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. | ||
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! Character !! Move !! Active Armor Frames !! % Threshold !! | ! Character !! Move !! Active Armor Frames !! % Threshold !! Notes | ||
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| 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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| {{SSBU|Wario}} || [[Wario Bike]] || 1- || 20 KB and 60 KB || Moves dealing 20 KB or less won't make Wario flinch, but moves dealing under 60 KB won't launch him away, instead putting him in a forced dismount animation that lasts for 25 frames. Wario doesn't take any knockback during this animation, instead dropping straight down from where he was hit. The bike itself has 18 HP (unaffected by the [[1v1 multiplier]]) and can act as protection against attempts to contest it. The bike explodes when the HP is depleted; if Wario is still on the bike when that happens, he is dealt damage by the explosion, which is a throw dealing 6% (7.2% in 1v1), bypassing his armor. | | {{SSBU|Wario}} || [[Wario Bike]] || 1- || 20 KB and 60 KB || Moves dealing 20 KB or less won't make Wario flinch, but moves dealing under 60 KB won't launch him away, instead putting him in a forced dismount animation that lasts for 25 frames. Wario doesn't take any knockback during this animation, instead dropping straight down from where he was hit. The bike itself has 18 HP (unaffected by the [[1v1 multiplier]]) and can act as protection against attempts to contest it. The bike explodes when the HP is depleted; if Wario is still on the bike when that happens, he is dealt damage by the explosion, which is a throw dealing 6% (7.2% in 1v1), bypassing his armor. | ||
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| {{SSBU|Yoshi}} || [[Fighter ability|Midair jump]] || 1-44 || 120 KB || Classified as a [[fighter ability]]. This unique armor has been dubbed "subtractive armor" by the Yoshi playerbase | | {{SSBU|Yoshi}} || [[Fighter ability|Midair jump]] || 1-44 || 120 KB || Classified as a [[fighter ability]]. This unique armor has been dubbed "subtractive armor" by the Yoshi playerbase, since the knockback applied to Yoshi after breaking through the armor is significantly lowered, as the armor subtracts the KB needed to break it before letting the rest go to Yoshi. Technically, the hit that breaks the armor sees its total knockback reduced by up to 120 when applied to Yoshi. The minimum knockback an attack that breaks the armor can do is 60 KB. | ||
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==Super armor== | ==Super armor== | ||
Characters under the effect of super armor will suffer hitlag and damage when hit, but | Characters under the effect of super armor will suffer hitlag and damage when hit, but not flinch nor take knockback. Super armor, by default, does not break, no amount of percentage or launch force is enough to beat it. | ||
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| [[Ore Club]] || 13~ || Lasts during charge and attack; ceases when the hitbox ends. | | [[Ore Club]] || 13~ || Lasts during charge and attack; ceases when the hitbox ends. | ||
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| {{SSBU|Charizard}} || [[Fly]] || 4-15 || Activates quickly for 12 frames, covering part of the startup and lasting until the second set of hitboxes is active. | | {{SSBU|Charizard}} || [[Fly]] || 4-15 || Activates quickly for 12 frames, covering part of the the startup and lasting until the second set of hitboxes is active. | ||
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| {{SSBU|Chrom}} || [[Soaring Slash]] || 10-30 || Active for 21 frames, starting as soon as the first hitbox is active and lasting until the start of the rise. | | {{SSBU|Chrom}} || [[Soaring Slash]] || 10-30 || Active for 21 frames, starting as soon as the first hitbox is active and lasting until the start of the rise. | ||
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| {{SSBU|Pit}} || [[Upperdash Arm]] (Dash) || 11-26 || The armor stops as soon as the move detects an opponent and transitions into the swing, which can happen starting frame 16 while grounded and 19 while airborne. This cuts the armor frames short and leaves 1 frame of vulnerability before the swing's first active hitbox. Ergo, the move can lose to long-lasting active hitboxes if the armor doesn't absorb all the hits. | | {{SSBU|Pit}} || [[Upperdash Arm]] (Dash) || 11-26 || The armor stops as soon as the move detects an opponent and transitions into the swing, which can happen starting frame 16 while grounded and 19 while airborne. This cuts the armor frames short and leaves 1 frame of vulnerability before the swing's first active hitbox. Ergo, the move can lose to long-lasting active hitboxes if the armor doesn't absorb all the hits. | ||
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| {{SSBU|Roy}} || [[Blazer]] (Grounded) || 4-10 || Active for 6 frames total, covering part | | {{SSBU|Roy}} || [[Blazer]] (Grounded) || 4-10 || Active for 6 frames total, covering part the the startup and lasting until the second set of hitboxes is active. Additionally, the move grants full body [[intangibility]] on frame 9 while the first hitbox is active, technically replacing the armor during that singular frame. This single frame of intangibility is also present in the aerial version of the move. | ||
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| {{SSBU|Wario}} || [[Wario Waft]] (Fully Charged) || 4-13 || Active for 10 frames during both the startup and the active frames of the first hit of the move. Because of its fast nature, it has niche use as an [[out of shield]] option. | | {{SSBU|Wario}} || [[Wario Waft]] (Fully Charged) || 4-13 || Active for 10 frames during both the startup and the active frames of the first hit of the move. Because of its fast nature, it has niche use as an [[out of shield]] option. | ||
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[[File:BellyArmor high.png|thumb|200px|Belly Super Armor, damaged.]] | [[File:BellyArmor high.png|thumb|200px|Belly Super Armor, damaged.]] | ||
{{Main|Belly Super Armor}} | {{Main|Belly Super Armor}} | ||
{{SSBU|King K. Rool}} has his own unique variation of damage-based armor named '''Belly Super Armor'''. | {{SSBU|King K. Rool}} has his own unique variation of damage-based armor named '''Belly Super Armor'''. It has 18.01 HP halving damage between itself and King K. Rool, making it effectively 36.02 HP. If it runs out, it breaks, putting King K. Rool into a [[shield break]] animation. | ||
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