Can't banjo TAS just walk forward longer to still hit with SDI? Also I may have found something that makes Ness infinite work on more characters but still labbing
WOW. im a weekly watcher of smash review but this style of content is actually amazing to see you guys pull off. Cfives voice is such a good narrator voice and the editing was on point. Can see all the effort and it was definitely worth it
@@RandomDude647 I think the problem is probably the time it takes to do this kind of thing. Even if it got twice as many views, it wouldn't really matter if it took 10 times as long to make.
Great vid, just want to mention that Diddy's "Pyramid Scheme" infinite was actually nerfed twice, because after the first nerf, players found that you could use footstools to delay needing to pull another banana long enough for the cooldown to expire. The final nail in the coffin was in patch 11.0, when the banana peel item itself got nerfed so that the second throw now took an additional 24 frames.
SDI lets you escape quick attack. idk if the same was true for banana, but I definitely remember esam knowing that combo but top players escaping it with SDI
fun fact 16:33 I was the first human to ever get hit by this combo in a real game. I was at dakpo's house for a smashfest shortly after release (i had been playing for like a week at this point) and he hits me with this in the first or second game we play, I was already getting absolutely demolished. probably some of the most fun smash I've ever played
I love how he said "The longer the combo, the more damage" when talking about traditional fighters, but when he starts talking about Smash, he says "The longer the combo, the better for you" instead of more damage, as it's showing a Sheik combo in the background.
0:50 Fun fact about that combo Dan is using: Dan is supposed to be the template example of a "joke character".. goofy, trollish, unpredictable, and almost invariably weak to use... _(SFV was the first and only time they tried to balance him normally simply because he was paid-DLC and would make people mad if they paid for an unviable character)_ But that combo he's using in the clip turned out to be an infinite, and he ended up too strong.. How'd they nerf it?... In the most joke character way possible.. They gave his fireball RNG.. giving it a low chance of doing a Luigi missfire and knocking down the opponent. He can still react to it happening and finish the combo with an ender if he's fast enough, but ether way it does still end the combo.
One that falls into the "I guess it's technically an infinite" category is one that Kazuya has. Starting around 400%, I've found that he can loop side B and what I'll call rising Jab, the move that he can use when rising out of a crouch. Side B, rising Jab, repeat. It's very easy and highly impractical.
This is the best kind of content. I've been subbed since 2017 and I always wished for more informative essay style content like back in the s4 days. Please do more of this! Tbh, you have a great voice for narration and I love when you dive into a niche topic like this. Maybe you could do a series where you dissect mainline mechanics and how they've changed from game to game as the series progresses. RCO lag/air speed, the buffer system, nuance in DI/LSI between games, stagelist evolutions, legal stage differences between titles, introduction/evolution of unlockables (lvl 3 focus, KO punch, shulk's true vision, etc.) I sincerely hope this performs well so we can get more content like this! What do you think? Is this something you'd be interested in pursuing?
Finally! An informative, well narrated, incredibly edited and super fun video. I knew you guys could still pull it off. Over the last years it really felt like you had become a content mill just reacting to random clips weekly, but videos like these make me glad I'm still subscribed. Thank you, I'm sure this took a LOT of work
a bit all over the place with the narrative but i think these documentary style videos are something the smash community surprisingly has way too few of. Idk if this is a thing you two do regularly and i just missed it but anyway keep it up, love it
Been passively watching this channel for years, but never really commented until now. Had to say this was a great video and I really enjoyed the editing and all the examples. The effort put into this one shines through, and I would love to see more content like this! Great work!
Forgot to mention Sora has two powerful techniques that allow him to forever loop his opponent in nair and fair, they’re called noops and foops and they can make him a bit of a comp menace
@regilad_9043 fair, but it’s difficult to escape. It does become a true infinite on heavyweights and large hitbox characters. But not on a lot of the cast. I know for a fact it works on bowser and ridley
Fun fact about Kazuya's footstool Side B infinite, after a while the 20 hits on the combo counter would rack up, and you could SDI up on the Side B to instantly become airborne after crumpling, which would make you instantly actionable and end the combo. I figured this out way later, when that CJab > Side B combo was going around, which you can also escape like this
Fantastic video, my only suggestion is that it would have been worth taking the time to mention that true or pseudo infinites are only allowed to go up to 300% in tournament rules to avoid stalling. It feel like this video will reach a lot of people who only know Smash on loose terms and that it may have a competitive scene, so that little bit more detail helps. It would have been a bit extra, but focusing briefly on one touch infinites for contrast would have been nice - you know what I mean... Moves which kill in one shot as it forms the Yin to 300% damage combo's Yang.
Well I don’t think they’d consider a OHKO as an infinite because you can’t do it more than once The whole point of a smash infinite compared to an FG infinite is that because the opponent will never die just from taking damage, a combo could potentially go on forever
@@KevSB07 Depends on what is most important to you. I consider it to just be a way to win a round/take a stock with no answer from the other player. This video is more about those to the extreme where you can also do it literally forever - but it is still about the competitive context. OHKOs are far more efficient at getting the round or stock when they work. Fortunately basically all of them are balanced to be really impractical to hit if not being luck based. Examples include Roy's Neutral B or Instant Kill in Guilty Gear (which wins all rounds in the first game, not just a single round). I think it is worth a footnote at least to say fastest win conditions exist, but practically speaking - find the combos and master the infinites.
@@thelastgogeta No no, I totally get that OHKOs are relevant/related to infinites in a competitive discussion. But going by the rules the video seemed to be playing with, they wouldn't count to be included because they aren't infinites.
It's refreshing to see some new Smash content. It's clear your amount of effort on this made a great product. I'm not saying that I don't like Smash Reviews, but there's been a drought on new Smash content in general from content creators that isn't just matches. You guys should definitely do more history stuff on Smash. This was a fun watch
I feel like ive heard esam say this character has an infinite that the mains are hiding from us all for just about half the roster lmao. Like lucas rope snake or something lmao. I love this.
I remember Umeki pulling off footstool up air 1 loops in tournaments in the smash 4 era. I had no idea how Peach’s float worked at the time, I just thought it looked so cool, I tried to learn it myself. I ended up becoming a Peach main
I would love to see more videos like this from you guys. These videos about the history of niche aspects of Smash’s competitive meta are hot rn, and they’re helping keep interest in the game alive. Would love more, no matter the topic or how long they take to make!
Duffy king actually did have two other infinite combos after the initial banana nerf, one only worked on heavies though and they both got patched out later, with the banana timer being even longer
RE: 13:05 a player named "23:50 CST" experimented a lot with the crouch jab loops and managed to pull them off on real hardware multiple times, but i'm not sure if they're still active.
Cool video, but one additional detail I want to mention. At the start, you mention that more combos = more damage While this is, in most areas, true, it doesn't really tell the full story. Most fighting games have a concept called damage scaling, where as combos go on, the damage values start to go down. This is done to prevent certain combos from being *too* damaging, as in games where it doesn't exist, many combos will just simply deal more damage than they should. As a consequence, this can make infinites more painful to watch, as hits will often deal mere pixels of damage to the life bar, and is a good demonstration of damage scaling in fighting games. Generally, it's a better idea to end the combo early, that way you can keep maximizing on your damage potential. However, a character like Slayer in Guilty Gear never really has to worry about damage scaling, because his combo options are more limited. Thanks to this, he can easily take out 80% of your health, often with combos as little as 8 hits, whereas other characters can do 50 hit combos that, at best, only take out 50%. And this isn't even mentioning GUTS scaling or proration, but I'm not going to get into detail about that. TLDR: Big combo does not equal big damage
So Um as an ICs main I want to clarify the ICs infinite, first of all puff Dosen’t need to be at a high % to escape it, she can escape at 0% by doing really hard SDI down. And second, ICs have a much better infinite against yoshi and Steve, bye doing up tilt (footstool) (fair spike) up tilt (footstool) (nutral b) loop. This nutral b infinite works from 20%, hence why you need to start the combo with fair instead of nutral b for the first loop, to 200% when nutral b starts to freeze yoshi and I don’t know when it freezes steve but it should be sooner then that because he’s lighter.
what about Kazuya's infinite (or at least I think) where he goes: 1) Side-b to stun 2) Down-back tilt (stature smash) to make the opponent slightly get up but still be in hit lag from this tilt 3) repeat step 1 & 2
Im a big believer that smash isn’t a combo game it’s a decision game. Mashing and moves not working correctly hurt box shifting can cause reversal that are really hard to predict
One infinite that i know (i dont really know if its truly an infinite) is Lucas dtilt nair combo only works at high percents and you have to land a dtilt or land with the third hit of nair (if you land with the last hit of nair they just get pushed to the blastzone) doing a dragdown for example and hitting with the dtilt and just doing it over and over again the only problems this have its the sdi and where the other character its gonna land because they can land behind or in front of you
Amazing video here. I can't entirely remember, but I do think I saw something a while back about some chain grab with Dedede in Brawl. Unsure if this is factual because I saw it a long time ago.
Idk if it was actually infinite or semi infinite but Mega Man used to have a looping combo at the very beginning of Ultimate using pellets and metal blade, I don't exactly know how it worked tho
melee actually had 4 versions 1.00, 1.01, and 1.02 as well as PAL, in 1.01 pikachu and some other characters combo better... back in the day you'd only want 1.02 copies in tournies but sometimes had to settle for 1.00/1.01 on some set-ups
While it definitely bothers me that some people conflate loops and zero-to-deaths with infinites, I think it's worth noting that any combo that can loop into itself beyond a reasonable kill percent is as effective as a true infinite would be in the context of Smash.
This took forever to make. Hope you like it!
If there is ANY REAL Infinite out there we missed, please let us know.
might I consider a history of ultimate's glitches video? my favorite is the DDD face glitch.
Can Joker's gun loops go on forever? Gun has basically no knockback and footstool gun can easily be turned around
I’m pretty sure puff with mr Saturn can sing > zdrop sing > zdrop sing and that’s a REAL infinite
@@silverpotato4272gun has enough knockback, and eventually joker would get arsene which would definitely have enough knockback
Can't banjo TAS just walk forward longer to still hit with SDI? Also I may have found something that makes Ness infinite work on more characters but still labbing
Infinites are a great way to make friends
Make friends hate you
They cant leave the combo so yeah your right
you get to have a really good and deep conversation while they are stuck in your combo
If your friends don't like infinites, they're bad
Infinite friends
WOW. im a weekly watcher of smash review but this style of content is actually amazing to see you guys pull off. Cfives voice is such a good narrator voice and the editing was on point. Can see all the effort and it was definitely worth it
They started out by doing scripted stuff for years
@@ScLuigi yeah i wish they would go back to that lol
@RandomDude647 Honestly same. Vastly prefer this style of content to their usual. It's what keeps me watching them on and off
@@RandomDude647 I think the problem is probably the time it takes to do this kind of thing. Even if it got twice as many views, it wouldn't really matter if it took 10 times as long to make.
Dang, this comment makes me feel old... There was a time when this was their style of video!
Great vid, just want to mention that Diddy's "Pyramid Scheme" infinite was actually nerfed twice, because after the first nerf, players found that you could use footstools to delay needing to pull another banana long enough for the cooldown to expire. The final nail in the coffin was in patch 11.0, when the banana peel item itself got nerfed so that the second throw now took an additional 24 frames.
3:07 Don’t forget that Pikachu’s quick attack could jab lock in Brawl so Pikachu had an infinite on everyone too
SDI lets you escape quick attack. idk if the same was true for banana, but I definitely remember esam knowing that combo but top players escaping it with SDI
Wobbles LITERALLY looked at the melee scene, said "it's wobbling time", and wobbled all other those dudes
fun fact 16:33 I was the first human to ever get hit by this combo in a real game. I was at dakpo's house for a smashfest shortly after release (i had been playing for like a week at this point) and he hits me with this in the first or second game we play, I was already getting absolutely demolished. probably some of the most fun smash I've ever played
I love how he said "The longer the combo, the more damage" when talking about traditional fighters, but when he starts talking about Smash, he says "The longer the combo, the better for you" instead of more damage, as it's showing a Sheik combo in the background.
This video slaps!
Yooooooooooo
this video is awesome, definitely make more smash history videos
0:50 Fun fact about that combo Dan is using: Dan is supposed to be the template example of a "joke character".. goofy, trollish, unpredictable, and almost invariably weak to use... _(SFV was the first and only time they tried to balance him normally simply because he was paid-DLC and would make people mad if they paid for an unviable character)_
But that combo he's using in the clip turned out to be an infinite, and he ended up too strong..
How'd they nerf it?... In the most joke character way possible.. They gave his fireball RNG.. giving it a low chance of doing a Luigi missfire and knocking down the opponent. He can still react to it happening and finish the combo with an ender if he's fast enough, but ether way it does still end the combo.
One that falls into the "I guess it's technically an infinite" category is one that Kazuya has.
Starting around 400%, I've found that he can loop side B and what I'll call rising Jab, the move that he can use when rising out of a crouch. Side B, rising Jab, repeat. It's very easy and highly impractical.
This is the best kind of content. I've been subbed since 2017 and I always wished for more informative essay style content like back in the s4 days. Please do more of this! Tbh, you have a great voice for narration and I love when you dive into a niche topic like this.
Maybe you could do a series where you dissect mainline mechanics and how they've changed from game to game as the series progresses. RCO lag/air speed, the buffer system, nuance in DI/LSI between games, stagelist evolutions, legal stage differences between titles, introduction/evolution of unlockables (lvl 3 focus, KO punch, shulk's true vision, etc.)
I sincerely hope this performs well so we can get more content like this! What do you think? Is this something you'd be interested in pursuing?
Definitely! If this performs well we‘re down to explore this style more again. Thank you for the kind words! Really appreciate it!
7:06 “gummy loops”? No dude, that’s the Wobbelle
You did miss an infinite combo: my Nintendo online subscription
Same 😂😂😂
i forgot that I'm still doing this combo
I think this one will also stop working at very high percents (of debt)
Finally! An informative, well narrated, incredibly edited and super fun video. I knew you guys could still pull it off. Over the last years it really felt like you had become a content mill just reacting to random clips weekly, but videos like these make me glad I'm still subscribed. Thank you, I'm sure this took a LOT of work
BSD is about to get so many @‘s about pseudo-infinite combos that weren’t mentioned.
"The longer they are, the more damage they do" unless you're playing Sheik
a bit all over the place with the narrative but i think these documentary style videos are something the smash community surprisingly has way too few of. Idk if this is a thing you two do regularly and i just missed it but anyway keep it up, love it
Been passively watching this channel for years, but never really commented until now. Had to say this was a great video and I really enjoyed the editing and all the examples. The effort put into this one shines through, and I would love to see more content like this! Great work!
Actually great video with an amount of research and accuracy that is rare for such popular channels
good ass video
I miss her
Banana…
Free wobbling 2024😕
It turns out the true infinites were the friends we made along the way☺️🙋🏾
13:00 lol I got an unskipable ad at the perfect time so I thought yall added a crazy transition to an unstoppable ad
This is a super well made video! I love when you mix up your content with these essay type videos.
0:49 DAN HIBIKI MENTIONED
ICs need a whole video to themselves for pseudo infinite combos
That was very well made and informative, thanks Doods!
Excellent video! You guys put a ton of work in to this one and it shows! Great job!
Forgot to mention Sora has two powerful techniques that allow him to forever loop his opponent in nair and fair, they’re called noops and foops and they can make him a bit of a comp menace
@regilad_9043 fair, but it’s difficult to escape. It does become a true infinite on heavyweights and large hitbox characters. But not on a lot of the cast. I know for a fact it works on bowser and ridley
Fun fact about Kazuya's footstool Side B infinite, after a while the 20 hits on the combo counter would rack up, and you could SDI up on the Side B to instantly become airborne after crumpling, which would make you instantly actionable and end the combo.
I figured this out way later, when that CJab > Side B combo was going around, which you can also escape like this
Fantastic video, my only suggestion is that it would have been worth taking the time to mention that true or pseudo infinites are only allowed to go up to 300% in tournament rules to avoid stalling.
It feel like this video will reach a lot of people who only know Smash on loose terms and that it may have a competitive scene, so that little bit more detail helps. It would have been a bit extra, but focusing briefly on one touch infinites for contrast would have been nice - you know what I mean... Moves which kill in one shot as it forms the Yin to 300% damage combo's Yang.
Well I don’t think they’d consider a OHKO as an infinite because you can’t do it more than once
The whole point of a smash infinite compared to an FG infinite is that because the opponent will never die just from taking damage, a combo could potentially go on forever
@@KevSB07 Depends on what is most important to you. I consider it to just be a way to win a round/take a stock with no answer from the other player. This video is more about those to the extreme where you can also do it literally forever - but it is still about the competitive context.
OHKOs are far more efficient at getting the round or stock when they work. Fortunately basically all of them are balanced to be really impractical to hit if not being luck based. Examples include Roy's Neutral B or Instant Kill in Guilty Gear (which wins all rounds in the first game, not just a single round).
I think it is worth a footnote at least to say fastest win conditions exist, but practically speaking - find the combos and master the infinites.
@@thelastgogeta No no, I totally get that OHKOs are relevant/related to infinites in a competitive discussion. But going by the rules the video seemed to be playing with, they wouldn't count to be included because they aren't infinites.
It's refreshing to see some new Smash content. It's clear your amount of effort on this made a great product. I'm not saying that I don't like Smash Reviews, but there's been a drought on new Smash content in general from content creators that isn't just matches. You guys should definitely do more history stuff on Smash. This was a fun watch
I feel like ive heard esam say this character has an infinite that the mains are hiding from us all for just about half the roster lmao. Like lucas rope snake or something lmao. I love this.
FINALLY a good BSD video I’ve been waiting for this for YEARS
This is VINTAGE BSD, you guys are still on top of your game. Love to see it!
One of your best videos in a while, reminds me of many of your SM4SH combo and tech videos
I remember Umeki pulling off footstool up air 1 loops in tournaments in the smash 4 era.
I had no idea how Peach’s float worked at the time, I just thought it looked so cool, I tried to learn it myself. I ended up becoming a Peach main
I would love to see more videos like this from you guys. These videos about the history of niche aspects of Smash’s competitive meta are hot rn, and they’re helping keep interest in the game alive.
Would love more, no matter the topic or how long they take to make!
nice history of infinite combos in smash. thanks bsd!
I'd love more videos like this, delving into history is always so fascinating to me
I miss this style of content. Smash 4 memories right now😢
Duffy king actually did have two other infinite combos after the initial banana nerf, one only worked on heavies though and they both got patched out later, with the banana timer being even longer
RE: 13:05
a player named "23:50 CST" experimented a lot with the crouch jab loops and managed to pull them off on real hardware multiple times, but i'm not sure if they're still active.
BSD hitting us with that avantgarde Jazz in the background for no reason
missed this style of BSD content tbh, reminds me of the SSB4 days. Great video, guys!
Cool video, but one additional detail I want to mention.
At the start, you mention that more combos = more damage
While this is, in most areas, true, it doesn't really tell the full story.
Most fighting games have a concept called damage scaling, where as combos go on, the damage values start to go down.
This is done to prevent certain combos from being *too* damaging, as in games where it doesn't exist, many combos will just simply deal more damage than they should.
As a consequence, this can make infinites more painful to watch, as hits will often deal mere pixels of damage to the life bar, and is a good demonstration of damage scaling in fighting games.
Generally, it's a better idea to end the combo early, that way you can keep maximizing on your damage potential.
However, a character like Slayer in Guilty Gear never really has to worry about damage scaling, because his combo options are more limited. Thanks to this, he can easily take out 80% of your health, often with combos as little as 8 hits, whereas other characters can do 50 hit combos that, at best, only take out 50%. And this isn't even mentioning GUTS scaling or proration, but I'm not going to get into detail about that.
TLDR: Big combo does not equal big damage
I am not accustomed to this kind of quality from you guys
Well done
Ah that sweet c5 narration. Love his delivery.
except when he says "puh-si"
This is the oldschool BSD content I originally fell in love with 🙂.
7:36 Pit's "HAYAYAYAAAH" move flashbacks
So Um as an ICs main I want to clarify the ICs infinite, first of all puff Dosen’t need to be at a high % to escape it, she can escape at 0% by doing really hard SDI down. And second, ICs have a much better infinite against yoshi and Steve, bye doing up tilt (footstool) (fair spike) up tilt (footstool) (nutral b) loop. This nutral b infinite works from 20%, hence why you need to start the combo with fair instead of nutral b for the first loop, to 200% when nutral b starts to freeze yoshi and I don’t know when it freezes steve but it should be sooner then that because he’s lighter.
BeefySmashDoods making banger video essay about smash is not something that i expect today. But boy this video is so well made.
Infinites in fighting games are basically your machine guns/lightning guns/AK47 in shooters
what about Kazuya's infinite (or at least I think) where he goes:
1) Side-b to stun
2) Down-back tilt (stature smash) to make the opponent slightly get up but still be in hit lag from this tilt
3) repeat step 1 & 2
I just realized “Super Smash Brothers Infinite” would go hard as the next title, regardless if ult deluxe or sequel
can we just talk about how good the editing is in this video because it is way to good to only have 22k views
You could have dived into the infinite combos of melee way more than just wobbling, for example marth chaingrab on spacies
The quality of this video is off the charts, well done!
Definitely deserves 1 million views and 100k more subscribers. Great video
''every combo is infinite as long as your opponent is bad enough'' Sun Tzu The Art of War
This content is so good, worth longer waits for higher quality imo
I love this documentary video style! Greatly executed! A nice change of pace but still love the other content!
You guys knocked it out of the park with this video!
Incredible video, thanks BSD!
Im a big believer that smash isn’t a combo game it’s a decision game. Mashing and moves not working correctly hurt box shifting can cause reversal that are really hard to predict
It's more about movement and position than anything
Oh wow I loved this video, I’m not used to you guys posting these kinds of videos but it’s so good!!
These are the videos I look forward to the most on the channel
(But I still watch Smash Review every Monday)
*the history of infinite combos in the three newest smash games.
This was an awsome video I loved the editing
It's great to see a return to this style of content!
FINALLY BACK TO THE GOOD STUFF, TOOK YOU LONG ENOUGH GUYS!
the editing is so good, love this style of video :D more videos in this format would be peak
One infinite that i know (i dont really know if its truly an infinite) is Lucas dtilt nair combo only works at high percents and you have to land a dtilt or land with the third hit of nair (if you land with the last hit of nair they just get pushed to the blastzone) doing a dragdown for example and hitting with the dtilt and just doing it over and over again the only problems this have its the sdi and where the other character its gonna land because they can land behind or in front of you
very well done video, hope the views start pouring its deserved
please keep making content like this
Somehow I was _gagging_ for it by the end. Well played.
Amazing video here. I can't entirely remember, but I do think I saw something a while back about some chain grab with Dedede in Brawl. Unsure if this is factual because I saw it a long time ago.
Truly an amazing video, you guys should do more smash history!
This is really well edited and scripted, love to see this level of effort from BSD
Great work on this video!
Now *this* is the type of content I subbed for.
Idk if it was actually infinite or semi infinite but Mega Man used to have a looping combo at the very beginning of Ultimate using pellets and metal blade, I don't exactly know how it worked tho
That’s why Ness is that goat. Shoutout Nessboy12
In smash 64, dk can grab someone, put them on his back and wait for them to release and just regrab. The first true infinite
melee actually had 4 versions 1.00, 1.01, and 1.02 as well as PAL, in 1.01 pikachu and some other characters combo better... back in the day you'd only want 1.02 copies in tournies but sometimes had to settle for 1.00/1.01 on some set-ups
This was an amazing video. Hope you do more in the future. Great work.
The true infinites were the friends we made along the way...
Nice video! Maybe another idea would be the history of true zero to death combos
This is so sick!! Great vid, Doods
Now THAT was a introduction 🔥👾
Yo nice video, you should make more high production videos like this from time to time I really enjoyed it
intro was so good i forgot what i was watching.
While it definitely bothers me that some people conflate loops and zero-to-deaths with infinites, I think it's worth noting that any combo that can loop into itself beyond a reasonable kill percent is as effective as a true infinite would be in the context of Smash.
Awesome video! Cfive has a great voice for this
I can't decide if infinite combos, no matter how rare; break the game or make it better.
Definitely break it.
Play MvC2. It helps define it.
both
Awesome video, I didn't know about that banjo machine gun, that's so cool!
Lmao not the Sonix SD clip to end the video 💀
You forgot the duo infinite, K.K. Rool´s down throw and Ridley's down special. That works at any percent. B)