OpenLink Software

Usage stats on Zero-to-death combo

 Permalink

an Entity in Data Space: 134.155.108.49:8890

While combos of some sort are relatively common; zero-to-death combos require almost perfect timing and placement in order to properly work, and even a single missed or mistimied hitbox can ruin a combo. A zero-to-death combo was hard to pull off or impossible to perform in Super Smash Flash due to how hard it was or impossible to combo due to the high knockback that the attacks dealt and as well characters were most likely able to survive due to them being able to recover back to the stage. It is much easier, although still difficult, to perform a zero-to-death combo in Super Smash Flash 2 due to the improved physics.

EntityAttributeValueRank
Alternative Linked Data Views: ODE     Raw Data in: CXML | CSV | RDF ( N-Triples N3/Turtle JSON XML ) | OData ( Atom JSON ) | Microdata ( JSON HTML) | JSON-LD    About   
This material is Open Knowledge   W3C Semantic Web Technology [RDF Data] This material is Open Knowledge Creative Commons License Valid XHTML + RDFa
This work is licensed under a Creative Commons Attribution-Share Alike 3.0 Unported License.
OpenLink Virtuoso version 07.20.3217, on Linux (x86_64-pc-linux-gnu), Standard Edition
Copyright © 2009-2012 OpenLink Software