Inert: Difference between revisions
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{{ArticleIcons|ssbm=y|ssbb=y|ssb4=y}} | |||
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 03:34, December 18, 2017
The inert effect is used by a small amount of attacks in the Super Smash Bros. series. Inert hitboxes 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
List of attack effects | |
---|---|
Introduced in Super Smash Bros. | Normal • Coin • Electric • Flame • Slash • Sleep |
Introduced in Super Smash Bros. Melee | Bury • Darkness • Flower • Freezing • Grab • Inert • Reverse • Screw • Stun |
Introduced in Super Smash Bros. Brawl | Aura • Down • Flinchless • Grass • Paralyze • Plunge • Slip • Water |
Introduced in Super Smash Bros. 4 | Blaster • Magic • Obliviate • Stab • Solar |
Introduced in Super Smash Bros. Ultimate | Autoreticle • Chain • Curse • Dedede • Grapple • Ink • Mushroom • Poison • Rapid • Sparks • Fist-Down • Scintilla |