List of armored attacks (SSBU): Difference between revisions

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(fixed incomplete notes among other things in preparation for mainspacing.)
m (fixed some plant data)
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[[File:DamageBasedArmorUlt.png|400px|thumb|{{SSBU|Snake}}'s [[Cypher]] being hit by Pichu's neutral aerial, but armoring through thanks to damage-based armor.]]
[[File:DamageBasedArmorUlt.png|400px|thumb|{{SSBU|Snake}}'s [[Cypher]] being hit by Pichu's neutral aerial, but armoring through thanks to damage-based armor.]]
''Ultimate'' distributed [[armor]] to a wide range of the cast.  
''Ultimate'' distributed [[armor]] to a wide range of the cast, particularly damage-based armor.  


==Damage-based Armor==
==Damage-based Armor==
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| {{SSBU|Little Mac}} || [[Straight Lunge]] || 1- || 8% || Only move with damage-based armor that can be cancelled with [[shield]]. Armor being Frame 1 makes it a niche combo escape option.  
| {{SSBU|Little Mac}} || [[Straight Lunge]] || 1- || 8% || Only move with damage-based armor that can be cancelled with [[shield]]. Armor being Frame 1 makes it a niche combo escape option.  
|-
|-
| {{SSBU|Piranha Plant}} || [[Long-Stem Strike]] || 18-86 || 15% (Charging), 12% (Release, covers neck) || Known as "Pot Armor" by the Piranha Plant playerbase. Can be released at any point, with a proximity detector from Frame 19. Hitbox comes out from Frame 1-2 (with [[intangibility]] on the teeth) once an opponent comes into range, or if B is pushed early. Halves damage received while armor is active. Upon release, the armor reduces.   
| {{SSBU|Piranha Plant}} || [[Long-Stem Strike]] || 18-86 || 15% (Charging), 12% (Release, covers neck) || Known as "Pot Armor" by the Piranha Plant playerbase. Can be released at any point, with a proximity detector from Frame 19. Hitbox comes out from Frame 1-2 (with [[intangibility]] on the teeth) once an opponent comes into range, or if B is pushed early. 0.8× damage received while armor is active. Upon release, the armor reduces to 12%.   
|-
|-
| {{SSBU|Ryu}} || [[Focus Attack]] || 1-20 (Charge), 1-10 (On release) || 14-28% || Armor lasts a frame shorter than Ken's overall. Armor threshold increases by 0.24% per frame before capping out.  <ref>https://rubendal.github.io/ssbu/#/Character/Ryu https://rubendal.github.io/ssbu/#/Character/Ken, Article SpecialLw</ref>
| {{SSBU|Ryu}} || [[Focus Attack]] || 1-20 (Charge), 1-10 (On release) || 14-28% || Armor lasts a frame shorter than Ken's overall. Armor threshold increases by 0.24% per frame before capping out.  <ref>https://rubendal.github.io/ssbu/#/Character/Ryu https://rubendal.github.io/ssbu/#/Character/Ken, Article SpecialLw</ref>

Revision as of 21:05, February 29, 2020

Snake's Cypher being hit by Pichu's neutral aerial, but armoring through thanks to damage-based armor.

Ultimate distributed armor to a wide range of the cast, particularly damage-based armor.

Damage-based Armor

Character Move Active Armor Frames % Threshold Notes
Bowser Forward tilt 7-9 4% All active 3 frames before the armor comes out, often leading to these being grouped under "tilt armor" by the Bowser playerbase. Lowest threshold in the game.
Up tilt 8-10
Down tilt 7-9
Forward smash 17-21 10% Feet become invincible on Frame 20-26, while the armor is active.
Up smash 11-15 8% Charge Hold being Frame 10 means the armor comes out immediately upon release. Shell becomes invincible from Frame 14-27.
Down smash 5-11 Charge Hold is Frame 5, but it's coded to hold back the armor should the smash attack be held.
Bowser Jr. Clown Kart Dash 20- 7% Only for the Clown Kart Hurtbox. Lasts until Jr either jumps or swerves.
Byleth Aymr 34-63 30% Does not apply in the air, unless Byleth touches the ground prior to Frame 34. Highest in the game.
Captain Falcon Raptor Boost 1-4 (Attack) 10% Proximity detection on Raptor Boost begins Frame 10, in which the armor can begin from that point so long as an opponent is in range.
Charizard Flare Blitz 23-53 15% Deals 5% in recoil damage, as well as an additional 5% on hit.
Incineroar Alolan Whip 1-42 (Back Body Drop) 11.99% Active until the end of the animation itself, past the FAF.
1-58 (Lariat) Active past the FAF of 47, meaning that leaving the animation alone for a period of time can keep it active.
1-4 No practical use.
Cross Chop 4-15 Given this can be used out of shield with no lockout, the armor allows Incineroar to "dodge" potential mixups involving weaker attacks.
King Dedede Jet Hammer 1-14 14% Applies on release of Jet Hammer regardless of charge, grounded only. However, as it is tied to the animation, it can be used offstage through windboxes.
King K. Rool Crownerang 5-63 6% Not to be confused with Belly Super Armor. FAF is 64, leaving a frame where the armor is not active.
Ken Focus Attack 1-20 (Charge), 1-11 (On release) 14-28% Armor ends a frame later for Ken than Ryu. Armor threshold increases by 0.24% per frame before capping out. [1]
Little Mac Straight Lunge 1- 8% Only move with damage-based armor that can be cancelled with shield. Armor being Frame 1 makes it a niche combo escape option.
Piranha Plant Long-Stem Strike 18-86 15% (Charging), 12% (Release, covers neck) Known as "Pot Armor" by the Piranha Plant playerbase. Can be released at any point, with a proximity detector from Frame 19. Hitbox comes out from Frame 1-2 (with intangibility on the teeth) once an opponent comes into range, or if B is pushed early. 0.8× damage received while armor is active. Upon release, the armor reduces to 12%.
Ryu Focus Attack 1-20 (Charge), 1-10 (On release) 14-28% Armor lasts a frame shorter than Ken's overall. Armor threshold increases by 0.24% per frame before capping out. [2]
Snake Cypher 7-94 8% Cypher can also be destroyed in Ultimate, having 13 HP. If it isn't destroyed, Cypher gains a hitbox dealing 6% until it goes off-screen. Snake does not become helpless in either case, but does suffer hitstun.
Terry Buster Wolf 1-15 8% Only usable from 100%+, or 30% of HP in Stamina.
Power Geyser 1-14 5%

Knockback-based Armor

An icon for denoting incomplete things.
Character Move Active Armor Frames KB Threshold Notes
Bowser Tough Guy Passive 19 KB Passive fighter ability.
Donkey Kong Kong Karry 1-15 16 KB Applies instead of throw invincibility when beginning a throw as well, until throw release.
PAC-MAN Power Pellet ? 100 KB Begins as soon as PAC-MAN begins to eat the pellet.
Wario Wario Bike 1- 20 KB Wario only. The bike has 18 HP, and is unaffected by the 1v1 multiplier.
Yoshi Midair jump 1- 150 KB Classified as a fighter ability. Subtractive.

Super Armor

An icon for denoting incomplete things.
Character Move Active Armor Frames Notes
Donkey Kong Giant Punch 11-20 (Grounded), 17-20 (Aerial) Only when fully charged.
Headbutt 5-14 Lasts until hitbox comes out.
Charizard Fly 4-15
Dark Pit Electroshock Arm 11-26 Proximity detection begins frame 16-35 on the ground, 19-35 in the air. Identical to Pit's.
Ganondorf Warlock Punch 11-67 (Default), 21-75 (Reverse) Does not apply in the air.
Giga Bowser Passive --
Ike Eruption 6-10 On release, from mid to full charge only. Takes recoil damage at full charge.
Aether 4-21 Active until Hit 2's hitboxes terminate.
King Dedede Super Dedede Jump 22-34, 69-76 Invincible on frames 18-24, legs are intangible from frame 69 until landing.
Kirby Hammer Flip 1-17 Full charge and grounded only.
Little Mac Forward Smash 8-15 (High/Mid angle), 9-15 (Low angle) Charge Hold is frame 4. Boosted damage when hit during the attack.
Up Smash 8-13 Charge Hold is frame 6. Boosted damage when hit during the attack.
Down Smash 7-10, 15-17 Charge Hold is frame 5. Boosted damage when hit during the attack.
KO Uppercut 8-9 Requires a filled Power Meter to use. Lost if sent into tumble after 4 seconds of obtaining it.
Olimar Pikmin Order 2-7 Pikmin are sorted on frame 2.
Pit Upperdash Arm 11-26 Proximity detection begins frame 16-35 on the ground, 19-35 in the air.
Roy Blazer 4-10 Can be angled from frame 9.
Wario Wario Waft 5-10 Requires full charge.

See also

References