Inert: Difference between revisions

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{{ArticleIcons|ssbm=y|ssbb=y|ssb4=y}}
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The '''inert''' [[effect]] is used by a small amount of attacks in the ''{{b|Super Smash Bros.|series}}'' series. Inert [[hitbox]]es are used for hit detection where a normal hitbox would be unsuitable, dealing no [[damage]] or [[knockback]] on their own. For example, the starting portion of [[Captain Falcon]]'s [[Raptor Boost]] uses inert hitboxes to detect a target; contact with an enemy does no damage itself, but initiates the damage-dealing uppercut portion of the attack.
 
The inert effect was introduced in ''[[Melee]]'', and it has appeared (though remained rare) in every game since.
 
==List of attacks with inert hitboxes==
{{incomplete}}
{| class="wikitable sortable" width=40%
|-
!width=8%|Character
!width=28%|Move
!width=8%|Games
|-
|rowspan=3|[[Captain Falcon]]
|[[Raptor Boost]]
|{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}
|-
|[[Heavy Raptor Boost]]
|rowspan=5|{{GameIcon|SSB4}}
|-
|[[Wind-up Raptor Boost]]
|-
|rowspan=3|[[Dark Pit]]
|[[Electroshock Arm]]
|-
|[[Electrocut Arm]]
|-
|[[Quickshock Arm]]
|-
|[[Ganondorf]]
|[[Gerudo Dragon]]
|{{GameIcon|SSBM}}
|-
|rowspan=3|[[Ike]]
|[[Quick Draw]]
|{{GameIcon|SSBB}}{{GameIcon|SSB4}}
|-
|[[Close Combat]]
|rowspan=7|{{GameIcon|SSB4}}
|-
|[[Unyielding Blade]]
|-
|[[Mii Brawler]]
|[[Onslaught]]
|-
|[[Mii Swordfighter]]
|[[Airborne Assault]]
|-
|rowspan=3|[[Pit]]
|[[Upperdash Arm]]
|-
|[[Interception Arm]]
|-
|[[Quickdash Arm]]
|}
 
{{Template:Effects}}
 
[[Category:Effects]]

Revision as of 03:33, December 18, 2017

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