Intangibility: Difference between revisions

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{{ArticleIcons|series=y}}
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[[File:Intangibility.jpg|270px|thumb|{{SSB4|Kirby}} successfully avoiding a Teal Coupe in [[Onett]] with his [[sidestep]].]]
[[File:Intangibility.jpg|270px|thumb|{{SSB4|Kirby}} successfully avoiding a Teal Coupe in [[Onett]] with his [[spot dodge]].]]
'''Intangibility''' is a state in which characters will not be hit by attacks. Attacks will simply not affect intangible targets at all, as if they were not there at all. Intangibility is often attributed to [[dodge]]s, [[tech]]s, edge-grabbing, [[get-up attacks and animations]], certain body parts during certain moves, and the start of a [[shield break]]. Since the character is not hit, a long-lasting attack (or very short intangibility time) may still hit the character once it ends.
'''Intangibility''' is a state in which a hurtbox will not be hit by attacks at all. Intangibility should not be confused with [[invincibility]], as both are different mechanics with different effects.  


Intangibility's negative aspect is that on the [[Planet Zebes]], [[Brinstar]], and [[Norfair]] [[stage]]s, characters will fall straight through the stage's lower hazard rather than sustaining damage and bouncing back up, possibly causing an otherwise preventable [[KO]]. They may occasionally also be KO'd if they are standing on the track on [[Mute City (SSBM)]], [[Port Town Aero Dive]] or [[Mute City SNES]]. In ''Smash 4'', Master Giant's "glowing hands" attack also completely ignores any form of intangibility as well as invincibility (including respawn).
==Overview==
There are many ways to achieve intangibility. Many universal actions such as [[spot dodge]], roll, edge grab, the shield breaking process, among others have intangibility. Certain attacks also possess intangibility, either full body or only specific [[hitbox]]es. While a character is intangible, attacks will simply not affect them, as if they are not there at all. Since the character is not hit, a long-lasting attack (or very short intangibility time) may still hit the character once it ends. This state can be incredibly useful, as it can be used to dodge attacks and make a retreat or capitalize on a reckless opponent and [[punish]] them. Some attacks intentionally make certain body parts intangible in order to make the attack guaranteed to connect without trading with the opponent.
 
Intangibility does have a somewhat niche downside in that on the [[Planet Zebes]], [[Brinstar]], and [[Norfair]] [[stage]]s, intangible characters will fall straight through the stage's lower hazard rather than sustaining damage and bouncing back up, causing an otherwise preventable [[KO]]. They may occasionally also be KO'd if they are standing on the track on [[Mute City (SSBM)]], [[Port Town Aero Dive]] or [[Mute City SNES]]. In ''Smash 4'', Master Giant's "glowing hands" attack also completely ignores any form of intangibility as well as invincibility (including respawn).


In ''[[Super Smash Bros. Melee]]''{{'}}s {{SSBM|debug menu}}, intangibility is displayed by affected [[hurtbox]]es changing from their usual yellow color to a blue color during the intangibility period. A similar feature is present in ''[[Super Smash Bros. Ultimate]]''{{'}}s [[Training Mode]] via an invincibility toggle, which causes intangible parts of characters to acquire a blue tint.
In ''[[Super Smash Bros. Melee]]''{{'}}s {{SSBM|debug menu}}, intangibility is displayed by affected [[hurtbox]]es changing from their usual yellow color to a blue color during the intangibility period. A similar feature is present in ''[[Super Smash Bros. Ultimate]]''{{'}}s [[Training Mode]] via an invincibility toggle, which causes intangible parts of characters to acquire a blue tint.


Intangibility should not be confused with [[invincibility]]. In intangibility, characters can not be affected by attacks at all but in invincibility, characters can be hit by attacks but they will not take any [[damage]] or [[knockback]].  
While the differences are seemingly minor, intangibility is different from [[invincibility]]. Invincibility does cause [[hitlag]], but causes no damage or knockback.


==List==
==List of intangible attacks==
{{incomplete|Item intangibility from past games, custom special moves, stage elements, and moves from past Smash Bros. games with undocumented intangibility}}
{{incomplete|Item intangibility from past games, custom special moves, stage elements, and moves from past Smash Bros. games with undocumented intangibility}}
* Smash attacks in this table are not charged.
* Smash attacks in this table are not charged.
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|rowspan=7|All characters || [[Spot dodge]]/[[Roll]]/[[Air dodge]]<br>[[Edge]] grab<br>[[Tech]]s (Standard, Rolling, Wall, Ceiling)<br>[[Edge recovery]] actions (Climb, Attack, Roll, {{rollover|Jump|This method does not exist in ''Smash 64''|?}})<br>[[Floor recovery]] options (Get up, Roll, Attack)<br>[[Perfect shield]]|| rowspan=7|Entire body || rowspan=2|Varies ||
|rowspan=7|All characters || [[Spot dodge]]/[[Roll]]/[[Air dodge]]<br>[[Edge]] grab<br>[[Tech]]s (Standard, Rolling, Wall, Ceiling)<br>[[Edge recovery]] actions (Climb, Attack, Roll, {{rollover|Jump|This method does not exist in ''Smash 64''|?}})<br>[[Floor recovery]] options (Get up, Roll, Attack)<br>[[Perfect shield]]|| rowspan=7|Entire body || rowspan=2|Varies ||
|-
|-
|Shield break animation || *{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Lasts until the character lands and gets back up <br>*{{GameIcon|SSBB}} Lasts from frames 1-36 on most characters, with the exception of Kirby and Jigglypuff.
|Shield break animation || *{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Lasts until the character lands and gets back up <br>*{{GameIcon|SSBB}} Lasts from frames 1-36 on most characters, with the exception of Kirby and Jigglypuff. <br>*{{GameIcon|SSBU}} Shield break intangibility lasts for 300 frames.
|-
|-
|Shield jump || 1-2{{GameIcon|SSB}} ||
|Shield jump || 1-2{{GameIcon|SSB}} ||
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|-
|-
|[[Rebel's Guard|Tetrakarn/Makarakarn]] || Entire body; head, arm|| 3-4 (startup); 1-8 (counterattack); 1-29 (reflection) {{GameIcon|SSBU}}|| *When reflecting, gains intangibility on his head at frame 1, and on his front-most arm for the remaining frames
|[[Rebel's Guard|Tetrakarn/Makarakarn]] || Entire body; head, arm|| 3-4 (startup); 1-8 (counterattack); 1-29 (reflection) {{GameIcon|SSBU}}|| *When reflecting, gains intangibility on his head at frame 1, and on his front-most arm for the remaining frames
|-
|rowspan=22|[[Kazuya]] || Forward Tilt || lower leg || 12-16 {{GameIcon|SSBU}}
|-
|Back tilt || Upper body; leg || 7-13 (upper body), 10-13 (leg) {{GameIcon|SSBU}}|| *Applies to the attacking leg
|-
|Up tilt || Upper body; arm || 4-10 (upper body; hit 1), 11-24 (upper body; hit 2), 25 & 26 (arm; hit 2) {{GameIcon|SSBU}} || *applies to the attacking arm
|-
|Down tilt || Entire body|| 13-15 {{GameIcon|SSBU}} ||
|-
|Up-forward tilt || Legs || 4-7 (entire legs), 8-16 (lower legs){{GameIcon|SSBU}}
|-
|Down-forward tilt || Leg || 8-11 (hit 1), 25-27 (hit 2) {{GameIcon|SSBU}} ||rowspan=2| *Applies to the attacking leg
|-
|Down-back tilt || Leg || 13-15 {{GameIcon|SSBU}}
|-
|Up-back tilt|| Legs || 7-17 (both legs), 18-21 (non-kicking leg) {{GameIcon|SSBU}}||
|-
|Crouch Attack|| Lower arm || 6-8 {{GameIcon|SSBU}}|| *Applies to the attacking arm
|-
|Forward crouch attack|| Entire body; leg; arm|| 5-14 (entire body), 15 & 16 (arm and leg), 17-19 (arm) || *Applies to right arm and leg
|-
|Back crouch attack|| Leg || 11-16 {{GameIcon|SSBU}}|| *Applies to the attacking leg
|-
|Uncrouching attack|| Upper body; arm || 2-6 (upper body), 13 & 14 (arm) {{GameIcon|SSBU}}|| *Applies to the attacking arm
|-
|Dash attack || Lower legs || 4-7 (both legs), 13-19 (non-kicking leg) {{GameIcon|SSBU}}||
|-
|Double dash attack || Leg || 7-15 {{GameIcon|SSBU}}|| *Applies to the attacking leg
|-
|Up smash || Arm || 12-17 {{GameIcon|SSBU}}|| *Applies to the attacking arm
|-
|Down smash || Arm || 17-19 {{GameIcon|SSBU}}|| *Applies to the attacking arm
|-
|Up aerial || Leg || 4-9 {{GameIcon|SSBU}}|| *Applies to the attacking leg
|-
| [[Crouch Dash]] ||Entire/upper body|| 1, 5-12 (upper body); 2-4 (entire body) {{GameIcon|SSBU}}||
|-
| [[Wind God Fist]] || Upper body; arm || 1-7 (upper body), 8-11 (arm) {{GameIcon|SSBU}}|| rowspan=2| *Applies to the attacking arm
|-
| Electric Wind God Fist || Entire/upper body; arm || 1-3 (upper body), 4-8 (entire body), 9-12 (arm) {{GameIcon|SSBU}}
|-
| [[Dragon Uppercut]] || Entire/upper body || 4 & 5, 12-19 (entire body); 1-3, 7-11, 20-22 (upper body)
|-
| [[Spinning Demon to Left Hook]] || Entire body|| 4-9 {{GameIcon|SSBU}}||
|-
|-
|rowspan=8|[[Ken]] || Neutral attack (held, close) || Upper body || 4-10 {{GameIcon|SSBU}}
|rowspan=8|[[Ken]] || Neutral attack (held, close) || Upper body || 4-10 {{GameIcon|SSBU}}
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|[[Power of Flight]] || Entire body || 9-19 (ground); 15-19 (midair){{GameIcon|SSB4}}{{GameIcon|SSBU}} ||
|[[Power of Flight]] || Entire body || 9-19 (ground); 15-19 (midair){{GameIcon|SSB4}}{{GameIcon|SSBU}} ||
|-
|-
|[[Pokemon Trainer]] || [[Pokemon Change]] || Entire body|| 1-120{{GameIcon|SSBB}}<br>1-25{{GameIcon|SSBU}}|| *{{GameIcon|SSBB}}The maximum amount of frames it takes for the game to load
|[[Pokémon Trainer]] || [[Pokémon Change]] || Entire body|| 1-120{{GameIcon|SSBB}}<br>1-25{{GameIcon|SSBU}}|| *{{GameIcon|SSBB}}The maximum amount of frames it takes for the game to load
|-
|-
| [[Pyra]] || [[Swap]] ||Entire body || 6-18{{GameIcon|SSBU}}||
| [[Pyra]] || [[Swap]] ||Entire body || 6-18{{GameIcon|SSBU}}||
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|-
|-
|[[Spring Jump]]|| 5-13{{GameIcon|SSBB}}{{GameIcon|SSB4}}<br>5-7{{GameIcon|SSBU}}
|[[Spring Jump]]|| 5-13{{GameIcon|SSBB}}{{GameIcon|SSB4}}<br>5-7{{GameIcon|SSBU}}
|-
|rowspan=3|[[Sora]] || Dash Attack || Foot || 7-18 {{GameIcon|SSBU}}||*Applies intangibility to the kicking foot
|-
| Down Smash || Entire body; lower body || 3-10 {{GameIcon|SSBU}}|| *Applies intangibility to entire body on frames 3-6; lower body on frames 7-10
|-
| [[Counterattack (Sora)|Counterattack]] || Entire body || 7 & 8 (activation); 1-29 (counterattack); 1-35 (counterattack; turning around)|| *When countering a projectile, skips 22 startup frames
|-
|-
|[[Squirtle]] || Forward tilt || Tail || 1-8{{GameIcon|SSBB}}{{GameIcon|SSBU}}||
|[[Squirtle]] || Forward tilt || Tail || 1-8{{GameIcon|SSBB}}{{GameIcon|SSBU}}||
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|Forward smash || 6-24 {{GameIcon|SSB}}<br>12-16 {{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSBU}}<br>12-14 {{GameIcon|SSB4}}||*{{GameIcon|SSBM}}Nose is exposed  
|Forward smash || 6-24 {{GameIcon|SSB}}<br>12-16 {{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSBU}}<br>12-14 {{GameIcon|SSB4}}||*{{GameIcon|SSBM}}Nose is exposed  
|-
|-
|Up smash || Head {{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}<br>Foot {{GameIcon|SSB4}}{{GameIcon|SSBU}}|| 6-15 {{GameIcon|SSB}}<br>11-15 {{GameIcon|SSBM}}<br>11-16 {{GameIcon|SSBB}}<br>11-13{{GameIcon|SSB4}}{{GameIcon|SSBU}}||*{{GameIcon|SSBM}}Nose is exposed<br>*{{GameIcon|SSB4}}{{GameIcon|SSBU}}Applies to the attacking foot
|Up smash || Head {{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}<br>Foot {{GameIcon|SSB4}}{{GameIcon|SSBU}}|| 6-15 {{GameIcon|SSB}}<br>11-15 {{GameIcon|SSBM}}<br>11-16 {{GameIcon|SSBB}}<br>11-13{{GameIcon|SSB4}}{{GameIcon|SSBU}}||*{{GameIcon|SSB4}}{{GameIcon|SSBU}}Applies to the attacking foot
|-
|-
|[[Egg Lay]] || Entire body|| 27-49 {{GameIcon|SSBB}}<br>31-53 {{GameIcon|SSB4}}<br>29-51 {{GameIcon|SSBU}}||*When swallowing the opponent<br>*Opponent gains intangibility for 12 {{GameIcon|SSB}}/14 {{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}/7 {{GameIcon|SSBU}} frames when escaping the egg
|[[Egg Lay]] || Entire body|| 27-49 {{GameIcon|SSBB}}<br>31-53 {{GameIcon|SSB4}}<br>29-51 {{GameIcon|SSBU}}||*When swallowing the opponent<br>*Opponent gains intangibility for 12 {{GameIcon|SSB}}/14 {{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}/7 {{GameIcon|SSBU}} frames when escaping the egg
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==Trivia==
==Trivia==
*In ''Ultimate'', if one turns on the "Intangibility display" in Training Mode, intangibility will be displayed on [[SSBU|Bowser]] while he is in his helpless state, and it will appear as though he is fully intangible. This is because during his helpless animation, only his shell and torso are tangible, in order to prevent unexpected interactions.
*In ''Ultimate'', if one turns on the "Intangibility display" in Training Mode, intangibility will be displayed on {{SSBU|Bowser}} while he is in his helpless state, and it will appear as though he is fully intangible. This is because during his helpless animation, only his shell and torso are tangible, in order to prevent unexpected interactions.
*If the [[Shadow]] [[Assist Trophy]] freezes a character while intangible, the character will remain intangible until being unfrozen. This offers some niche competitive strategies where an affected character can achieve intangibility before being frozen and get several seconds where they are unable to receive damage.


[[Category:Game physics]]
[[Category:Game physics]]
[[Category:Special conditions]]
[[Category:Special conditions]]
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