Editing Armor

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Knockback-based armor is polarizing in terms of viability. Being generally quite low in numbers - only really notable for [[Neutral attack|jab]]s - it rarely sees relevance during gameplay. However, moves such as [[Power Pellet]] and Yoshi's double jump are notoriously hard to break due to their extremely high thresholds, often being able to take [[smash attack]]s at what would otherwise be a KO [[percentage]]. For example, it takes over 70% from Samus' [[Charge Shot]] at full charge to break Yoshi's double jump armor in ''Ultimate''.
Knockback-based armor is polarizing in terms of viability. Being generally quite low in numbers - only really notable for [[Neutral attack|jab]]s - it rarely sees relevance during gameplay. However, moves such as [[Power Pellet]] and Yoshi's double jump are notoriously hard to break due to their extremely high thresholds, often being able to take [[smash attack]]s at what would otherwise be a KO [[percentage]]. For example, it takes over 70% from Samus' [[Charge Shot]] at full charge to break Yoshi's double jump armor in ''Ultimate''.


In ''Melee'', the {{SSBM|Ice Climbers}} — specifically Nana — have used knockback-based armor as a passive ability. Nana has 5KB units of subtractive knockback armor. [https://twitter.com/kyu_puff/status/730174703776604160 Kyu Puff's tweet] on the subject shows Nana not flinching when being hit by the weak hit of Luigi's up special. However, this has been removed in later games. [[Giga Bowser]] also has passive subtractive knockback-based armor of 20KB. Since ''Melee'', {{SSBU|Donkey Kong}}, {{SSBU|Bowser}}, and {{SSBU|Kazuya}} have received mechanics similar to this passive knockback-based armor for their Kong Karry, [[Tough Guy]], and [[Tough Body]] [[Fighter ability|fighter abilities]], respectively. In ''Brawl'' and ''Smash 4'', Giga Bowser is buffed to receive passive super armor instead, before later being given knockback-based armor reminiscent of Tough Guy in Ultimate when he becomes a [[boss]] again, which has an eye-watering threshold of 95 units.
In ''Melee'', the {{SSBM|Ice Climbers}} — specifically Nana — have used knockback-based armor as a passive ability. Nana has 5KB units of subtractive knockback armor. [https://twitter.com/kyu_puff/status/730174703776604160 Kyu Puff's tweet] on the subject shows Nana not flinching when being hit by the weak hit of Luigi's up special. However, this has been removed in later games. [[Giga Bowser]] also has passive subtractive knockback-based armor of 20KB. Since ''Melee'', {{SSBU|Donkey Kong}} and {{SSBU|Bowser}} have received mechanics similar to this passive knockback-based armor for their Kong Karry and [[Tough Guy]] [[Fighter ability|fighter abilities]] respectively. In ''Brawl'' and ''Smash 4'', Giga Bowser is buffed to receive passive super armor instead, before later being given knockback-based armor reminiscent of Tough Guy in Ultimate when he becomes a [[boss]] again, which has an eye-watering threshold of 95 units.


The [[Metal Box]] offers knockback-based armor in that it gives users 30 units of subtractive knockback-based armor. Combined with the increased weight, the fighter will never flinch if the total knockback taken is less than or equal to 0, which can be a substantially long length of time. However, the knockback resistance is ignored if the fighter is hit by an attack that has the [[bury]] effect like most forms of armor.  
The [[Metal Box]] offers knockback-based armor in that it gives users 30 units of subtractive knockback-based armor. Combined with the increased weight, the fighter will never flinch if the total knockback taken is less than or equal to 0, which can be a substantially long length of time. However, the knockback resistance is ignored if the fighter is hit by an attack that has the [[bury]] effect like most forms of armor.  

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