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| [[Aether]] || 5-35 (Grounded), 15-35 (Aerial) || The grounded version is active quickly and for 31 frames, it starts during the startup. The aerial version is active for 21 frames, and starts as soon as the first hitbox is active. Both last until the start of the rise. | | [[Aether]] || 5-35 (Grounded), 15-35 (Aerial) || The grounded version is active quickly and for 31 frames, it starts during the startup. The aerial version is active for 21 frames, and starts as soon as the first hitbox is active. Both last until the start of the rise. | ||
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| {{SSBU|Incineroar}} || [[ | | {{SSBU|Incineroar}} || [[Revenge]] || 3-27 || It is active quickly and for 25 frames. Damage reduction multiplier of 0.4, meaning Incineroar will only be dealt 40% of a move's total damage while under the effect of that armor. Instead of having a Counterbox like most other counters, this armor acts as hit detection, transitioning into the counter attack on hit. Full Body Intangibility on frames 1-14 of the counter attack, leaving no vulnerable frames between the armor window and the counter attack's animation. | ||
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| {{SSBU|Joker}} || [[ | | {{SSBU|Joker}} || [[Rebel's Guard]] || 3 and lasting until release || It is active all throughout the guard, which starts quickly on frame 3 and lasts until frames 19-79 depending on how long it is held. Damage reduction multiplier of 0.4, meaning Joker will only be dealt 40% of a move's total damage while under the effect of that armor. Instead of having a Counterbox like most other counters, this armor acts as hit detection, and allow transitioning into the counter attack on hit if Joker releases the input during or 20 frames after hitlag. Full Body Intangibility on frames 1-14 of the counter attack, leaving no vulnerable frames between the armor window and the counter attack's animation. | ||
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| {{SSBU|King Dedede}} || [[Super Dedede Jump]] || 22-34, 69-76 || It is active for 13 frames during the rise, and then for 7 frames during the fall, leaving a 34 frames gap with no armor between the 1st and 2nd armor windows. Full Body Intangibility on frames 18-21, leaving no vulnerable frames between this and the first armor window, and Intangibility on the feet starting frame 69 and lasting until landing. | | {{SSBU|King Dedede}} || [[Super Dedede Jump]] || 22-34, 69-76 || It is active for 13 frames during the rise, and then for 7 frames during the fall, leaving a 34 frames gap with no armor between the 1st and 2nd armor windows. Full Body Intangibility on frames 18-21, leaving no vulnerable frames between this and the first armor window, and Intangibility on the feet starting frame 69 and lasting until landing. |
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