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[[File:CH_SA_demo1.jpg|thumb|200px|{{SSBB|Ike}}'s super armor from his [[Aether]] move. Notice how Ike didn't take any knockback from {{SSBB|Marth}}'s [[Critical Hit]], which is an invariable [[OHKO]] under standard circumstances.]] | [[File:CH_SA_demo1.jpg|thumb|200px|{{SSBB|Ike}}'s super armor from his [[Aether]] move. Notice how Ike didn't take any knockback from {{SSBB|Marth}}'s [[Critical Hit]], which is an invariable [[OHKO]] under standard circumstances.]] | ||
'''Armor''' (spelled '''armour''' in the PAL version of ''Smash | '''Armor''' (spelled '''armour''' in the PAL version of ''Smash 4''), also called '''flinch resistance''' or '''[[knockback]] resistance''', is an effect of certain moves or actions in all ''Super Smash Bros.'' games. It was first introduced through {{SSB|Kirby}}'s [[Stone]] move. | ||
Armor is the concept of sustaining hitlag and damage, but not sustaining | Armor is the concept of sustaining hitlag and damage, but not sustaining [[knockback]]. Most instances of armor have full [[damage]] taken; however there are exceptions. Some instances of armor, such as {{SSBU|Piranha Plant}}'s [[Long-Stem Strike]] or [[Mega Charizard X]], can reduce what is taken during knockback calculation. [[Grab]] hitboxes ignore all variations of armor. This is not to be confused with [[invincibility]] or [[intangibility]], mechanics where characters are hit, but sustain no damage or knockback at all; in the case of invincibility, the hitbox connects and thus hitlag is sustained, while in the case of intangibility the hitbox does nothing. | ||
==Types of armor== | ==Types of armor== | ||
===Super armor=== | ===Super armor=== | ||
[[File:DKPunchArmorSSBB.gif|thumb|300px|{{SSBB|Donkey Kong}} using [[Giant Punch]]'s armor to beat a fully charged [[Super Scope]].]] | [[File:DKPunchArmorSSBB.gif|thumb|300px|{{SSBB|Donkey Kong}} using [[Giant Punch]]'s armor to beat a fully charged [[Super Scope]].]] | ||
When a character has '''super armor''', or '''infinite knockback resistance''', they will not [[flinch]] nor take any knockback when attacked by a harmful hitbox, but flinchless hitboxes (like "windboxes") will still move the character. All [[boss]]es except [[Giga Bowser]] in '' | When a character has '''super armor''', or '''infinite knockback resistance''', they will not [[flinch]] nor take any knockback when attacked by a harmful hitbox, but flinchless hitboxes (like "windboxes") will still move the character. All [[boss]]es except [[Giga Bowser]] in ''Melee'' and [[Master Core]]'s doppelganger form in ''Smash 4'' use this trait or an equivalent. However, they also cannot be [[grab]]bed, removing the main form of counterplay to armor itself. | ||
Super armor has been given to a variety of moves, with no true definition in terms of consistency. It has been given to some fast attacks and even grabs, such as {{SSBU|Charizard}}'s [[Fly]] and {{SSBU|Little Mac}}'s [[KO Uppercut]], respectively. Many [[Final Smash]] transformations, such as [[Mega Lucario]] or {{b|Giga Bowser|Final Smash}}, also grant passive super armor. Some attacks may also give an opponent super armor to prevent animations from being interrupted, like Mario's [[Cape]] in '' | Super armor has been given to a variety of moves, with no true definition in terms of consistency. It has been given to some fast attacks and even grabs, such as {{SSBU|Charizard}}'s [[Fly]] and {{SSBU|Little Mac}}'s [[KO Uppercut]], respectively. Many [[Final Smash]] transformations, such as [[Mega Lucario]] or {{b|Giga Bowser|Final Smash}}), also grant passive super armor. Some attacks may also give an opponent super armor to prevent animations from being interrupted, like Mario's [[Cape]] in ''Brawl'' and ''Smash 4'', and Ganondorf's [[Flame Choke]] in ''Brawl''. | ||
Most moves that use super armor are slow to offset the power of the mechanic, making them easily avoided. However, it isn't uncommon for them to deal significant shield damage as well, such as Little Mac's low angled forward smash. Some can also outright break shields, such as [[Warlock Punch]] when reversed. However, most moves with super armor are also very unsafe on shield, especially with [[perfect shield]]s factored in, giving them an inherent form of counterplay. Some moves using super armor also have inherent drawbacks programmed in, such as {{SSBU|Kazuya}}'s [[Rage Drive]] depleting his Rage mechanic if it misses and only being usable once per stock if it connects. | Most moves that use super armor are slow to offset the power of the mechanic, making them easily avoided. However, it isn't uncommon for them to deal significant shield damage as well, such as Little Mac's low angled forward smash. Some can also outright break shields, such as [[Warlock Punch]] when reversed. However, most moves with super armor are also very unsafe on shield, especially with [[perfect shield]]s factored in, giving them an inherent form of counterplay. Some moves using super armor also have inherent drawbacks programmed in, such as {{SSBU|Kazuya}}'s [[Rage Drive]] depleting his Rage mechanic if it misses and only being usable once per stock if it connects. | ||
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===Damage-based armor=== | ===Damage-based armor=== | ||
[[File:DamageBasedArmorUlt.png|300px|thumb|{{SSBU|Snake}}'s [[Cypher]] being hit by Pichu's neutral aerial, but armoring through thanks to damage-based armor.]] | [[File:DamageBasedArmorUlt.png|300px|thumb|{{SSBU|Snake}}'s [[Cypher]] being hit by Pichu's neutral aerial, but armoring through thanks to damage-based armor.]] | ||
Damage-based armor was originally introduced as a HP mechanic for {{SSBB|Kirby}}'s [[Stone]], wherein it would sustain damage until it reached below a set value. This has since been dubbed "Cumulative damage-based armor". Non-cumulative damage-based armor was introduced in ''Brawl'', specifically for {{SSBU|Snake}}'s [[Cypher]]. Under the effect of damage-based armor, characters will suffer [[hitlag]] and damage, but not flinch or take knockback unless the attack deals enough [[percentage]] to go over a defined threshold. For example, {{SSBU|Byleth}}'s [[Aymr]] in '' | Damage-based armor was originally introduced as a HP mechanic for {{SSBB|Kirby}}'s [[Stone]], wherein it would sustain damage until it reached below a set value. This has since been dubbed "Cumulative damage-based armor". Non-cumulative damage-based armor was introduced in ''Brawl'', specifically for {{SSBU|Snake}}'s [[Cypher]]. Under the effect of damage-based armor, characters will suffer [[hitlag]] and damage, but not flinch or take knockback unless the attack deals enough [[percentage]] to go over a defined threshold. For example, {{SSBU|Byleth}}'s [[Aymr]] in ''Ultimate'' will handle up to 30% from frame 34 onwards before it can be interrupted, but dealing above 30% will interrupt it during its duration. This mechanic isn't to be confused with [[Belly Super Armor]], a similar mechanic where {{SSBU|King K. Rool}}'s belly will protect him from attacks. | ||
Damage-based armor is usually applied to attacks used by super-heavyweight characters such as {{SSB4|Charizard}} and {{SSBU|Bowser}} to make up for their slow but powerful attacks. Most of the time, moves with this mechanic have low percentage thresholds for breakage, usually not going above 8%. Naturally, there are exceptions to both of these rules, with characters such as the aforementioned Byleth having the mechanic applied to generally powerful attacks instead, even with high thresholds. | Damage-based armor is usually applied to attacks used by super-heavyweight characters such as {{SSB4|Charizard}} and {{SSBU|Bowser}} to make up for their slow but powerful attacks. Most of the time, moves with this mechanic have low percentage thresholds for breakage, usually not going above 8%. Naturally, there are exceptions to both of these rules, with characters such as the aforementioned Byleth having the mechanic applied to generally powerful attacks instead, even with high thresholds. | ||
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This mechanic isn't without its weaknesses, however. For one, many moves, such as {{SSBU|Bowser}}'s [[tilt attack]]s, have very low thresholds, making the armor completely useless in high-damage matchups, especially [[heavyweight]]s. Moves with the armor are typically very unsafe on shield or whiff, meaning they can't be used without a plan and/or spacing. The attacks also tend to have low active armor frames in comparison to others, so they cannot be used for survivability very often; there are exceptions, however, most notably {{SSBU|Little Mac}}'s [[Straight Lunge]]. All the usual weaknesses of armor also apply, with moves such as [[Crownerang]] easily having the armor ignored by [[grab]]s due to the slow nature of the attack. | This mechanic isn't without its weaknesses, however. For one, many moves, such as {{SSBU|Bowser}}'s [[tilt attack]]s, have very low thresholds, making the armor completely useless in high-damage matchups, especially [[heavyweight]]s. Moves with the armor are typically very unsafe on shield or whiff, meaning they can't be used without a plan and/or spacing. The attacks also tend to have low active armor frames in comparison to others, so they cannot be used for survivability very often; there are exceptions, however, most notably {{SSBU|Little Mac}}'s [[Straight Lunge]]. All the usual weaknesses of armor also apply, with moves such as [[Crownerang]] easily having the armor ignored by [[grab]]s due to the slow nature of the attack. | ||
{{SSBU|Ryu}} and {{SSBU|Ken}}'s [[Focus Attack]]s have a unique form of damage-based armor which accumulates its threshold every frame. It also lasts for only a single hit, allowing moves with multiple hits to break it. As of ''Ultimate'', their thresholds begin at 14% and rise at 0.24% per frame, before finally capping out at 28%. Ken's armor frames also end a frame later than Ryu's<ref> | {{SSBU|Ryu}} and {{SSBU|Ken}}'s [[Focus Attack]]s have a unique form of damage-based armor which accumulates its threshold every frame. It also lasts for only a single hit, allowing moves with multiple hits to break it. As of ''Ultimate'', their thresholds begin at 14% and rise at 0.24% per frame, before finally capping out at 28%. Ken's armor frames also end a frame later than Ryu's<ref>https://rubendal.github.io/ssbu/#/Character/Ryu https://rubendal.github.io/ssbu/#/Character/Ken, Article SpecialLw</ref>. | ||
In ''[[Super Smash Bros. Ultimate]]'', damage-based armor was distributed to a wide variety of characters. It also introduced the [[1v1 multiplier]], which causes characters to take more damage from attacks in one-on-one matches. In general, this does not alter whether an attack can break a move's armor: the extra damage taken is applied ''after'' all other calculations, including deciding whether the armor breaks. However, in the case of hitting an armored opponent more than once (or with a multi-hit attack), the higher damage dealt by previous hits may alter whether the next hit will succeed. For example: | In ''[[Super Smash Bros. Ultimate]]'', damage-based armor was distributed to a wide variety of characters. It also introduced the [[1v1 multiplier]], which causes characters to take more damage from attacks in one-on-one matches. In general, this does not alter whether an attack can break a move's armor: the extra damage taken is applied ''after'' all other calculations, including deciding whether the armor breaks. However, in the case of hitting an armored opponent more than once (or with a multi-hit attack), the higher damage dealt by previous hits may alter whether the next hit will succeed. For example: | ||
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===Knockback-based armor=== | ===Knockback-based armor=== | ||
[[File:BowserToughGuySSB4.gif|thumb|300px|{{SSB4|Bowser}} using [[Tough Guy]] | [[File:BowserToughGuySSB4.gif|thumb|300px|{{SSB4|Bowser}} using [[Tough Guy]] to armor through an aerial [[Thunder Jolt]].]] | ||
Knockback-based armor was introduced in ''64'' as a [[fighter ability]] for {{SSB|Yoshi}}'s double jump. This mechanic is used to prevent opponents from being knocked back unless it reaches a certain threshold in units. Some forms subtract the amount from the knockback received during calculation (known as subtractive knockback-based armor), such as the aforementioned Yoshi's double jump and [[Giga Bowser]] and [[Nana]]'s ''Melee'' appearances. Others, however, follow damage-based armor's system, not sustaining knockback until the threshold is surpassed. [[Crouch cancelling]] also gives a form of knockback resistance, although in ''Smash 4'' and ''Ultimate'', this has changed to be a 0.85× knockback multiplier. Because of this, crouch cancelling improves {{SSB4|Bowser}} and {{SSBU|Kazuya}}'s Tough Guy and Tough Body abilities, respectively. The way knockback-based armor works varies by game and move. For some moves it will subtract the knockback, making the difference between the threshold and knockback received what is taken. This was covered on [http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/Lv11.html the Japanese Super Smash Bros. website], covering Yoshi's double jump in ''64''. For other moves, however, it will instead have characters take full knockback when the threshold is surpassed. In these cases, knockback-based armor is separated by prefixes ''Subtractive'' and ''Non-Subtractive''. | Knockback-based armor was introduced in ''64'' as a [[fighter ability]] for {{SSB|Yoshi}}'s double jump. This mechanic is used to prevent opponents from being knocked back unless it reaches a certain threshold in units. Some forms subtract the amount from the knockback received during calculation (known as subtractive knockback-based armor), such as the aforementioned Yoshi's double jump and [[Giga Bowser]] and [[Nana]]'s ''Melee'' appearances. Others, however, follow damage-based armor's system, not sustaining knockback until the threshold is surpassed. [[Crouch cancelling]] also gives a form of knockback resistance, although in ''Smash 4'' and ''Ultimate'', this has changed to be a 0.85× knockback multiplier. Because of this, crouch cancelling improves {{SSB4|Bowser}} and {{SSBU|Kazuya}}'s Tough Guy and Tough Body abilities, respectively. The way knockback-based armor works varies by game and move. For some moves it will subtract the knockback, making the difference between the threshold and knockback received what is taken. This was covered on [http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/Lv11.html the Japanese Super Smash Bros. website], covering Yoshi's double jump in ''64''. For other moves, however, it will instead have characters take full knockback when the threshold is surpassed. In these cases, knockback-based armor is separated by prefixes ''Subtractive'' and ''Non-Subtractive''. | ||
This armor's nature means that its effectiveness directly correlates to the user's [[percentage]]. As they take more damage, their received knockback increases; ergo, knockback-based armor becomes harder to use as a game goes on. This also means that there will be a distinct cap on the armor in every matchup, and against characters that hit harder, such as [[heavyweight]]s, the armor can even be completely ineffective. Effects that increase knockback, such as [[rage]], will also further reduce the armor's effectiveness. Some characters can also increase their knockback by way of multipliers, such as {{SSBU|Hero}}'s [[Psyche Up]], which will assist greatly in breaking through. | This armor's nature means that its effectiveness directly correlates to the user's [[percentage]]. As they take more damage, their received knockback increases; ergo, knockback-based armor becomes harder to use as a game goes on. This also means that there will be a distinct cap on the armor in every matchup, and against characters that hit harder, such as [[heavyweight]]s, the armor can even be completely ineffective. Effects that increase knockback, such as [[rage]], will also further reduce the armor's effectiveness. Some characters can also increase their knockback by way of multipliers, such as {{SSBU|Hero}}'s [[Psyche Up]], which will assist greatly in breaking through. | ||
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 | 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 | In ''Melee'', the {{SSBM|Ice Climbers}} — specifically Nana — have used knockback-based armor as a passive ability. Nana has 5 units of launch resistance at all times, non-subtractive. [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, with a 20 KB threshold. 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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==Oddities== | ==Oddities== | ||
===Faux super armor (''Brawl'')=== | ===Faux super armor (''Brawl'')=== | ||
Faux super armor occurs when two characters are hit with the same hitbox while one has the other in a grab. Whoever has | Faux super armor occurs when two characters are hit with the same hitbox while one has the other in a grab. Whoever has higher controller [[port priority]] takes full damage but only flinching slightly from the attack, while the other takes full damage and full knockback. | ||
This is often utilized for the [[Omnigay]], a doubles combo popularized by [[Omni]]. This consists of having {{SSBB|Meta Knight}} or {{SSBB|Kirby}} use their [[up throw]] to send opponents close (or past) the blast zone, before a partner {{SSBB|Snake}} blows up [[C4]] attached to either character. This leaves the thrower unharmed, and the victim instantly [[KO]]'d. Due to the introduction of throw [[invincibility]] in ''Smash 4'' and more characters having throws akin to the ones used in the strategy, this has technically been [[buff]]ed in the post-''Brawl'' games, despite the removal of Faux super armor. | This is often utilized for the [[Omnigay]], a doubles combo popularized by [[Omni]]. This consists of having {{SSBB|Meta Knight}} or {{SSBB|Kirby}} use their [[up throw]] to send opponents close (or past) the blast zone, before a partner {{SSBB|Snake}} blows up [[C4]] attached to either character. This leaves the thrower unharmed, and the victim instantly [[KO]]'d. Due to the introduction of throw [[invincibility]] in ''Smash 4'' and more characters having throws akin to the ones used in the strategy, this has technically been [[buff]]ed in the post-''Brawl'' games, despite the removal of Faux super armor. | ||
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In ''Smash 4'' and ''Ultimate'', this situation is reversed; the character that attempted the grab will now take full damage and knockback from the hitbox, and the other character will simply be [[grab release]]d and take 3% damage (or more if the grab came from a special move and the grab itself dealt damage, like the beginning of [[Falcon Dive]]). In ''Ultimate'' specifically, a clash between grabs will also have characters take this damage, with an appearance similar to that of throw teching in traditional fighting games. | In ''Smash 4'' and ''Ultimate'', this situation is reversed; the character that attempted the grab will now take full damage and knockback from the hitbox, and the other character will simply be [[grab release]]d and take 3% damage (or more if the grab came from a special move and the grab itself dealt damage, like the beginning of [[Falcon Dive]]). In ''Ultimate'' specifically, a clash between grabs will also have characters take this damage, with an appearance similar to that of throw teching in traditional fighting games. | ||
==See also== | |||
* [[Belly Super Armor]] - {{SSBU|King K. Rool}}'s exclusive form of armor that is active for specific periods during various attacks. Not to be confused with [[Crownerang]]'s damage-based armor. It is also affected by the 1v1 multiplier. | |||
* [[Stone]] - Kirby's [[down special]], which uses a mechanic similar to armor. | |||
* [[List of armored attacks (SSBU)]] | |||
* [[List of armored attacks (SSB4)]] | |||
* [[List of armored attacks (SSBB)]] | |||
==Trivia== | ==Trivia== | ||
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**This also applies to flinchless attacks such as the lasers from Fox's {{b|Blaster|Fox}}. | **This also applies to flinchless attacks such as the lasers from Fox's {{b|Blaster|Fox}}. | ||
==External references== | |||
==External | |||
*[http://www.smashboards.com/showthread.php?t=163775 A better 'Super Armor List' Thread]: lists characters and their moves that have super armor, along with some frame data. | *[http://www.smashboards.com/showthread.php?t=163775 A better 'Super Armor List' Thread]: lists characters and their moves that have super armor, along with some frame data. | ||
*[http://www.smashboards.com/showthread.php?t=182223 The Armor Project]: explains how knockback-resisting moves that are not super armor work, including Snake's Cypher and Yoshi's midair jump. | *[http://www.smashboards.com/showthread.php?t=182223 The Armor Project]: explains how knockback-resisting moves that are not super armor work, including Snake's Cypher and Yoshi's midair jump. | ||
[[Category:Game physics]] | [[Category:Game physics]] |