Editing Invincibility

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[[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 where a hurtbox 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.  
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.  


''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.
Invincibility should not be confused with [[intangibility]] or [[armor]]. During invincibility, all knockback and damage is canceled when the character is hit. In regards to intangibility, however, the character cannot be affected by either knockback or damage in the first place. [[Armor]] has characters sustain damage, but not knockback.  


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.
==List==
 
==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}}
{{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.
* Smash attacks in this table are not charged.
*All attacks from ''Smash 4'' and ''Ultimate'' display invincibility values as of their latest updates.
* 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>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
| [[Revival platform|Respawn]] || {{rollover|120|in ''Ultimate'', the maximum decrease is 60|?}} {{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{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
| [[Banjo]] & [[Kazooie]] || [[Wonderwing]] || Entire body|| 18-53 {{GameIcon|SSBU}}|| *Vulnerable to grabs
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|[[Fox]] || [[Fire Fox]] || Entire body || 29-42{{GameIcon|SSB}}||*Only grants invincibility in the NTSC-J version
|[[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
|rowspan=2|[[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}}||
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|-
|-
|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==
==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.
*If the [[Shadow]] [[Assist Trophy]] freezes a character while invincible, the character will remain invincible until being unfrozen. This offer 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]]

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