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 | '''Invincibility''' is a state where a hurtbox cannot be attacked or [[damage]]d. Attacks will connect, but will not deal [[damage]], [[knockback]], or [[hitstun]]. Invincibility should not be confused with [[intangibility]] or [[armor]], as all three are different mechanics with different effects. | ||
==Overview== | ==Overview== | ||
There are many ways to achieve invincibility in | 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, they 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 opponent 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]]. | 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]]. | ||
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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 | 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 | ''[[Super Smash Bros. Ultimate]]'' introduced {{SSBU|Sora}}, who posesses a [[Counterattack (Sora)|Counter]] that staggers any opponent that connects an attack. This can even stagger fully invincible characters, forcing them out of invincibility. | ||
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. | 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 of invincible attacks== | ==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}} | | [[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= | |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 | ||
|- | |- | ||
|[[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 | ||
|- | |||
|} | |} | ||