Editing Intangibility

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There are many ways to achieve intangibility. Many universal actions such as [[spot dodge]], roll, edge grab, the shield breaking process, among others have intangibility. Certain attacks also possess intangibility, either full body or only specific [[hitbox]]es. While a character is intangible, attacks will simply not affect them, as if they are not there at all. Since the character is not hit, a long-lasting attack (or very short intangibility time) may still hit the character once it ends. This state can be incredibly useful, as it can be used to dodge attacks and make a retreat or capitalize on a reckless opponent and [[punish]] them. Some attacks intentionally make certain body parts intangible in order to make the attack guaranteed to connect without trading with the opponent.
There are many ways to achieve intangibility. Many universal actions such as [[spot dodge]], roll, edge grab, the shield breaking process, among others have intangibility. Certain attacks also possess intangibility, either full body or only specific [[hitbox]]es. While a character is intangible, attacks will simply not affect them, as if they are not there at all. Since the character is not hit, a long-lasting attack (or very short intangibility time) may still hit the character once it ends. This state can be incredibly useful, as it can be used to dodge attacks and make a retreat or capitalize on a reckless opponent and [[punish]] them. Some attacks intentionally make certain body parts intangible in order to make the attack guaranteed to connect without trading with the opponent.


Intangibility does have a somewhat niche downside in that on the [[Planet Zebes]], [[Brinstar]], and [[Norfair]] [[stage]]s, intangible characters will fall straight through the stage's lower hazard rather than sustaining damage and bouncing back up, causing an otherwise preventable [[KO]]. They may occasionally also be KO'd if they are standing on the track on [[Mute City (SSBM)]], [[Port Town Aero Dive]] or [[Mute City SNES]]. In ''Smash 4'', Master Giant's "glowing hands" attack also completely ignores any form of intangibility as well as invincibility (including respawn).
Intangibility does have a somewhat niche downside in that on the [[Planet Zebes]], [[Brinstar]], and [[Norfair]] [[stage]]s, intangible characters will fall straight through the stage's lower hazard rather than sustaining damage and bouncing back up, possibly causing an otherwise preventable [[KO]]. They may occasionally also be KO'd if they are standing on the track on [[Mute City (SSBM)]], [[Port Town Aero Dive]] or [[Mute City SNES]]. In ''Smash 4'', Master Giant's "glowing hands" attack also completely ignores any form of intangibility as well as invincibility (including respawn).


In ''[[Super Smash Bros. Melee]]''{{'}}s {{SSBM|debug menu}}, intangibility is displayed by affected [[hurtbox]]es changing from their usual yellow color to a blue color during the intangibility period. A similar feature is present in ''[[Super Smash Bros. Ultimate]]''{{'}}s [[Training Mode]] via an invincibility toggle, which causes intangible parts of characters to acquire a blue tint.
In ''[[Super Smash Bros. Melee]]''{{'}}s {{SSBM|debug menu}}, intangibility is displayed by affected [[hurtbox]]es changing from their usual yellow color to a blue color during the intangibility period. A similar feature is present in ''[[Super Smash Bros. Ultimate]]''{{'}}s [[Training Mode]] via an invincibility toggle, which causes intangible parts of characters to acquire a blue tint.

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