Editing Invincibility

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{ArticleIcons|series=y}}
{{ArticleIcons|series=y}}
{{incomplete|Definitely missing some moves}}
[[File:Invincibility.jpg|270px|thumb|{{SSB4|Pac-Man}} demonstrates invincibility due to the [[Super Star]].]]
[[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.
'''Invincibility''' is a state during which a character cannot be attacked or [[damage]]d. Attacks will hit (so the attacker takes [[hitlag]]), but will not deal [[damage]], [[knockback]], or [[hitstun]]. 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''.


==Overview==
Invincibility's negative aspect is that on the [[Planet Zebes]], [[Brinstar]], and [[Norfair]] [[stage]]s, 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]].
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.
 
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]].


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.
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.


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.  
Invincibility should not be confused with [[intangibility]]. In invincibility, all knockback and damage is canceled when the character is hit. In intangibility, however, the character cannot be affected by either knockback or damage in the first place.


''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.
==Examples==
 
{{incomplete|Item invincibility from past games, custom special moves, stage elements, and moves from past Smash Bros. games with undocumented intangibility}}
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.
* Smash attacks in this table are not charged.
 
==List of invincible attacks==
{{incomplete|Item invincibility from past games, custom special moves, stage elements, and moves from past Smash Bros. games with undocumented invincibility}}
*Smash attacks in this table are not charged.
*All attacks from ''Smash 4'' and ''Ultimate'' display invincibility values as of their latest updates.
{| class="wikitable"
{| class="wikitable"
!scope="col"|User/Item
|-
!scope="col"|Move
! scope="col"|User/Item
!scope="col"|Part of Character
! scope="col"|Move
!scope="col"|Invincibility Frames
! scope="col"|Part of Character
!scope="col"|Notes
! scope="col"|Invincibility Frames
! scope="col"|Notes
|-
|-
! scope="row" colspan=5|{{anchor|By Characters}} By Characters
! 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
|rowspan=2|All characters || Throws || rowspan=2|Entire body ||Varies{{GameIcon|SSB64}}{{GameIcon|SSBU}}<br>8{{GameIcon|SSBM}}{{GameIcon|SSBB}}<br>18{{GameIcon|SSB4}}||*In ''Ultimate'', 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
| [[Revival platform|Respawn]] || {{rollover|120|in ''Ultimate'', the maximum decrease is 60|?}} {{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}||*Commences the moment the character dismounts from the Revival Platform<br>**As of ''Ultimate'', 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
| [[Banjo & Kazooie]] || [[Wonderwing]] || Entire body|| 18-53 {{GameIcon|SSBU}}|| *Vulnerable to grabs
|-
|-
|rowspan=3|[[Bowser]]|| Back aerial || Shell || 3-15{{GameIcon|SSBB}}||
|rowspan=3|[[Bowser]]|| Back aerial || Shell || 3-15{{GameIcon|SSBB}}||
|-
|-
| Forward smash || Feet|| 20-25{{GameIcon|SSB4}}{{GameIcon|SSBU}}||
| Forward smash || Feet|| 20-25{{GameIcon|SSBU}}||
|-
|-
| Up smash || Shell || 14-27{{GameIcon|SSBB}}{{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=2|[[Hero]]|| Forward tilt || Left arm and leg|| 9-11{{GameIcon|SSBU}}|| *Grants invincibility on just the left arm for frames 10-11
|-
|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|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}}||
|[[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
|[[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
Line 61: Line 49:
|[[Mii Brawler]]|| [[Flashing Mach Punch]]||Entire body||11-66{{GameIcon|SSBU}}||*Only if the attack lands
|[[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.
|[[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}}||
|-
|-
|[[Ness]]|| |[[PK Thunder]] || Entire body|| 1-9{{GameIcon|SSB64}}<br>1-17{{GameIcon|SSB64}}(NTSC-J)||*Applies to PK Thunder 2 only
|[[Ness]]|| |[[PK Thunder]] || Entire body|| 1-9{{GameIcon|SSB64}}<br>1-17{{GameIcon|SSB64}}(NTSC-J)||*Applies to PK Thunder 2 only
Line 75: Line 63:
|[[Rosalina & Luma]] || [[Luma Shot]] ||Luma || 4-20{{GameIcon|SSB4}}{{GameIcon|SSBU}}||*Only when fully charged
|[[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}}||
|[[Samus]] || [[Screw Attack]] || Entire body || 1-5 (ground){{GameIcon|SSB64}}(NTSC-U/PAL); 1-11 (ground){{GameIcon|SSB64}}(NTSC-J)<br>1-3 (midair){{GameIcon|SSB64}}||
|-
|-
|[[Snake]] || [[Covering Fire]] || Entire body|| 1~{{GameIcon|SSBU}}|| *Lasts until Snake gets up from his kneeling posture
|[[Snake]] || [[Covering Fire]] || Entire body|| 1~{{GameIcon|SSBU}}|| *Lasts until Snake gets up from his kneeling posture
Line 81: Line 69:
|[[Sonic]] ||[[Super Sonic]] || Entire body|| 1~{{GameIcon|SSBB}}{{GameIcon|SSB4}} ||*Lasts for the entire duration
|[[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
|[[Squirtle]] || [[Withdraw]] || Entire body|| 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.
|[[Yoshi]]|| Shield || Entire body || 1-6 (activation){{GameIcon|SSB64}}{{GameIcon|SSBM}}||
|-
|-
! scope="row" colspan=5|{{anchor|By Items}} By Items
! scope="row" colspan=5|{{anchor|By Items}} By Items
Line 104: Line 92:
|-
|-
|colspan=2|[[PictoChat 2]] (Pipes) || Entire body || 1-51{{GameIcon|SSBU}}|| *When emerging from a pipe
|colspan=2|[[PictoChat 2]] (Pipes) || Entire body || 1-51{{GameIcon|SSBU}}|| *When emerging from a pipe
|-
|}
|}
==Trivia==
*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]]
[[Category:Game physics]]
[[Category:Special conditions]]
[[Category:Special conditions]]

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 1 meta category: