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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 [[Critical Hit]], which is an invariable [[OHKO]] under standard circumstances.]] |
| '''Armor''' (spelled '''armour''' in the PAL version of ''Smash Smash Bros. 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.
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| Armor is the concept of sustaining hitlag and damage, but not sustaining any [[knockback]] or sustaining reduced [[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. | | '''Armor''', also called '''launch resistance''', '''[[knockback]] resistance''', '''super armor''', or '''heavy armor''' (when the knockback resistance is finite), is a phenomenon that manifests itself during certain actions in all four ''Super Smash Bros.'' games. It is defined as a character not [[flinch]]ing at all, or in some cases taking less knockback than usual. Note that armor only affects knockback. The attack's full damage will still be taken. Most cases of armor are moves with an infinite amount of knockback resistance, and so are often referred to as '''super armor'''. Cases of finite amounts of armor are commonly referred to as '''heavy armor''' (or even '''light armor''' if it only works against extremely weak attacks, such as jabs or individual hits of multi-hitting attacks). |
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| ==Types of armor==
| | [[Faux super armor]] occurs when two characters are hit with the same hitbox while one has the other in a grab. When this occurs, 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. |
| ===Super armor===
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| [[File:DKPunchArmorSSBB.gif|thumb|300px|{{SSBB|Donkey Kong}} using [[Giant Punch]]'s armor to beat a fully charged [[Super Scope]].]]
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| 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 ''Super Smash Bros. 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.
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| 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 ''Melee'', ''Super Smash Bros. Brawl'' and ''Smash 4'', and Ganondorf's [[Flame Choke]] in ''Brawl''. | | In ''Super Smash Bros.'', ''Melee'', and ''Brawl'', when a grab connects with a character that also has an active hitbox, the character that attempted the grab will override the hitbox completely and not take any knockback. In ''Brawl'', the same character also takes the damage from the hitbox, giving the illusion of "grab armor", though it is not to be confused with true launch resistance, as this will only occur if the grab actually connects with the other character's hurtbox. In ''Smash 4'', 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 only flinch slightly and take 3% damage or more, depending on the type of grab that was used. |
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| 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.
| | Note that grab hitboxes ignore all variations of armor, and all [[boss]]es (except [[Giga Bowser]] in ''Melee'' and [[Master Core]]'s final form in ''Smash 4'') cannot flinch or be knocked back. |
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| ''Smash 4'' introduced numerous Custom Specials with super armor as alternatives to the default ones. Some of these were extremely quick or lasted long lengths of time, such as [[Volatile Breathing]] and [[Stubborn Headbutt]]. Custom Specials also allowed characters such as {{SSB4|Toon Link}} to access armor when they otherwise wouldn't, in this case with [[Flying Spin Attack]]. | | ==In ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]''== |
| | [[File:YoshiDJResistanceSSB64.gif|thumb|{{SSB|Yoshi}} double jumping through an attack.]] |
| | Armor is a very uncommon occurrence in the first two games, being limited to Yoshi's [[double jump cancel counter]] and [[crouch cancel]]ing, which will reduce knockback to 2/3 of the original value in ''Smash 64'', and 1/2 in ''Melee'' (at the cost of poor survival [[directional influence]]). The difficulty setting on the single player modes (and [[event]]s in ''Melee'') also affects the ability to be launched for both the player's character and the CPU characters, with the player's character taking more knockback and the CPUs taking less knockback as the difficulty setting increases. Adjusting the handicap levels in the multiplayer modes in ''Melee'' has the same effect. |
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| ===Damage-based armor===
| | According to [http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/Lv11.html the Japanese Super Smash Bros. website], Yoshi's double jump resistance works by subtracting 120 from the knockback that would have been delivered, with Yoshi not flinching if the result is negative, and Yoshi taking the difference in knockback if the result is positive. |
| [[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 ''Super Smash Bros. 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.
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| 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.
| | ==In ''[[Super Smash Bros. Brawl]]''== |
| | "Super armor" was introduced in ''Brawl''; several characters have moves that provide them with infinite launch resistance, usually to allow for such characters to counter attempts to disrupt the incoming attack. Some of these moves are not offensive, however, and there are a few cases of finite launch resistance, as listed below. Crouch canceling no longer affects knockback, but instead affects the amount of [[freeze frame]]s sustained. |
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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.
| | All of the moves are '''super armor''' unless otherwise stated. |
| | {{clr}} |
| | {| border="1" cellpadding="0" cellspacing="2" |
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| | | '''Character''' || '''Moves''' || '''Conditions and Notes''' |
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| | | {{SSBB|Bowser}} || [[Giga Bowser (Final Smash)|Giga Bowser]]|| Giga Bowser: For the entire period of being Giga Bowser. |
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| | | {{SSBB|Diddy Kong}} || [[Rocketbarrel Boost]]|| Only the grounded version (this is a variation of heavy armor). |
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| | | {{SSBB|Donkey Kong}} || [[Giant Punch]], [[Spinning Kong]] and [[Throw|Carry Throw]] || Giant Punch: only if fully charged; while moving his arm forward but the attack needs to make contact with his left arm and before it is released. <br> Spinning Kong: only the grounded version; just before he starts to release it (frames 10-16 first hitting on frame 19); if he leaves the ground with Super Armor frames when using the grounded version, a glitch will make the Super Armor frames last for the entire move. <br> Carry: DK gains knockback-based launch resistance for the entire duration of the Carry. Also works while holding heavy items. |
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| | | {{SSBB|Ganondorf}} || [[Flame Choke]] || In the grounded version, when holding the opponent off the ground; the opponent also gets super armor. In the aerial version, the opponent gets super armor but Ganondorf does not, allowing for strange KOs in places like [[Norfair]] or [[Brinstar]] where Ganondorf will bounce off the acid, while the opponent will continue their plummet. |
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| | | {{SSBB|Ike}} || [[Aether]] and [[Eruption]]|| Aether: After throwing his sword in the air, but before he leaps up towards his sword. <br> Eruption: Some frames after the special move button is released but before the sword hits the ground. |
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| | | {{SSBB|King Dedede}} || [[Super Dedede Jump]] || From the start until just before the apex of the jump. |
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| | | {{SSBB|Kirby}} || [[Stone]] || The entire duration of the period Kirby is in his Stone transformation, where he will take no damage or knockback, but he can only take up to 29% damage per Stone before he actually sustains knockback. If Kirby takes 30% (or more) damage during a single Stone transformation, he'll be knocked out of Stone and will take the full knockback -- but strangely none of the damage -- of that hitbox (this is a variation of heavy armor). |
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| | | {{SSBB|Olimar}} || [[Pikmin Order]] || During the first few frames. Lasts until right after he puts his head down. |
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| | | {{SSBB|Pit}} || [[Mirror Shield]] || Grounded version only; while pulling the shield out: frames 4-6. |
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| | | {{SSBB|Pokémon Trainer}} || [[Fly]] and Squirtle's [[forward smash]] || Fly: The beginning of the ascension times: Frames 4-13, making it useful when jumping out of shield and an effective combo breaker. <br> Squirtle's forward smash: While moving forward. |
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| | | {{SSBB|Snake}} || [[Cypher]] || Snake cannot be flinched by any [[hitbox]] that deals exactly 7% or less, regardless of the knockback of the individual hitboxes. Most multi-hit moves deal less than 7% per hit, so they typically cannot interrupt the Cypher (a variation of heavy armor). |
| | ''(See [http://www.smashboards.com/showpost.php?p=4896503&postcount=1 this post] and [http://www.smashboards.com/showpost.php?p=4911784&postcount=12 this followup post] on SmashBoards for more details.)'' |
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| | | {{SSBB|Wario}} || [[Forward Smash]] and [[Wario Waft]] || Forward Smash: While moving forward: frames 8-12 <br> Wario Waft: When fully charged, during the first few frames. |
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| | | {{SSBB|Yoshi}} || Double jump || Yoshi gains (approximately) 3860mph-worth of knockback resistance, as measured by the post-''Brawl'' stats (under the "top launch speed"). This means that Yoshi will ignore any knockback that would launch him at less than ~3860mph while in his midair jump. As he is damaged, he takes more knockback from an attack with the same launching power, meaning that weaker attacks will begin interrupting his midair jump as Yoshi approaches higher percentages (a variation of heavy armor). |
| | ''(See [http://www.smashboards.com/showpost.php?p=5253672&postcount=35 this post] on SmashBoards for more details.)'' |
| | |} |
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| {{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 Ryu]/[https://rubendal.github.io/ssbu/#/Character/Ken Ken], Article SpecialLw</ref>.
| | ==In ''[[Super Smash Bros. 4]]''== |
| | ''Smash 4'' continues the trend of implementing launch resistance to certain characters, though there is more variation with the strength of armor (some negligible, some infinite, and some based on damage). Crouch canceling now acts as a combination of ''Melee'' and ''Brawl''{{'}}s version of the tactic, although the knockback sustained is only reduced to 6/7 of the original value. |
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| 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:
| | All of the moves are '''super armor''' unless otherwise stated. |
| | {| border="1" cellpadding="0" cellspacing="2" |
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| | | '''Character''' || '''Moves''' || '''Conditions and Notes''' |
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| | | {{SSB4|Bowser}} || All animations and [[Giga Bowser (Final Smash)|Giga Bowser]] || Bowser has universal armor against attacks that deal negligible knockback. Giga Bowser retains the infinite knockback resistance from ''Brawl''. |
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| | | {{SSB4|Bowser Jr.}} || [[Clown Kart Dash]] || This move has a resistance to moves with negligible knockback, the same as Bowser's universal armor. |
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| | | {{SSB4|Charizard}} || [[Rock Smash]], [[Rock Hurl]], [[Fly]], [[Rising Cyclone]], [[Flare Blitz]], [[Blast Burn]] || Rock Smash: During the move's start-up, starting from frame 5. Is negated if the boulder is broken before Charizard headbutts it. <br/>Rock Hurl: Same as Rock Smash, except the super armor starts on frame 1. <br/>Fly/Rising Cyclone: Just like in ''Brawl'', it has super armor during the move's start-up. <br/>Flare Blitz/Blast Burn: During the active charge portion of the move, it has heavy armor, where it'll armor through hitboxes that don't deal more than 14% damage. |
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| | | {{SSB4|Dark Pit}} || [[Electroshock Arm]] || During the uppercut. |
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| | | {{SSB4|Donkey Kong}} ||[[Giant Punch]], [[Spinning Kong]], [[Headbutt#Customization|Stubborn Headbutt]] and [[Spinning_Kong#Customization|Kong Cyclone]]|| Giant Punch: Only receives full super armor when the move is fully charged, when his arm is moving forward just before and during the punch (on frames 11-20). <br/>Spinning Kong: Only the grounded version, DK gains super armor when he pulls back or just before he starts spinning (frames 8-17, first hit on frame 19).<br/>Stubborn Headbutt: Gains super armor for the entire move, including start-up.<br/>Kong Cyclone: grounded version - from the 2nd hit in front until shortly before the last 2-3 swings; the aerial version seems to be the same case |
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| | | {{SSB4|Ganondorf}} || [[Warlock Punch]], [[Warlock Blade]], and [[Dark Fists]] || Warlock Punch / Warlock Blade: When initiated on the ground, the move will have super armor until Ganondorf begins his punch/thrust forward. Does not have super armor if initiated while Ganon is airborne, even if Ganondorf lands on the ground before punching, and it loses its super armor once reversed.<br>Dark Fists: During its start-up, from frame 6 to 16 (when the hitbox of the first punch comes out). |
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| | | {{SSB4|Ike}} || [[Eruption]], [[Aether]] || Eruption: Only 3/4 to fully charged: shortly before the release (ends before hitbox appears) (frame 6-10).<br/>Aether: while his sword is thrown upwards |
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| | | {{SSB4|King Dedede}} || [[Super Dedede Jump]], [[Rising Dedede]], [[Armored Jet Hammer]] || Super Dedede Jump/Rising Dedede: Just like in ''Brawl'', it has super armor during the rising portion of the move, until Dedede reaches the apex of his jump. <br /> Armored Jet Hammer: Once Dedede starts charging the move, it has super armor until Dedede unleashes the move or is interrupted by other means. |
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| | | {{SSB4|Kirby}} || [[Stone]], [[Grounding Stone]], [[Meteor Stone]], [[Hammer]], [[Giant Hammer]] || Stone/Grounding Stone/Meteor Stone: Kirby can sustain up to 24% damage while transformed, where he'll take no knockback from all moves regardless of how strong their knockback is, while also taking no damage. Once he sustains more than 24% damage while transformed, he'll be launched as normal, while taking half the damage from the threshold-breaking hitbox. <br />Hammer: When fully charged, it'll have super armor during its swing. <br />Giant Gammer: Once Kirby begins charging the move, he'll have super armor until the frame he unleashes it or until he is interrupted by other means. |
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| | | {{SSB4|Little Mac}} || [[Straight Lunge]], all smash attacks, and [[Giga Mac]] || Straight Lunge: During the charging and execution. (damage based)<br/>Smashes: During their start-up.<br/>Giga Mac: The entire duration of the Final Smash. |
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| | | {{SSB4|Mewtwo}} || [[Shadow Ball]] Custom ([[Glitch]]) || After fully charged, when Mewtwo freezes in place. |
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| | | {{SSB4|Mii Brawler}} || [[Ultimate Uppercut]] and [[Exploding Side Kick]] || Ultimate Uppercut: During the start-up of the punch, only if fully charged.<br/>Explosive Side Kick: During the start-up, before kicking. |
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| | | {{SSB4|Olimar}} || [[Pikmin Order]] || Pikmin Order's armor frames are lesser than it was in ''Brawl''. |
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| | | {{SSB4|Pac-Man}} || [[Power Pellet]] || Towards its end. |
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| | | {{SSB4|Pit}} || [[Upperdash Arm]] || During the uppercut. |
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| | | {{SSB4|Roy}} || [[Blazer]] || Grounded version during startup. |
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| | | {{SSB4|Ryu}} || [[Focus Attack]] || While charging the attack, Ryu will armor through a single hitbox of any strength, but will be hit as normal if struck by a second hitbox regardless of damage/knockback. |
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| | | {{SSB4|Yoshi}} || Double jump || Yoshi retains the knockback-based heavy armor from ''Brawl''. |
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| | | All [[character]]s || [[Home-Run Bat]] and [[Ore Club]] || Home-Run Bat: When the bat is about to be swung.<br>Ore Club: When charging and releasing a smash attack. |
| | |} |
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| *If a move provides 15% of damage-based armor, it will protect against a move that does 14% damage, even though in the aftermath of the hit the character will now be 16.8% higher.
| | ==External references== |
| *If this same move were hit by two attacks of 7% each (which normally totals 14%), the armor will be broken, as the unaltered damage of the first hit (7%) is added to all damage taken so far (8.4%) to form an overpowering 15.4%. This can be put into the following equation; '''{(Sum of base damage taken from prior hits} × 1.2) + Base damage of final hit > armor threshold'''.
| | *[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. |
| * Additionally, because ''Ultimate'' does not represent floating points with the 1v1 multiplier properly, armor that would fit the aforementioned equation may still break it. For example, {{SSBU|R.O.B.}}'s [[Arm Rotor]] can break {{SSBU|King K. Rool}}'s [[Crownerang]] despite dealing less than the threshold with repeated hits.
| | *[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 double jump. |
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| ===Knockback-based armor===
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| [[File:BowserToughGuySSB4.gif|thumb|300px|{{SSB4|Bowser}} using [[Tough Guy]] in the air to armor through a specific hitbox of [[Thunder Jolt]].]]
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| 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''.
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| 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.
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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''.
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| 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.
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| 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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| In ''Ultimate'', given that [[knockback]] is calculated before the 1v1 multiplier is applied to damage, knockback-based armor is unaffected by it. However, as in previous games, moves like {{SSBU|Hero}}'s [[Oomph]] and [[Psyche Up]] that ''do'' apply their modifications before knockback will affect it. [[Stale-move negation]] can also affect this through the freshness and staleness multipliers.
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| ==Oddities==
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| ===Faux super armor (''Brawl'')===
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| Faux super armor occurs when two characters are hit with the same hitbox while one has the other in a grab. Whoever has their controller [[port priority|set to the highest numbered slot]] (starting with P4) takes full damage but only flinching slightly from the attack, while the other takes full damage and full knockback.
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| 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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| ===Grab armor (''Brawl'')===
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| In ''Brawl'', when a grab connects with a character that also has an active hitbox, the character that attempted the grab takes the full damage from the hitbox but not the knockback, giving the illusion that grabs have a form of armor. However, this will only occur if the grab actually connects with the other character's hurtbox, and in both previous games, the same character would not have taken the damage.
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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.
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| ==Trivia==
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| *In ''Smash 4'' and ''Ultimate'', a character's voice clip will get cut off if they get hit by an attack during their armor frames. This is best noticeable with {{SSBU|Ganondorf}} when charging up a grounded [[Warlock Punch]].
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| **This also applies to flinchless attacks such as the lasers from Fox's {{b|Blaster|Fox}}.
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| ==See also==
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| * [[List of armored attacks (SSBB)]]
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| * [[List of armored attacks (SSB4)]]
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| * [[List of armored attacks (SSBU)]]
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| * [[Passive armor]]
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| * [[Stone]] - Kirby's [[down special]], which uses a mechanic similar to armor.
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| * [[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.
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| ==External links== | |
| *[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. | |
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| ==References==
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| {{reflist}}
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| [[Category:Game physics]] | | [[Category:Game physics]] |