Editing Infinite

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====Ness footstool infinite====
====Ness footstool infinite====
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”.
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”.
====Banjo & Kazooie Rapid Jab infinite====
Due to the placement of the [[hitbox]]es in {{SSBU|Banjo & Kazooie}}'s [[Banjo & Kazooie (SSBU)/Neutral attack/Infinite|rapid jab]], opponents (particularly fighters with wide statures such as {{SSBU|Donkey Kong}}) can get caught by the attack behind Banjo & Kazooie if they roll or jump into a very specific spot, around Banjo's backpack. Both parties are then pushed backwards in the same direction, trapping the opponent if they do not have extremely precise [[Smash directional influence|SDI]]. While this technique is limited to the length of the [[platform]] the fighters are on, theoretically the technique could be performed infinitely.


===Doubles infinites===
===Doubles infinites===

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