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Infinite: Difference between revisions

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(→‎Ice Climbers Chain Grab: Moved Chain Grabs to Chain Grab Section.)
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*'''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 grabs]]''' are infinites that involve a series of throws, whether in a 1v1, 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.
*'''[[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]].
*'''[[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]].



Revision as of 11:39, May 14, 2020

Stub.png
Wobbling, a popular type of Infinite

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 combos, although not all zero-deaths involve infinites. Depending on effect and difficulty of use, certain infinites may be banned from tournament play.

Types of infinites

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.

Singles Infinites

Doubles Infinites

Chain Grabs

Pseudo Chain Grabs

Infinites in Super Smash Bros. Melee

Singles Infinites

Wobbling

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 Desyncing.

Doubles Infinites

Chain Grabs

Pseudo Chain Grabs

Infinites in Super Smash Bros. Brawl

Singles Infinites

Hobble

Doubles Infinites

Chain Grabs

Ice Climbers Chain Grab

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

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

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

Pikachu

Pikachu has a buffered down throw chaingrab on Captain Falcon, Donkey Kong, Falco, Fox, Ganon, Ike, Link, Meta Knight, Pikachu itself, Sheik, Snake, Squirtle, Wario, and Wolf. Some characters can escape this with a footstool.

Pseudo Chain Grabs

Infinites in Super Smash Bros. 4

Singles Infinites

Paralysis Falcon Infinite

This infinite requires the special move 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.

Paralyzer Infinite

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

Doubles Infinites

Pseudo Chain Grabs

Infinites in Super Smash Bros. Ultimate

Singles infinites

Diddy Kong Banana Infinite

This infinite is 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, fastfalling through the platform, pulling another banana, and repeating from there. This infinite works on all characters and is referred to by some as The Pyramid Scheme.

Ice Climbers Footstool infinite

This Infinite requires the player to Desync the Ice Climbers and have the second Climber to Footstool the opponent as the first Climber hits the opponent with a singular Jab, then Directional Air Dodge infront of the opponent to reset the combo.

Doubles infinites

Lazer-Grab infinite

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

This Infinite, popularized by Alpharad, involves two 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.

Piranha Plant infinite

This infinite involves two Piranha Plants 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 Jigglypuff and a Ridley, where the Jigglypuff uses Sing to put the opponent to sleep, then the Ridley hits the opponent with Skewer’s sweetspot.

Pseudo Chain grabs