List of armored attacks (SSBU): Difference between revisions

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| {{SSBU|Chrom}} || [[Soaring Slash]] || 10-30 ||
| {{SSBU|Chrom}} || [[Soaring Slash]] || 10-30 ||
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| rowspan="3" | {{SSBU|Donkey Kong}} || [[Giant Punch]] || 11-20 (Grounded), 17-20 (Aerial) || Only when fully charged.
| rowspan="3" | {{SSBU|Donkey Kong}} || [[Giant Punch]] || 11-20 (Grounded), 17-20 (Aerial) || Only when fully charged. It is active for 10 frames during both the startup and the active frames of the move. Landing during the startup of the move grants DK the armor frames of the grounded version.
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| [[Headbutt]] || 5-14 || Lasts until hitbox comes out.
| [[Headbutt]] || 5-14 || It is active quickly and for 10 frames during startup, but then leaves a 5 frames gap with no armor before the first active frame.
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|[[Spinning Kong]] || 5-17 || Arm intangibility frames 19-24. Grounded version only.
|[[Spinning Kong]] || 5-17 || Grounded version only. It is active quickly and for 13 frames during startup, but then leaves a 1 frame gap with no armor before the first active frame. Arm intangibility frames 19-24.
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| {{SSBU|Dark Pit}} || [[Electroshock Arm]] || 11-26 || Proximity detection begins frame 16-35 on the ground, 19-35 in the air. Identical to Pit's.
| {{SSBU|Dark Pit}} || [[Electroshock Arm]] || 11-26 || Proximity detection begins frame 16-35 on the ground, 19-35 in the air. Identical to Pit's.
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