Music: • PARTYBABY - EVERYTHING'S ALL RIGHT (INTROD... First I want to give some background on the infinite. This is a variation of an old brawl infinite, using footstools and item throws. Also, this was found about a year ago by Fracture in Socal, but his labbing found it inconsistent across the cast and didn’t spread info much. Its not easy, but once you get a rhythm down its not awful to execute. With the proper controller setup (r footstool) it spreads the inputs across fingers well and its just consistency with 2-3 frame windows which can be grinded out well enough. Lets break down what makes this infinite possible. First, we have bananas. When a banana trips an opponent, they go into a unique tripped animation. For the first 25 frames of this, they cannot tech. Diddy’s frame advantage off a trip varies based on positioning, but at point blank it is roughly 13 frames. This gives diddy time for the second part of the loop: a footstool. When you footstool someone while grounded, they go into another unique state. The Character doing the footstool is at about 19 frames of advantage. This gives diddy a small window to drift back off the footstool, and AGT the banana back at the opponent, setting up another footstool, and so on. For the AGT, there are multiple options available, however in the long run the most consistent option is to air dodge down and forward toward the opponent, and throwing the banana downwards. This gives you a slightly larger window because the downwards item throw releases a frame faster than any other, as well as keeping your position deep onto the enemy, maintaining consistent close distance from the banana. You lose out on a bit of damage, about 1% per throw, but once the banana scales it doesn’t matter much. When you wish to change sides, you air dodge completely horizontally while throwing down. You will end up on the other side of the character, and a simple turn around jump will allow you to repeat this across the other side of the stage. When fully scaled, each loop does about 4.2%. More damage than fox waveshine infinite, with more inputs but less tight windows, and possible on more characters. As stated earlier, this infinite is not universal: many characters are either too small, too thin, or have too little traction to make even one loop possible, let alone consistent. The characters it works well are shown in the video. On most of these characters diddy already has a strong punish game and kill combos, but four really stick out as potentially MU changing: Peach, Snake, DDD and ROB. These three can live longer than most, and thus being able to get a bit more % on them to put them into kill ranges of trip confirms is very strong. It is also important to note that the first trip should be as deep as possible to allow you to get to the banana after the first footstool. Even if it isn't meta defining, its a solid option and its there as an option diddy has other video with a lot of info in its description as well: • I'm ruining the game Support us on Patreon! https://www.patreon.com/AZProjectMele... Please check us out on other media! hitbox.tv/AZPM twitter.com/azprojectmelee