Armor: Difference between revisions
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*At the beginning when someone [[grab]]s the other, including those performed by special moves ([[Chomp]], [[Dark Dive]], [[Egg Lay]], [[Falcon Dive]], [[Flame Choke]], [[Flying Slam]], [[Force Palm]], [[Inhale]], [[Inhale (King Dedede)]]) | *At the beginning when someone [[grab]]s the other, including those performed by special moves ([[Chomp]], [[Dark Dive]], [[Egg Lay]], [[Falcon Dive]], [[Flame Choke]], [[Flying Slam]], [[Force Palm]], [[Inhale]], [[Inhale (King Dedede)]]) | ||
[[Category:Terms]] | [[Category:Terms]] | ||
*[[PK Thunder]], [[PK Fire]], [[PK Freeze]] (during beginning frames) for [Lucas | *[[PK Thunder]], [[PK Fire]], [[PK Freeze]] (during beginning frames) for [[Lucas]] |
Revision as of 19:49, August 14, 2008
Knockback resistance, known by some as super armor, is a phenomenon that manifests itself during certain moves in all three Super Smash Bros. games. It is defined as a character not flying as far when hit during a certain time, or in some cases not even flinching. Note that knockback resistance, as the name implies, only affects knockback. The attack's full damage will still be taken.
As an example of how knockback resisting works, take Yoshi's double jump. During his upward movement, Yoshi gains (approximately) 120% knockback resistance. This does not mean he flies 120% less distance when hit. It means that when hit, his flight distance is calculated from his current percentage minus 120%. So if Yoshi is hit with 150% damage during his double jump, he wil fly as far as he would if he had 30% damage. If the knockback resistance calculation's result is negative (say -50%) then Yoshi would not even flinch. This would not prevent Yoshi from being affected by hitstun.
In SSB64, knockback resistance was limited to Yoshi's double jump, Giant DK, and Metal Mario. Some could also say that Master Hand has infinite knockback resistance.
In SSBM, Yoshi retained his resistance, while Metal and Giant characters had their resistance decreased a whole lot. Also, Giga Bowser has about 50% knockback resistance when fought in Adventure Mode.
In SSBB, many characters inherit knockback resistance, often in the form of moves that give a temporarily infinite amount:
- Aether (during time when sword is out of hand)
- Eruption (between letting go of the special move button and explosion)
- Bowser's forward smash
- Bowser Bomb (during ascension time)
- Giga Bowser (Final Smash)
- Cypher
- Dolphin Slash (first 4 frames only)
- Fly
- Giant Punch (if fully charged)
- Squirtle's forward smash
- Super Dedede Jump (during ascension time)
- Mirror Shield (right before Pit pulls it out)
- Pikmin Order (during the beginning)
- Wario's forward smash
- Wario Waft
- Yoshi double-jump (during ascension time)
- At the beginning when someone grabs the other, including those performed by special moves (Chomp, Dark Dive, Egg Lay, Falcon Dive, Flame Choke, Flying Slam, Force Palm, Inhale, Inhale (King Dedede))
- PK Thunder, PK Fire, PK Freeze (during beginning frames) for Lucas