Melee's Infinite Combos

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on april 30th 2017 at dreamhack austin a tournament featuring wizrobe axe s fat plup leffen mew2king mango and hungrybox the melee community witnessed something they hadn't seen since 2013. ice climbers in grand finals of a major tournament beating mango and mewtwo king chudat a frankly ancient ice climbers player would make it to grand finals to compete against hungrybox in his way it's a grand final nightmares of yeah emerging from losers bracket chudat went on to win the first two games closing in on a bracket reset but then lost the next three games hungrybox thus becoming the champion they stay the same god damn that second place hungrybox first on that fateful game three however the turning point of the set something incredible happened something then unknown something no one could know until it was too late the last wobble anyone would ever get in grand finals of a major best players against isis always say oh oh wow he's gonna wait for the wobble yeah there he gets it he was trying to mash his heart out you saw me you shot hungrybox yeah shoot up very smartly wait for his name he's like okay i have the best part of the game get her in perfect position and that's by the way [Music] wobbling is both really easy and really stupid and is melee's most famous infinite combo by grabbing an opponent with the main climber then alternating a pummel with an attack from the secondary climber usually down tilt forward tilt or blizzard the climbers can lock you in hit stun making it literally impossible for you to escape past a certain percent leaving your fate in the literal hands of someone and their ability to tap the a button to the beat of through the fire and flames by dragonforce just two years after dreamhack austin 2017 a community-wide wobbling ban would begin to take form first at get on my level 2019 with other majors soon following the final nail in the coffin being smash world tour's announcement in 2020 that all tournaments on its circuit would have wobbling band then because there's no point running a different rule set than the most prestigious tournaments the remaining smaller scenes running locals and regionals followed suit resulting in more than a few top ice climbers quitting the game prior to this unanimous banning though wobbling was a bit more contentious in terms of legality many older now legendary tournaments had different rulings on the technique for example genesis and genesis 2 the first two entries in what is now maybe the most important smash tournament of the year had wobbling legal in its rule set while every big house until the big house 5 in 2015 had wobbling banned most notably however wobbling was legal at all iterations of evo melee was featured at and with wobbling legal and it begins which is what allowed wobbles the technique's namesake to reach second place at evo [Music] in grand 2013 arizona has done it the ice climbers have been free now ironically the ice climbers have picked up their best individual set win in like a decade only a few months ago when ice climber's main slug beat the number one player in the world with no wobbles oh my god that's a back here [Applause] upsetting golden guardian zayn man who could have seen this coming slug slug instead of wobbling slug made use of the similarly volatile but not nearly as simply performed infinite combo known as handoffs a technique where you literally hand an opponent off between climbers with alternating grabs down throw from you and forward throw from your back up climber add infinitum kinda but we'll get to that handoffs are much more difficult than wobbling requiring knowledge of different weight classes to effectively perform lighter characters result in faster handoffs as the animation for the ice climber's weight dependent down throw speeds up with less heavy characters this is in contrast to the rhythmic tapping of a wobble that's consistent across all members of the cast di and percent complicate things further and proper di which heavily depends on character can tighten the already small frame windows of a handoff which are typically only two to five frames for relevant characters some characters limbs tighten the windows of a hand off as well marth for instance is more difficult than he would be if not for the developer's decision to make legs and arms ungrabbable [Music] conversely pikachu who has a chunky body and small limbs is more easily handed off between climbers which is funny because pikachu struggled with ices when wobbling was legal yet even with it banned is more susceptible to handoffs than most keep in mind though that to combo to death with handoffs ice climbers players have to perform multiple handoff repetitions or multiple two to five frame links these do become easier as you develop muscle memory though as the time between you inputting down throw and you pressing the z button to grab with the backup climber will always have a constant window of at least two frames for each weight class this is where he's been making all his money in addition to these complexities handoffs are only true infinites near the edges of the stage and platforms attempted anywhere near center stage will result in the backup climber's ai randomly choosing between each of the four cardinal throws two of which the main climber can't effectively convert into a handoff near the edges of the staging platforms though the backup climber will always attempt to throw the opponent off stage and this predictable behavior is what allows infinite handoffs to work if you know your ai climber is always going to throw an opponent toward the ledge you can always be ready to re-grab it to complete the loop you can also forward throw handoff instead of the usual down throw handoff which has a constant timing across all characters due to its weight independent animation but wait if you can just forward throw and not have to worry about the different regrab timings depending on weight with down throw why not just always forward throw well for one forethrow has more lag at the end of it than down throw meaning when the backup climber re-grabs an opponent after the main climber's forward throw the main climber is stuck in an animation longer than if they had down thrown put simply there's much less leniency for the main climber to regrab [Music] two because you end up having to move forward to re-grab from a forward throw you take up the space where handoffs are possible more quickly than when using down throw and because each handoff repetition causes nana's ai to forethrow your opponent anyway inching you toward the edge eventually you'll run out of room to be able to hand off it all and you want to get as many handoffs as possible to maximize damage output to ensure you can convert the handoff into a kill [Music] now it is possible to continue handoffs from the very very edge of the stage after you've run out of stage so to speak but by all means this is tas only in terms of consistent performance [Applause] so how many handoffs did slug get on zayn to win that historic set four three of which granting around thirty percent and only one which resulted in zayn's stock being taken actually down smashing okay huge wait the old insane handoff right now the blizzard there is of course one more infinite the ice climbers have it's called the cuckhold the uh the cuckold that one is the pm tech it's essentially a version of the handoff where instead of the main climber facing toward the ledge they face away from it first the main climber grabs the opponent then with the same directional input the ice climber player forward throws the opponent and wave dashes forward with the backup climber the backup climber is made to turn around then re-grab the opponent where just like a normal handoff the backup climber's ai forward throws the opponent toward the ledge back to the main climber in a glorious infinite loop pretty cool [Music] but unfortunately due to just how many tight windows are in just a single repetition cook holding is harder than normal handoffs [Applause] beyond the madness that is ice climbers infinites though there are other things like wall infinites which i've talked about before where a player is stuck being attacked against a wall with certain moves like fox's shine and sacrifice nana instead um technically that was popo ah oh he's doing the thing i know this is the cipher phoenix because in that one mdva you can also do an infinite by doing puff sing stall a technique where you use upbeat from ledge cancel it with a ledge grab and repeat if you happen to catch an opponent with sings hitbox while doing this you can keep them in this sleeping state forever though i wouldn't really call this an infinite combo per se and like wobbling this is banned in competitive play finally in teams if you and your teammate are left with just one of your opponents you can do things like this or this or this or this [Music] or this big thanks to alpine korit chenry dizzy droid dubs rewatcher evan m game player 1500 garlic gr smash harpo dog i don't even play melee john b justin p kathrog lenny m little lonely rolling egg lrc napkin marky matthew b moa muse tale nk cyborg or dice pierce h p jiggles pm casey rogue gnw rolo sega monkey self dye man shep if you tried meditation storm that rack trend wrecked turn down for walt wiveren and yoshichi
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Channel: AsumSaus
Views: 1,073,725
Rating: undefined out of 5
Keywords: smash bros, ssbm, super smash bros melee, smash melee, melee, smash bros melee, asumsaus, wobbling, ssbm infinites, melee infinites, ssbm bugs, glitches, infinite combos
Id: UFNbrNqMu9s
Channel Id: undefined
Length: 11min 37sec (697 seconds)
Published: Mon Sep 19 2022
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