Editing List of armored attacks (SSBU)

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Characters under the effect of damage-based armor will suffer hitlag and damage when hit, but not flinch or take knockback unless the attack deals enough percentage to go over a defined threshold. These are non-cumulative by default, meaning multiple weaker hits will not add up to reach the threshold and break the armor; if an attack's armor is cumulative, it'll be specified.
Characters under the effect of damage-based armor will suffer hitlag and damage when hit, but not flinch or take knockback unless the attack deals enough percentage to go over a defined threshold. These are non-cumulative by default, meaning multiple weaker hits will not add up to reach the threshold and break the armor; if an attack's armor is cumulative, it'll be specified.


{| class="wikitable sortable"
{| class="wikitable"
|-
|-
! Character !! Move !! Active Armor Frames !! % Threshold !!class="unsortable"| Notes
! Character !! Move !! Active Armor Frames !! % Threshold !! Notes
|-
|-
| rowspan="6" | {{SSBU|Bowser}} || {{mvsub|Bowser|SSBU|Forward tilt}} || 7-9 ||rowspan="3" | 4% ||rowspan="3" | All are active 3 frames before the first hitbox comes out, often leading to these being grouped under "tilt armor" by the Bowser playerbase. Lowest threshold in the game, often being difficult to utilize in many matchups.
| rowspan="6" | {{SSBU|Bowser}} || {{mvsub|Bowser|SSBU|Forward tilt}} || 7-9 ||rowspan="3" | 4% ||rowspan="3" | All are active 3 frames before the first hitbox comes out, often leading to these being grouped under "tilt armor" by the Bowser playerbase. Lowest threshold in the game, often being difficult to utilize in many matchups.

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