From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
|
|
Line 1: |
Line 1: |
| {{ArticleIcons|ssbm=y|ssbb=y|ssb4=y}}
| | OOOF |
| | |
| 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