Latest revision |
Your text |
Line 1: |
Line 1: |
| | {{Stub}} |
| {{ArticleIcons|series=y|unofficial=y}} | | {{ArticleIcons|series=y|unofficial=y}} |
| {{incomplete|Many sections in this article are missing content}}
| | [[File:Wobbling.gif|thumb|right|Wobbling, a popular type of Infinite]] |
| {{disambig2|the technique|other uses|Infinite (disambiguation)}}
| | An '''infinite''' is any move or [[technique]] which can 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 combo]]s, although not all zero-deaths involve infinites. Depending on effect and difficulty of use, certain infinites may be banned from [[tournament]] play. |
| [[File:Wobbling.gif|thumb|Wobbling, a popular type of infinite]] | |
| An '''infinite''' is any move or [[technique]] which can theoretically be maintained indefinitely, either through a specific sequence of actions 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 combo]]s, 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== | | ==Types of infinites== |
Line 9: |
Line 8: |
| *'''Singles infinites''' are infinites achieved in a 1v1 situation. | | *'''Singles infinites''' are infinites achieved in a 1v1 situation. |
| *'''Doubles infinites''' are infinites achieved in a 2v2 or 2v1 situation. | | *'''Doubles infinites''' are infinites achieved in a 2v2 or 2v1 situation. |
| *'''[[Chain grab]]s''' are infinites that involve a series of throws and/or grab releases, whether in a 1v1, 2v2, or 2v1 situation. | | *'''[[Chain grabs]]''' are infinites that involve a series of throws, whether in a 1v1, 2v2, or 2v1 situation. |
| *'''[[Chain grab#Super Smash Bros. 4 onward|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]]''. | | *'''[[Chain grab#Super Smash Bros. 4|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.]]''== | | ==Infinites in ''[[Super Smash Bros.]]''== |
| ===Singles infinites=== | | ===Singles Infinites=== |
| 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=== | | ===Doubles Infinites=== |
|
| |
|
| ===Chain grabs=== | | ===Chain Grabs=== |
|
| |
|
| ===Pseudo chain grabs=== | | ===Pseudo Chain Grabs=== |
| ====Infinite Throw Trap====
| |
| {{Main|Infinite throw trap}}
| |
| The only instance of a chain grab in ''Smash 64''. More effective against certain characters (namely, {{SSB|Jigglypuff}} and {{SSB|Kirby}}) than others; it becomes [[Combo#Types of combos|true]] at higher percents (+80%) against a lot of the cast.
| |
|
| |
|
| ==Infinites in ''[[Super Smash Bros. Melee]]''== | | ==Infinites in ''[[Super Smash Bros. Melee]]''== |
| ===Singles infinites=== | | ===Singles Infinites=== |
| ====Wobbling==== | | ====Wobbling==== |
| {{Main|Wobbling}} | | {{Main|Wobbling}} |
| The best-known infinite, [[Wobbling]], requires the {{SSBM|Ice Climbers}} and involves [[grab]]bing and [[pummel]]ing as the first Climber and repeatedly using [[forward tilt]] or [[down tilt]] in a rhythm of about 100 bpm with the second Climber through the use of [[desynching]]. | | The best-known Infinite, [[Wobbling]], requires the [[Ice Climbers (SSBM)|Ice Climbers]] and involves [[grab]]bing and [[pummel]]ing as the first Climber and [[down tilt]]ing with the second Climber in a rhythm of about 100 bpm through the use of [[Desync|Desyncing]]. |
|
| |
|
| ===Doubles infinites=== | | ===Doubles Infinites=== |
| Many infinites exist in Melee through doubles, usually with the usage of moves with [[set knockback]], such as the [[shine]].
| |
| ===Chain grabs===
| |
| {{Main|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=== | | ===Chain Grabs=== |
| {{SSBM|Bowser}} has a unique property with his [[Grab release]]. In [[Melee]], a grab release gives both the grabber and released opponent 29 frames of lag. Bowser only has 19 frames of endlag when he grab releases an opponent, allowing Bowser to perform a running grab and lock the opponent. However, this can be avoided if the grabbed opponent repeatedly presses either jump button to force an air release, thus preventing a regrab.
| |
| ==Infinites in ''[[Super Smash Bros. Brawl]]''==
| |
| ===Singles infinites===
| |
| ====Hobble====
| |
| The {{SSBB|Ice Climbers}} can infinite any character with a combination of down throw, [[Ice Shot]], and [[Footstool Jump|footstooling]] while desynched.
| |
|
| |
|
| ===Doubles infinites=== | | ===Pseudo Chain Grabs=== |
|
| |
|
| ===Chain grabs=== | | ==Infinites in ''[[Super Smash Bros. Brawl]]''== |
| ====Ice Climbers chain grab==== | | ===Singles Infinites=== |
| The {{SSBB|Ice Climbers}} are able to [[Desynching|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==== | | ===Doubles Infinites=== |
| {{SSBB|King Dedede}} can use his [[down throw]] to infinite {{SSBB|Donkey Kong}}, {{SSBB|Bowser}}, {{SSBB|Wolf}}, {{SSBB|Samus}}, {{SSBB|Mario}}, and {{SSBB|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==== | | ===Chain Grabs=== |
| {{SSBB|Marth}} has a [[grab release]] infinite on {{SSBB|Ness}} and {{SSBB|Lucas}} due to their unusually long grab release animation and Marth's tall height.
| |
|
| |
|
| ===Pseudo chain grabs=== | | ===Pseudo Chain Grabs=== |
|
| |
|
| ==Infinites in ''[[Super Smash Bros. 4]]''== | | ==Infinites in ''[[Super Smash Bros. 4]]''== |
| ===Singles infinites=== | | ===Singles Infinites=== |
| | |
| | ====Paralysis Falcon Infinite==== |
| | This infinite requires the special move [[Falcon Kick#Customization|Lightning Falcon Kick]]. To perform it, Captain Falcon must use their aerial Lightning Kick on an opponent, then quickly jump and [[Footstool]] them, followed by another Lightning Kick as soon as possible to restart the combo. |
|
| |
|
| ====Paralysis Falcon infinite==== | | ====Paralyzer Infinite==== |
| This infinite requires the custom special move [[Falcon Kick#Customization|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.
| | {{SSB4|Zero Suit Samus}} could do the infinite on {{SSB4|Robin}} by repetitivly using [[Paralyzer]] and footstool jump. It was patched in 1.0.4. |
|
| |
|
| ====Paralyzer infinite==== | | ===Doubles Infinites=== |
| {{SSB4|Zero Suit Samus}} could do the infinite on {{SSB4|Robin}} by repetitively using [[Paralyzer]] and footstool jump. It was patched in 1.0.4.
| |
|
| |
|
| ===Doubles infinites=== | | ===Chain Grabs=== |
|
| |
|
| ===Pseudo chain grabs=== | | ===Pseudo Chain Grabs=== |
|
| |
|
| ==Infinites in ''[[Super Smash Bros. Ultimate]]''== | | ==Infinites in ''[[Super Smash Bros. Ultimate]]''== |
| ===Singles infinites=== | | ===Singles infinites=== |
| ====Diddy Kong Banana infinite====
| | ====Ice Climbers Footstool infinite==== |
| 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 fall]]ing 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.
| | This Infinite requires the player to [[Desynching|Desync]] the [[Ice Climbers (SSBU)|Ice Climbers]] and have the second Climber to [[Footstool]] the opponent as the first Climber hits the opponent with a singular [[Jab]], then [[Air dodge|Directional Air Dodge]] infront of the opponent to reset the combo. |
| | |
| ====Ice Climbers footstool infinite==== | |
| This infinite requires the player to [[Desynching|desync]] the {{SSBU|Ice Climbers}} and have the second Climber [[footstool]] the opponent as the first Climber hits the opponent with a singular [[jab]], then [[Air dodge|directional air dodge]] in front of the opponent to reset the combo. | |
| | |
| ====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”.
| |
|
| |
|
| ===Doubles infinites=== | | ===Doubles infinites=== |
| ====Laser-grab infinite==== | | ====Lazer-Grab infinite==== |
| This infinite involves a {{SSBU|Falco}} and either a {{SSBU|Bowser}} or {{SSBU|Incineroar}}, where the Falco repeatedly uses {{b|Blaster|Falco}} on Bowser/Incineroar as they use either [[Flying Slam]] or [[Alolan Whip]] (depending on character). Requires [[Team Attack]]. | | This Infinite involves a [[Falco (SSBU)|Falco]] and either a [[Bowser (SSBU)|Bowser]] or [[Incineroar (SSBU)|Incineroar]], where the Falco repeatedly uses [[Blaster (Falco)|Blaster]] on Bowser/Incineroar as they use either [[Flying Slam]] or [[Alolan Whip]] (depending on character). Requires [[Team Attack]]. |
|
| |
|
| ====Ness infinite==== | | ====Ness infinite==== |
| This infinite, popularized by {{Sm|Alpharad}}, involves two {{SSBU|Ness}}es 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. | | This Infinite, popularized by [[Smasher:Alpharad|Alpharad]], involves two [[Ness (SSBU)|Ness]]'s to repeatedly use [[PSI Magnet]] on one or more opponents. Can also be used in a 1v1 situation if one of the Ness's is substituted for a solid [[wall]]. |
| | |
| ====Rapid jab infinite====
| |
| 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====
| |
| As the name suggests, this infinite requires a {{SSBU|Jigglypuff}} and a {{SSBU|Ridley}}, where the Jigglypuff uses [[Sing]] to put the opponent to [[sleep]], then the Ridley hits the opponent with [[Skewer]]'s {{b|sweet spot|hitbox}}.
| |
|
| |
|
| ====Choke-up smash infinite==== | | ====Piranha Plant infinite==== |
| This infinite requires a {{SSBU|Snake}} and a {{SSBU|Ganondorf}}, where the Ganon uses aerial [[Flame Choke]] on an opponent, then double jumps while the Snake briefly [[jab lock]]s and then [[up smash]]es the opponent to set up for another aerial flame choke. This works because flame choke is untechable when used in the air. | | This infinite involves two [[Piranha Plant (SSBU)|Piranha Plants]] performing a [[Neutral attack#Rapid jab|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. |
|
| |
|
| ====Burying down-throw infinite==== | | ====Sing-Skewer Infinite==== |
| This infinite requires two of any of {{SSBU|R.O.B.}}, {{SSBU|King K. Rool}}, or {{SSBU|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.
| | As the name suggests, this infinite requires a [[Jigglypuff (SSBU)|Jigglypuff]] and a [[Ridley (SSBU)|Ridley]], where the Jigglypuff uses [[Sing]] to put the opponent to [[sleep]], then the Ridley hits the opponent with [[Skewer]]’s [[Sweet spot|sweetspot]]. |
|
| |
|
| ===Pseudo chain grabs=== | | ===Pseudo Chain grabs=== |
|
| |
|
| ==In competitive play==
| |
| Infinites have a complicated history in the competitive scene of the ''Smash'' series. This is because not all infinites are created equal, with some considered more egregious than others. Many infinites, such as the Diddy Kong banana peel infinite in ''Ultimate'' and the various Doubles infinites, often require specific circumstances and considerable amounts of skill, so they are mostly allowed with the possible restriction to a specific amount of intervals or a specific damage percent. Other infinites, such as wobbling or glitched infinites, are considered far easier to perform with an imbalanced risk-reward ratio. These infinites are banned outright and attempting them is considered cheating. Because of this nuance, infinites are dealt with on a case by case basis as they are discovered and their viability is assessed.
| |
|
| |
|
| [[Category:Techniques]] | | [[Category:Techniques]] |
| [[Category:Advanced techniques]] | | [[Category:Advanced techniques]] |