Editing Invincibility

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'''Invincibility frames''' are the period of time (measured in [[frame]]s) during which one cannot be hit.
[[File:Invincibility.jpg|270px|thumb|{{SSB4|Pac-Man}} demonstrates invincibility due to the [[Super Star]].]]
'''Invincibility''' is a state where a hurtbox cannot be attacked or [[damage]]d. Attacks will connect, but will not deal [[damage]], [[knockback]], or [[hitstun]], though the attacker will still experience [[hitlag]]. Invincibility should not be confused with [[intangibility]] or [[armor]], as all three are different mechanics with different effects.


==Overview==
These include:
There are many ways to achieve invincibility in-game. The most common way is to respawn, where the player is invincible for a certain amount of time after leaving the [[revival platform]]. Certain attacks also have invincibility, some covering the whole body and others only covering certian hitboxes. If a player attacks an opponent while they are invincible, the player will receive the normal amount of [[hitlag]], but the opponent will otherwise be unaffected. Characters who are invincible can still be affected by certain [[windbox]]es, as well as [[Master Core|Master Giant's]] grab attack in ''Smash 4''. This can be incredibly useful for the opponent, as they can capitalize on the attacker still being in hitlag and [[punish]] them or bait a certain reaction by using an attack with invincibility.
* At the beginning of [[Get-up attacks and animations]]
* At the beginning of [[Tech]]s (all kinds)
* When [[rolling]] or [[sidestepping]].
* At the beginning of [[wall jump]]s
* At the beginning of certain moves, like Samus' and Bowser's Up + B's (Screw Attack and Whirling Fortress)
* Grabbing the edge of a stage


Invincibility does have a somewhat niche downside in that on the [[Planet Zebes]], [[Brinstar]], and [[Norfair]] [[stage]]s, invincible characters will fall straight through the stage's lower hazard, rather than sustaining damage and bouncing back up. They may occasionally also be KO'd if they are standing on the track on [[Port Town Aero Dive]], and both the [[Mute City (SSBM)|''Melee'' Mute City]] and the [[Mute City SNES|''Smash 3DS'' Mute City]].
Some characters' A attacks have partial invincibility which applies only to select body parts for a short time.


In ''[[Super Smash Bros. Melee]]''{{'}}s {{SSBM|debug menu}}, invincibility is displayed by affected [[hurtbox]]es changing from their usual yellow color to a green color during the invincibility period. A similar feature is present in ''[[Super Smash Bros. Ultimate]]''{{'}}s [[Training Mode]] via an invincibility toggle, which causes invincible parts of characters to acquire a green tint.
These include, but are not limited to:


In ''[[Super Smash Bros. Brawl]]'', it is actually possible to hit an opponent normally out of invincibility. If an attack connects while the opponent is invincible and then the invincibility ends while the attacker is still in hitlag, the attack will actually hit the opponent when they become vulnerable due to the hitlag extending the duration of the hitbox. This is only the case in ''Brawl'' however, as in every other game the attack will not connect against the opponent once they become vulnerable.
* [[Peach]] up smash (head and arms invincible)
* [[Fox]], [[Falco]] down smash (legs invincible)
* [[Yoshi]] dash attack (head invincible)
* [[Ness]] up tilt (head invincible)


''Ultimate'' introduced {{SSBU|Sora}}, who possesses a [[Counterattack (Sora)|counter]] that staggers any opponent that connects an attack. This can even stagger fully invincible characters, forcing them out of invincibility.
During these invincibility frames (represented in debug mode by blue hitboxes), characters cannot be touched by attacks; that is, an attacker will not suffer hitstun lag, and projectiles will continue right past the character.


While the differences are seemingly minor, invincibility is different from both intangibility and armor. Intangibility is where a character cannot be hit at all, not even triggering hitlag. Armor is where a character sustains damage, but not knockback. Armor can also sometimes be broken with regular attacks outside of the Sora example.
There is a second type of invincibility (hitbox colour of green) which is identical to the first, except the character can be hit (although not affected): attackers suffer hitstun lag and projectiles stop on collision. This kind of invincibility is much rarer:


==List of invincible attacks==
* After you respawn, when you leave the platform (120 frames, or 2 seconds)
{{incomplete|Item invincibility from past games, custom special moves, stage elements, and moves from past Smash Bros. games with undocumented invincibility}}
* When both [[Ice Climbers]] up B, the secondary climber gains it for nearly 1 second
*Smash attacks in this table are not charged.
* At the beginning of any throw (besides [[Bowser]]'s Koopa Klaw throws) for 8 [[frames]]
*All attacks from ''Smash 4'' and ''Ultimate'' display invincibility values as of their latest updates.
* When you touch a starman, you gain it for  seconds
{| class="wikitable"
!scope="col"|User/Item
!scope="col"|Move
!scope="col"|Part of Character
!scope="col"|Invincibility Frames
!scope="col"|Notes
|-
! scope="row" colspan=5|{{anchor|By Characters}} By Characters
|-
|rowspan=2| All characters || Throws || rowspan=2|Entire body ||Varies{{GameIcon|SSB64}}{{GameIcon|SSBU}}<br>1-8{{GameIcon|SSBM}}{{GameIcon|SSBB}}<br>1-18{{GameIcon|SSB4}}||*{{GameIcon|SSBU}}Invincibility lasts until the opponent is thrown
|-
| [[Revival platform|Respawn]] || 120{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}<br>Varies (60-120){{GameIcon|SSBU}}||*Commences the moment the character dismounts from the Revival Platform<br>**{{GameIcon|SSBU}}The amount of invincibility frames decreases the longer it takes to dismount from the Revival Platform
|-
| [[Banjo]] & [[Kazooie]] || [[Wonderwing]] || Entire body|| 18-53 {{GameIcon|SSBU}}|| *Vulnerable to grabs
|-
|rowspan=3|[[Bowser]]|| Back aerial || Shell || 3-15{{GameIcon|SSBB}}||
|-
| Forward smash || Feet|| 20-25{{GameIcon|SSB4}}{{GameIcon|SSBU}}||
|-
| Up smash || Shell || 14-27{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}||
|-
|[[Fox]] || [[Fire Fox]] || Entire body || 29-42{{GameIcon|SSB}}||*Only grants invincibility in the NTSC-J version
|-
|rowspan=3|[[Hero]]|| Forward tilt || Left arm and leg|| 9-11{{GameIcon|SSBU}}|| *Grants invincibility on just the left arm for frames 10-11
|-
| [[Command Selection|Kaclang]]|| Entire body|| 15-314{{GameIcon|SSBU}}||*Only vulnerable to another Hero using Metal Slash
|-
| [[Command Selection|Hocus Pocus]]|| Entire body || 1-600{{GameIcon|SSBU}}||*One of the rare random effects of Hocus Pocus is giving Hero the effect of a [[Super Star]], doing so 1.22% of the time.
|-
|[[Ice Climbers]] ||[[Belay]]|| Partner ||16-33{{GameIcon|SSBU}}||
|-
|[[Ike]] || [[Counter]] || Entire body || 11-16 (startup), 1-6 (counterattack){{GameIcon|SSBB}}<br>9-16 (startup); 1-5 (counterattack){{GameIcon|SSB4}}||
|-
|[[Incineroar]] || [[Darkest Lariat]] || Entire body|| 5-57{{GameIcon|SSBU}}|| *Applies invincibility to:<br>**Entire body on frames 5-6<br>**Head and arms on frame 7<br>**Arms on frames 8-57
|-
||[[Lucas]]|| Up smash || Entire body|| 1-4{{GameIcon|SSBB}}{{GameIcon|SSB4}}<br>1-7{{GameIcon|SSBU}}||
|-
|[[Luigi]] || [[Luigi Cyclone]] || Entire body || 4-8 (ground), 1-7 (midair){{GameIcon|SSBU}}||
|-
|[[Mii Brawler]]|| [[Flashing Mach Punch]]||Entire body||11-66{{GameIcon|SSBU}}||*Only if the attack lands
|-
|[[Mr. Game & Watch]]||Up smash || Head, arm, and foot{{GameIcon|SSB4}}<br>Entire body{{GameIcon|SSBU}} ||4-25{{GameIcon|SSB4}}<br>21-25{{GameIcon|SSBU}}||*{{GameIcon|SSB4}}The arm and foot which are intangible depends on the direction Mr. Game & Watch is facing.
|-
|[[Ness]]|| |[[PK Thunder]] || Entire body|| 1-9{{GameIcon|SSB64}}<br>1-17{{GameIcon|SSB64}}(NTSC-J)||*Applies to PK Thunder 2 only
|-
|rowspan=2|[[Palutena]] || Dash attack|| rowspan=2| Upper body|| 4-15{{GameIcon|SSB4}}<br>5-16{{GameIcon|SSBU}}||*{{GameIcon|SSBU}}After frame 6, invincibility applies to her left arm
|-
|Back aerial || 3-10{{GameIcon|SSB4}}<br>7-10{{GameIcon|SSBU}}||*{{GameIcon|SSBU}}After frame 7, invincibility applies to her left arm
|-
|[[Ridley]] || [[Skewer]]||Entire body|| 4-47{{GameIcon|SSBU}} ||*When sweetspotted
|-
|[[R.O.B.]]|| [[Diffusion Beam]] || Entire body|| 1~ {{GameIcon|SSBB}}||*Lasts while the beam is active
|-
|[[Rosalina & Luma]] || [[Luma Shot]] ||Luma || 4-20{{GameIcon|SSB4}}{{GameIcon|SSBU}}||*Only when fully charged
|-
|[[Samus]] || [[Screw Attack]] || Entire body || 1-5 (ground){{GameIcon|SSB64}}<br>1-11 (NTSC-J ground){{GameIcon|SSB64}}<br>1-3 (midair){{GameIcon|SSB64}}||
|-
|[[Snake]] || [[Covering Fire]] || Entire body|| 1~{{GameIcon|SSBU}}|| *Lasts until Snake gets up from his kneeling posture
|-
|[[Sonic]] ||[[Super Sonic]] || Entire body|| 1~{{GameIcon|SSBB}}{{GameIcon|SSB4}} ||*Lasts for the entire duration
|-
|[[Squirtle]] || [[Withdraw]] || Entire body|| 20~{{GameIcon|SSBB}}<br>22~{{GameIcon|SSBU}}|| *Unlike other instances of invincibility, instead of collision "bubbles" appearing when an attack lands and a blunt sound effect being heard, one can both hear and see the attack's visual effects as if there were no invincibility frames at all
|-
|[[Yoshi]]|| Shield || Entire body || 1-3 (activation){{GameIcon|SSB64}}<br>1-6 (activation){{GameIcon|SSBM}}|| *{{GameIcon|SSBM}} Starting from frame 3, Yoshi is considered to be in shield so he will shield attacks from this point onwards.
|-
! scope="row" colspan=5|{{anchor|By Items}} By Items
|-
|colspan=2|[[Dragoon]] || Entire body || 1-119{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}||*After the attack, while descending back to the stage
|-
|colspan=2|[[Golden Hammer]] ||rowspan=2| Entire body ||rowspan=2| 1{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} || rowspan=2|*Also affects the opponent<br>*Lasts until hitstun ends
|-
|colspan=2|[[Hammer]]
|-
|colspan=2|[[Super Star]] || Entire body || 1-600 {{GameIcon|SSB64}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} || *
|-
! scope="row" colspan=5|{{anchor|By Pokémon}} By Pokémon
|-
|colspan=2|[[Ditto]]|| Varies || Varies{{GameIcon|SSBU}}|| *When performing any move or action that grants invincibility
|-
! scope="row" colspan=5|{{anchor|By Stage Element}} By Stage Element
|-
|colspan=2|[[Mushroom Kingdom (SSB)]] (Warp Pipes) || Entire body || 1-49{{GameIcon|SSBU}} || *When emerging from a pipe
|-
|colspan=2|[[PictoChat 2]] (Pipes) || Entire body || 1-51{{GameIcon|SSBU}}|| *When emerging from a pipe
|}


==Trivia==
In [[Brawl], during this kind of invincibility, characters can still be damaged and knocked back by the [[Team Healer]] and [[Issac]]'s attack.
*If the [[Shadow]] [[Assist Trophy]] freezes a character while invincible, the character will remain invincible until being unfrozen. This offers some niche competitive strategies where an affected character can achieve invincibility before being frozen and get several seconds where they are unable to receive damage.


[[Category:Game physics]]
Because any [[hitbox]] cannot hit the same object consecutively, attacks that hit this hittable invincibility will be unable to hit the character if the invincibility (such as respawn invincibility) ends before the hitbox does. With the touchless invincibility (such as a dodge), a long lasting [[hitbox]] (such as Mr. Game and Watch's forward tilt) will "wait it out" and hit the character when the invincibility ends.
[[Category:Special conditions]]
 
 
[[Category:Terms]]
[[Category:Game Physics]]

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