Zero-to-death combo: Difference between revisions

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.
(Smash 4's hitstun is the same as in Melee in Brawl; it seems to be less than Melee because of the slower fall speeds, so smash 4 characters travel less distance for an equal amount of hitstun.)
(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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*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.


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