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 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

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

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 and Marth's tall height.

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 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

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

Pseudo Chain Grabs

Infinites in Super Smash Bros. Ultimate

Singles infinites

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, 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.

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 in front of the opponent to reset the combo.

Banjo Rapid Jab infinite

Due to the placement of the hitboxes in Banjo & Kazooie's 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 SDI. While this technique can only last as long as the length of the platform they are on, it can theoretically last forever.

Doubles infinites

Laser-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 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

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 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.

Choke-Upsmash Infinite

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.

Banjo Bury Infinite

This infinite requires two 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