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Zero-to-death combo: Difference between revisions

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{{image|A gif image could be potentially useful here, assuming it is of tasteful filesize.}}
A '''Zero-to-death combo''', is a particularly long and intricate [[combo]] that starts on an opponent at 0% [[damage]], and ends with the eventual [[KO]] of the character being comboed.  
A '''Zero-to-death combo''', is a particularly long and intricate [[combo]] that starts on an opponent at 0% [[damage]], and ends with the eventual [[KO]] of the character being comboed.  
 
[[File:ICsCG.gif|thumb|right|An example of a zero-to-death combo, performed on Meta Knight by the Ice Climbers.]]
While combos of some sort are relatively common in the three 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 of ''[[Super Smash Bros.]]'' in comparison with ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]'', 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 attacks, ''Melee'' and ''Brawl'' rely on continued [[chain throw]]s and jab [[lock]]s.
While combos of some sort are relatively common in the three 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 of ''[[Super Smash Bros.]]'' in comparison with ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]'', 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 attacks, ''Melee'' and ''Brawl'' rely on continued [[chain throw]]s and jab [[lock]]s.



Revision as of 19:01, September 15, 2012

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A Zero-to-death combo, is a particularly long and intricate combo that starts on an opponent at 0% damage, and ends with the eventual KO of the character being comboed.

A gif of the Ice Climbers Infinite Chain grab in Brawl
An example of a zero-to-death combo, performed on Meta Knight by the Ice Climbers.

While combos of some sort are relatively common in the three 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 of Super Smash Bros. in comparison with Super Smash Bros. Melee and Super Smash Bros. Brawl, 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 drills and similar attacks, Melee and Brawl rely on continued chain throws and jab locks.

In all three games, zero-to-death combos are a common subject of TAS speedruns; 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 blows.

External links

Example of a zero-death combo in Melee

Zero-death combo in SSB 64 (beginning of match)

Ice Climber chain grab zero-death in Brawl (starting at 0:11)