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Inert: Difference between revisions

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{{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.
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|[[Wind-up Raptor Boost]]
|[[Wind-up Raptor Boost]]
|-
|-
|rowspan=3|{{SSB4|Dark Pit}}
|rowspan=3|[[Dark Pit]]
|[[Electroshock Arm]]
|[[Electroshock Arm]]
|rowspan=1|{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|rowspan=1|{{GameIcon|SSB4}}{{GameIcon|SSBU}}
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|[[Quickshock Arm]]
|[[Quickshock Arm]]
|-
|-
|{{SSBM|Ganondorf}}
|[[Ganondorf]]
|[[Gerudo Dragon]]
|[[Gerudo Dragon]]
|{{GameIcon|SSBM}}
|{{GameIcon|SSBM}}
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|[[Unyielding Blade]]
|[[Unyielding Blade]]
|-
|-
|{{SSB4|Mii Brawler}}
|[[Mii Brawler]]
|[[Onslaught]]
|[[Onslaught]]
|rowspan=3|{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|{{GameIcon|SSB4}}
|-
|-
|{{SSB4|Mii Swordfighter}}
|[[Mii Swordfighter]]
|[[Airborne Assault]]
|[[Airborne Assault]]
|rowspan=2|{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|-
|rowspan=3|{{SSB4|Pit}}
|rowspan=3|[[Pit]]
|[[Upperdash Arm]]
|[[Upperdash Arm]]
|-
|-
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|-
|-
|[[Quickdash Arm]]
|[[Quickdash Arm]]
|-
|rowspan=2|[[Steve]]
|Down aerial (anvil)
|rowspan=2|{{GameIcon|SSBU}}
|-
|Down throw (anvil)
|}
|}


{{Template:Effects}}
{{Effects}}


[[Category:Effects]]
[[Category:Effects]]

Latest revision as of 00:32, April 9, 2024

Raptor Boost, an attack that uses the inert effect.

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]

An icon for denoting incomplete things.
Character Move Games
Captain Falcon Raptor Boost Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate
Heavy Raptor Boost Super Smash Bros. 4
Wind-up Raptor Boost
Dark Pit Electroshock Arm Super Smash Bros. 4Super Smash Bros. Ultimate
Electrocut Arm Super Smash Bros. 4
Quickshock Arm
Ganondorf Gerudo Dragon Super Smash Bros. Melee
Ike Quick Draw Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate
Close Combat Super Smash Bros. 4
Unyielding Blade
Mii Brawler Onslaught Super Smash Bros. 4
Mii Swordfighter Airborne Assault Super Smash Bros. 4Super Smash Bros. Ultimate
Pit Upperdash Arm
Interception Arm Super Smash Bros. 4
Quickdash Arm
Steve Down aerial (anvil) Super Smash Bros. Ultimate
Down throw (anvil)