Inert
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The inert effect is used by a small amount of attacks in the Super Smash Bros. series. Inert hitboxes are used for hit detection where a normal hitbox would be unsuitable, usually dealing no damage or knockback on their own. For example, the starting portion of Captain Falcon's Raptor Boost uses inert hitboxes to detect a target; contact with an enemy does no damage itself but initiates the damage-dealing uppercut portion of the attack.
The inert effect was introduced in Melee, and it has appeared (though remained rare) in every game since.
List of attacks with inert hitboxes[edit]
Character | Move | Games |
---|---|---|
Captain Falcon | Raptor Boost | |
Heavy Raptor Boost | ||
Wind-up Raptor Boost | ||
Dark Pit | Electroshock Arm | |
Electrocut Arm | ||
Quickshock Arm | ||
Ganondorf | Gerudo Dragon | |
Ike | Quick Draw | |
Close Combat | ||
Unyielding Blade | ||
Mii Brawler | Onslaught | |
Mii Swordfighter | Airborne Assault | |
Pit | Upperdash Arm | |
Interception Arm | ||
Quickdash Arm | ||
Steve | Down aerial (anvil) | |
Down throw (anvil) |
List of attack effects | |
---|---|
Introduced in Super Smash Bros. | Normal • Coin • Electric • Flame • Slash • Sleep |
Introduced in Super Smash Bros. Melee | Bury • Darkness • Flower • Freezing • Grab • Inert • Reverse • Screw • Stun |
Introduced in Super Smash Bros. Brawl | Aura • Down • Flinchless • Grass • Paralyze • Plunge • Slip • Water |
Introduced in Super Smash Bros. 4 | Blaster • Magic • Obliviate • Stab • Solar |
Introduced in Super Smash Bros. Ultimate | Autoreticle • Chain • Curse • Dedede • Grapple • Ink • Mushroom • Poison • Rapid • Sparks • Fist-Down • Scintilla |