To be fair popeyes only gives you 23 cups of sauce . <| sep |> Luckily , the government who makes laws disagree with you and would lock you up for murdering communists while people are free to do abortion . <| sep |> Google Inbox is a completely different beast of an email app . Mail has no comparable features to Inbox at all . <| sep |> crater ' s clawscrater % 27 s clawstypecard . jpg Gcrater % 27 s claws MC ! crater % 27 s claws MW ! crater % 27 s claws CD lightning strikelightning striketypecard . jpg Glightning strike MC ! lightning strike MW ! lightning strike CD or cardnameSET to call <| sep |> get some thicker skin <| sep |> Sheila Fajl Handbags on SALE NOW <| sep |> I disagree . Edit I explain further below . 2 nd Edit K well this comment has 7 while my actual explanation has 9 , so I have to assume that people aren ' t willing to actually read further down and see my explanation and would rather enjoy bandwagoning . So I ' ll copy my explanation here instead . Don ' t upvotedownvote unless you ' ve read the entire thingI disagree with that definition . The smashwiki definition says Zerodeath is also used to refer to any general sequence where a player brought an opponent from 0 % to a KO without interruptionSo what defines interruption ? If a captain falcon player in melee begins tech chasing someone at 0 , and then as part of their tech chase they purposefully crouch cancel a get up attack , then proceed to finish their opponent off , were they interrupted ? They were in 100 % control during all times in the combo . You can ' t say the Captain Falcon ever dropped their combo , and they brought their opponent from 0 percent to death . Same with say , if a Captain Falcon does a combo and finishes off a Fox , but the final knee trades with one of the super weak startup hitboxes of FireFox . Their combo was uninterrupted throughout all parts of it that could be considered a combo , and the fox was brought from 0 % to death . What if , say , a Fox gets combo ' d offstage and can ' t recover , but shoots a laser before they fall to their death ? Is that now no longer a 0 death ? The difference between what defines a 0 death and a jv 5 , is that a 0 death doesn ' t have a hard definition . For a combo to be considered uninterrupted , you first have to define what a combo is . Now , what is a combo in smash ? Unlike traditional fighters , the term combo in smash isn ' t super defined . In a traditional fighter , combos are attacks that link together because the hitstun of one move lasts past the startup of the next move . These are referred to as ' true combos ' in smash . Sequences of moves that don ' t fully link together in traditonal fighters are referred to separately as ' resets . ' However , in smash these are also referred to as combos . Particularly in Smash 4 these are referred to as ' strings ' because of the ease at which one can escape them due to their airdodging mechanic . But in melee , these are usually very difficult or impossible to escape , despite the hitstun from one move not lasting until the startup of the next . So what defines a combo ? If you purposefully tank an opponent ' s attack midcombo , is that no longer considered a combo ? Is it knockbackhistun ? Is the actual hitstun itself what defines the ending of a combo ? A lot of things in Smash are super undefined unlike in traditional fighters , such as the beginningending of a combo . Even if there was a hard definition of a 0 death , the term is generally colloquially used to refer to someone being brought to death from 0 % in a particularly fast or swag manner . There are a lot of grey area cases for simple damage being what defines a combo , so I think it is better to define it in more loose terms like A series of attacks or actions wherein one player is consistently landing attacks on their opponent and is in control of the current gamestate . I think perhaps it may be easier to make the argument that percent ends a 0 death in Smash 4 because unlike in melee , in Smash 4 you don ' t really take hits on purpose .