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Infinite

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An icon for denoting incomplete things.
This article is about the technique. For other uses, see Infinite (disambiguation).
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Wobbling, a popular type of 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[edit]

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.

Infinites in Super Smash Bros.[edit]

Singles infinites[edit]

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).

Doubles infinites[edit]

Chain grabs[edit]

Pseudo chain grabs[edit]

Infinites in Super Smash Bros. Melee[edit]

Singles infinites[edit]

Wobbling[edit]

Main article: Wobbling

The best-known infinite, Wobbling, requires the Ice Climbers 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.

Doubles infinites[edit]

Many infinites exist in Melee through doubles, usually with the usage of moves with set knockback, such as the shine.

Chain grabs[edit]

Main article: Chain grab

Although no fighter has a truly infinite chain throw, the Ice Climbers are able to perform a chain grab known as handoffs, where a Climber immediately grabs and throws an opponent after the other CPU Climber forward or down throws the climber (usually near the ledge).

Pseudo chain grabs[edit]

Infinites in Super Smash Bros. Brawl[edit]

Singles infinites[edit]

Hobble[edit]

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

Doubles infinites[edit]

Chain grabs[edit]

Ice Climbers chain grab[edit]

The Ice Climbers 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[edit]

King Dedede can use his down throw to infinite Donkey Kong, Bowser, Wolf, Samus, Mario, and Luigi. 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[edit]

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

Pseudo chain grabs[edit]

Infinites in Super Smash Bros. 4[edit]

Singles infinites[edit]

Paralysis Falcon infinite[edit]

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[edit]

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

Doubles infinites[edit]

Pseudo chain grabs[edit]

Infinites in Super Smash Bros. Ultimate[edit]

Singles infinites[edit]

Diddy Kong Banana infinite[edit]

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[edit]

This infinite requires the player to desync the Ice Climbers 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[edit]

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[edit]

Laser-grab infinite[edit]

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

Ness infinite[edit]

This infinite, popularized by Alpharad, involves two Nesses 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[edit]

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[edit]

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

Choke-up smash infinite[edit]

This infinite requires a Snake and a Ganondorf, 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[edit]

This infinite requires two of any of R.O.B., King K. Rool, or Banjo & Kazooie, 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.

Pseudo chain grabs[edit]