Inert: Difference between revisions
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary |
m (-_-) |
||
(10 intermediate revisions by 8 users not shown) | |||
Line 1: | Line 1: | ||
{{ArticleIcons|ssbm=y|ssbb=y|ssb4=y}} | {{ArticleIcons|ssbm=y|ssbb=y|ssb4=y|ssbu=y}} | ||
[[File:Captain Falcon Side B SSBU.gif|thumb|300px|[[Raptor Boost]], an attack that uses the inert effect.]] | |||
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]] 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, usually 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. | The inert effect was introduced in ''[[Melee]]'', and it has appeared (though remained rare) in every game since. | ||
Line 18: | Line 18: | ||
|- | |- | ||
|[[Heavy Raptor Boost]] | |[[Heavy Raptor Boost]] | ||
|rowspan= | |rowspan=2|{{GameIcon|SSB4}} | ||
|- | |- | ||
|[[Wind-up Raptor Boost]] | |[[Wind-up Raptor Boost]] | ||
Line 24: | Line 24: | ||
|rowspan=3|[[Dark Pit]] | |rowspan=3|[[Dark Pit]] | ||
|[[Electroshock Arm]] | |[[Electroshock Arm]] | ||
|rowspan=1|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |||
|- | |- | ||
|[[Electrocut Arm]] | |[[Electrocut Arm]] | ||
|rowspan=2|{{GameIcon|SSB4}} | |||
|- | |- | ||
|[[Quickshock Arm]] | |[[Quickshock Arm]] | ||
Line 38: | Line 40: | ||
|- | |- | ||
|[[Close Combat]] | |[[Close Combat]] | ||
|rowspan= | |rowspan=2|{{GameIcon|SSB4}} | ||
|- | |- | ||
|[[Unyielding Blade]] | |[[Unyielding Blade]] | ||
Line 44: | Line 46: | ||
|[[Mii Brawler]] | |[[Mii Brawler]] | ||
|[[Onslaught]] | |[[Onslaught]] | ||
|{{GameIcon|SSB4}} | |||
|- | |- | ||
|[[Mii Swordfighter]] | |[[Mii Swordfighter]] | ||
|[[Airborne Assault]] | |[[Airborne Assault]] | ||
|rowspan=2|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |||
|- | |- | ||
|rowspan=3|[[Pit]] | |rowspan=3|[[Pit]] | ||
Line 52: | Line 56: | ||
|- | |- | ||
|[[Interception Arm]] | |[[Interception Arm]] | ||
|rowspan=2|{{GameIcon|SSB4}} | |||
|- | |- | ||
|[[Quickdash Arm]] | |[[Quickdash Arm]] | ||
|- | |||
|rowspan=2|[[Steve]] | |||
|Down aerial (anvil) | |||
|rowspan=2|{{GameIcon|SSBU}} | |||
|- | |||
|Down throw (anvil) | |||
|} | |} | ||
{{ | {{Effects}} | ||
[[Category:Effects]] | [[Category:Effects]] |
Latest revision as of 00:32, April 9, 2024
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, usually 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[edit]
Character | Move | Games |
---|---|---|
Captain Falcon | Raptor Boost | |
Heavy Raptor Boost | ||
Wind-up Raptor Boost | ||
Dark Pit | Electroshock Arm | |
Electrocut Arm | ||
Quickshock Arm | ||
Ganondorf | Gerudo Dragon | |
Ike | Quick Draw | |
Close Combat | ||
Unyielding Blade | ||
Mii Brawler | Onslaught | |
Mii Swordfighter | Airborne Assault | |
Pit | Upperdash Arm | |
Interception Arm | ||
Quickdash Arm | ||
Steve | Down aerial (anvil) | |
Down throw (anvil) |
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 |