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{{incomplete|Many sections in this article are missing content}}
{{incomplete|Many sections in this article are missing content}}
{{disambig2|the technique|other uses|Infinite (disambiguation)}}
{{disambig2|the technique|other uses|Infinite (disambiguation)}}
[[File:Wobbling.gif|thumb|right|Wobbling, a popular type of Infinite]]
[[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 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.
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==
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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 and/or grab releases, whether in a 1v1, 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 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 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]]''.


==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 [[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]].
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]].


===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===
===Chain grabs===
 
{{Main|Chain grab}}
===Pseudo Chain Grabs===
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===
{{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]]''==
==Infinites in ''[[Super Smash Bros. Brawl]]''==
===Singles Infinites===
===Singles infinites===
====Hobble====
====Hobble====
* The [[Ice Climbers (SSBB)|Ice Climbers]] can infinite any character with a combination of down throw, [[Ice Shot]], and [[Footstool Jump|footstooling]] while desynched.
The {{SSBB|Ice Climbers}} can infinite any character with a combination of down throw, [[Ice Shot]], and [[Footstool Jump|footstooling]] while desynched.


===Doubles Infinites===
===Doubles infinites===


===Chain Grabs===
===Chain grabs===
====Ice Climbers Chain Grab====
====Ice Climbers chain grab====
The [[Ice Climbers (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]].
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====
====King Dedede chain grab====
[[King Dedede (SSBB)|King Dedede]] can use his [[down throw]] to infinite [[Donkey Kong (SSBB)|Donkey Kong]], [[Bowser (SSBB)|Bowser]], [[Wolf (SSBB)|Wolf]], [[Samus (SSBB)|Samus]], [[Mario (SSBB)|Mario]], and [[Luigi (SSBB)|Luigi]]. This works because his down throw has [[set knockback]] (applies the same [[knockback]] regardless of percent).
{{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).
Dedede can also use his down throw to infinite anyone with a weight of [[Weight|85]] or higher against a wall (this is around two thirds of the cast).


====Marth Chain Regrab====
====Marth chain regrab====
[[Marth (SSBB)|Marth]] has a [[grab release]] infinite on [[Ness (SSBB)|Ness]] and [[Lucas (SSBB)|Lucas]] due to their unusually long grab release animation and Marth's tall height.
{{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====
====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 Falcon Kick on an opponent, then quickly jump and [[Footstool]] them, followed by another Lightning Kick as soon as possible to restart the combo.
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.


====Paralyzer Infinite====
====Paralyzer infinite====
{{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.
{{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===
===Doubles infinites===


===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====
====Diddy Kong Banana 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, [[Fastfall|fastfalling]] 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 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.


====Ice Climbers Footstool infinite====
====Ice Climbers footstool infinite====
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]] in front of the opponent to reset the combo.
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.


====Banjo Rapid Jab infinite====
====Ness footstool infinite====
Due to the placement of the [[hitbox]]es in {{SSBU|Banjo & Kazooie}}'s [[Banjo & Kazooie (SSBU)/Neutral attack/Infinite|rapid jab]], opponents can get caught by the attack behind Banjo if they roll or jump into a very specific spot, around the backpack area. 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 can only last as long as the length of the [[platform]] they are on, it can theoretically last forever.
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====
====Laser-grab infinite====
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]].
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]].


====Ness infinite====
====Ness infinite====
This Infinite, popularized by [[Smasher:Alpharad|Alpharad]], involves two [[Ness (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 {{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.
 
====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.


====Rapid Jab infinite====
====Sing-Skewer infinite====
This infinite involves two fighters with a [[Neutral attack#Rapid jab|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.
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}}.


====Sing-Skewer Infinite====
====Choke-up smash 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]].
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.


====Choke-Upsmash Infinite====
====Burying down-throw infinite====
This infinite requires a [[Snake (SSBU)|Snake]] and a [[Ganondorf (SSBU)|Ganondorf]], where the Ganon uses aerial [[Flame_Choke|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 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.


====Banjo Bury Infinite====
===Pseudo chain grabs===
This infinite requires two [[Banjo & Kazooie (SSBU)|Banjo & Kazooies]] where one performs a [[down throw]] followed by a single [[jab]], then when the opponent is released the other Banjo will do the same thing. This is possible because the jab causes the opponent to [[flinch]] when they are released, allowing the other Banjo to continue the infinite.


===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]]

Latest revision as of 15:30, December 14, 2024

An icon for denoting incomplete things.
This article is about the technique. For other uses, see Infinite (disambiguation).
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 combos, 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[edit]

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.[edit]

Singles infinites[edit]

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[edit]

Chain grabs[edit]

Pseudo chain grabs[edit]

Infinite Throw Trap[edit]

Main article: Infinite throw trap

The only instance of a chain grab in Smash 64. More effective against certain characters (namely, Jigglypuff and Kirby) than others; it becomes true at higher percents (+80%) against a lot of the cast.

Infinites in Super Smash Bros. Melee[edit]

Singles infinites[edit]

Wobbling[edit]

Main article: Wobbling

The best-known infinite, Wobbling, requires the Ice Climbers and involves grabbing and pummeling 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.

Doubles infinites[edit]

Many infinites exist in Melee through doubles, usually with the usage of moves with set knockback, such as the shine.

Chain grabs[edit]

Main article: 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[edit]

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[edit]

Singles infinites[edit]

Hobble[edit]

The Ice Climbers can infinite any character with a combination of down throw, Ice Shot, and footstooling while desynched.

Doubles infinites[edit]

Chain grabs[edit]

Ice Climbers chain grab[edit]

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[edit]

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[edit]

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

Pseudo chain grabs[edit]

Infinites in Super Smash Bros. 4[edit]

Singles infinites[edit]

Paralysis Falcon infinite[edit]

This infinite requires the custom special move 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.

Paralyzer infinite[edit]

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

Doubles infinites[edit]

Pseudo chain grabs[edit]

Infinites in Super Smash Bros. Ultimate[edit]

Singles infinites[edit]

Diddy Kong Banana infinite[edit]

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 falling 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.

Ice Climbers footstool infinite[edit]

This infinite requires the player to desync the Ice Climbers and have the second Climber footstool the opponent as the first Climber hits the opponent with a singular jab, then directional air dodge in front of the opponent to reset the combo.

Ness footstool infinite[edit]

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[edit]

Laser-grab infinite[edit]

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[edit]

This infinite, popularized by Alpharad, involves two Nesses 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.

Rapid jab infinite[edit]

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[edit]

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 sweet spot.

Choke-up smash infinite[edit]

This infinite requires a Snake and a Ganondorf, where the Ganon uses aerial Flame Choke on an opponent, then double jumps while the Snake briefly jab locks and then up smashes the opponent to set up for another aerial flame choke. This works because flame choke is untechable when used in the air.

Burying down-throw infinite[edit]

This infinite requires two of any of R.O.B., King K. Rool, or 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.

Pseudo chain grabs[edit]

In competitive play[edit]

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.