondorf's generally increased KO power and the removal of [[momentum cancelling]] making characters not live as long as they did in ''Brawl'', Ganondorf has to pull off much less consecutive reads to successfully pull off a zero-death compared to ''Brawl'', though it's still too much for a Ganondorf player to successfully perform this zero-death to any consistency.
*Like in ''Brawl'', {{SSB4|Ganondorf}} can potentially zero-death any character in the game through repeated Flame Chokes, and then finishing through one of his guaranteed followups or reading the opponent's getup and punishing appropriately at KO percent. Due to Flame Choke's increased damage output, combined with Ganondorf's generally increased KO power and the removal of [[momentum cancelling]] making characters not live as long as they did in ''Brawl'', Ganondorf has to pull off much less consecutive reads to successfully pull off a zero-death compared to ''Brawl'', though it's still too much for a Ganondorf player to successfully perform this zero-death to any consistency.


*{{SSB4|Meta Knight}}: his down throw and dash attack can be followed up by a back aerial. By fastfalling the back aerial and landing before the third hit, Meta Knight can jab lock his opponent with three down tilts. As the opponent is forced into their neutral get-up, Meta Knight can land an up tilt or dash attack, both of which can lead into a chain of up aerials, before finishing off with a high-altitude [[Shuttle Loop]] and KOing them. If performed correctly, it is near-inescapable, as the opponent's only opportunity to escape is to [[tech]] after the back aerial, though this requires quick reflexes. Alternatively, Meta Knight can dash attack into an up aerial and then footstool the opponent, which provides no chance to tech.  
*{{SSB4|Meta Knight}}: his down throw and dash attack can be followed up by a back aerial. By fastfalling the back aerial and landing before the third hit, Meta Knight can jab lock his opponent with three down tilts. As the opponent is forced into their neutral get-up, Meta Knight can land an up tilt or dash attack, both of which can lead into a chain of up aerials, before finishing off with a high-altitude [[Shuttle Loop]] and KOing them. If performed correctly, it is near-inescapable, as the opponent's only opportunity to escape is to [[tech]] after the back aerial, though this requires quick reflexes. Alternatively, Meta Knight can dash attack into an up aerial and then footstool the opponent, which provides no chance to tech.


==External links==
==External links==