Armor: Difference between revisions
(separated single moves in the tables) |
(Flame Choke in SSB4 (someone please check how it works for the aerial version (same as Brawl?)) plus some cleanup. Might be missing some final smashes (Wario-Man?)) |
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{{ArticleIcons|ssb=y|ssbm=y|ssbb=y|ssb4=y}} | {{ArticleIcons|ssb=y|ssbm=y|ssbb=y|ssb4=y}} | ||
{{cleanup|Several descriptions in the tables sound awkward.}} | {{cleanup|Several descriptions in the tables sound awkward. Some Final Smashes might be missing.}} | ||
[[File:CH_SA_demo1.jpg|thumb|200px|{{SSBB|Ike}}'s super armor from his [[Aether]] move. Notice how Ike didn't take any knockback from [[Critical Hit]], which is an invariable [[OHKO]] under standard circumstances.]] | [[File:CH_SA_demo1.jpg|thumb|200px|{{SSBB|Ike}}'s super armor from his [[Aether]] move. Notice how Ike didn't take any knockback from [[Critical Hit]], which is an invariable [[OHKO]] under standard circumstances.]] | ||
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! Character !! Moves !! Notes | ! Character !! Moves !! Notes | ||
|- | |- | ||
| {{SSBB|Bowser}} || [[Giga Bowser (Final Smash)|Giga Bowser]]|| | | {{SSBB|Bowser}} || [[Giga Bowser (Final Smash)|Giga Bowser]]|| Entire duration. | ||
|- | |- | ||
| {{SSBB|Charizard}} || [[Fly]] || Frames 4-13, making it useful when jumping out of shield and an effective combo breaker. | | {{SSBB|Charizard}} || [[Fly]] || Frames 4-13, making it useful when jumping out of shield and an effective combo breaker. | ||
|- | |- | ||
| {{SSBB|Diddy Kong}} || [[Rocketbarrel Boost]]|| | | {{SSBB|Diddy Kong}} || [[Rocketbarrel Boost]]|| Grounded version only. | ||
|- | |- | ||
| rowspan="3" | {{SSBB|Donkey Kong}} || [[Giant Punch]] || Only if fully charged; while moving his arm forward but the attack needs to make contact with his left arm and before it is released. | | rowspan="3" | {{SSBB|Donkey Kong}} || [[Giant Punch]] || Only if fully charged; while moving his arm forward but the attack needs to make contact with his left arm and before it is released. | ||
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|- | |- | ||
| [[Flare Blitz]]/[[Blast Burn]] || During the active charge portion it has Heavy armor which blocks attacks which deal up to 14% damage. | | [[Flare Blitz]]/[[Blast Burn]] || During the active charge portion it has Heavy armor which blocks attacks which deal up to 14% damage. | ||
|- | |||
| [[Mega Charizard X]] || Entire duration. | |||
|- | |- | ||
| {{SSB4|Dark Pit}} || [[Electroshock Arm]] || Gains super armor during the uppercut. | | {{SSB4|Dark Pit}} || [[Electroshock Arm]] || Gains super armor during the uppercut. | ||
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| [[Kong Cyclone]] || From the 2nd hit in front until shortly before the last 2-3 swings. | | [[Kong Cyclone]] || From the 2nd hit in front until shortly before the last 2-3 swings. | ||
|- | |- | ||
| [[Forward throw|Cargo throw]] || Gains knockback-based heavy armor | | [[Forward throw|Cargo throw]] || Gains knockback-based heavy armor while carrying the opponent or heavy object (i.e. boxes, crates etc.). | ||
|- | |- | ||
| rowspan=" | | rowspan="3" | {{SSB4|Ganondorf}} || [[Warlock Punch]]/[[Warlock Blade]] || When initiated on the ground, the move will have super armor until Ganondorf begins his punch/thrust forward; also has super armor even when reversed. Does not have super armor if initiated while Ganon is airborne, even if Ganondorf lands on the ground before punching. | ||
|- | |- | ||
| [[Dark Fists]] || | | [[Flame Choke]] || In the grounded version, when holding the opponent off the ground; the opponent also gets super armor. | ||
|- | |||
| [[Dark Fists]] || Frames 6-16 (when the hitbox of the first punch comes out). | |||
|- | |- | ||
| rowspan="2" | {{SSB4|Ike}} || [[Aether]] || Gains a brief duration of super armor while his sword is thrown upwards (frame 18-21). | | rowspan="2" | {{SSB4|Ike}} || [[Aether]] || Gains a brief duration of super armor while his sword is thrown upwards (frame 18-21). | ||
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| All [[smash attack]]s. || They all have super armor during their start-up (forward: 8-15 (angled up/straight), 9-15 (angled down); up: 8-11; down; 7-10 (first hit), 15-17 (second hit)). | | All [[smash attack]]s. || They all have super armor during their start-up (forward: 8-15 (angled up/straight), 9-15 (angled down); up: 8-11; down; 7-10 (first hit), 15-17 (second hit)). | ||
|- | |- | ||
| [[Giga Mac]] || | | [[Giga Mac]] || Entire duration. | ||
|- | |||
| {{SSB4|Lucario}} || [[Mega Lucario]] || Entire duration. | |||
|- | |- | ||
| rowspan="2" | {{SSB4|Mii Brawler}} || [[Ultimate Uppercut]] || During the start-up of the punch, only if fully charged. | | rowspan="2" | {{SSB4|Mii Brawler}} || [[Ultimate Uppercut]] || During the start-up of the punch, only if fully charged. |
Revision as of 11:45, May 11, 2016
Armor, also called launch resistance, knockback resistance, super armor (for infinite knockback resistance), or heavy armor (for finite knockback resistance), is an effect of certain moves or actions in all four Super Smash Bros. games. When a character has armor, they will take less knockback than usual, or (for super armor) not flinch at all. The effect of all types of armor only affects knockback; the attack's full damage will still be taken. Most cases of armor provide an infinite amount of knockback resistance; comparatively few provide only a finite amount. Armor can also be known as light armor if it only protects against extremely weak low-knockback attacks, such as jabs or individual hits of multi-hitting attacks).
An unrelated phenomenon with similar effects known as faux super armor occurs when two characters are hit with the same hitbox while one has the other in a grab. When this occurs, whoever has higher controller port priority takes full damage but only flinching slightly from the attack, while the other takes full damage and full knockback.
In Super Smash Bros. and Melee, when a grab connects with a character that also has an active hitbox, the character that attempted the grab will override the hitbox completely (taking no damage or knockback) and proceed with the grab. In Brawl, the same character takes the damage from the hitbox but not the knockback, giving the illusion of "grab armor", though it is not to be confused with true launch resistance, as this will only occur if the grab actually connects with the other character's hurtbox. In Smash 4, this situation is reversed; the character that attempted the grab will now take full damage and knockback from the hitbox, and the other character will only flinch slightly and take 3% damage or more, depending on the type of grab that was used.
Note that grab hitboxes ignore all variations of armor (as the grab itself produces no knockback), and many bosses (except Giga Bowser in Melee and Master Core's final form in Smash 4) cannot flinch or be knocked back at all, effectively giving them permanent super armor.
In Super Smash Bros. and Super Smash Bros. Melee
Armor is a very uncommon occurrence in the first two games, being limited to Yoshi's double jump cancel counter and crouch canceling, which will reduce knockback to 2/3 of the original value in Smash 64 and Melee (at the cost of poor survival directional influence). The difficulty setting on the single player modes (and events in Melee) also affects the ability to be launched for both the player's character and the CPU characters, with the player's character taking more knockback and the CPUs taking less knockback as the difficulty setting increases. Adjusting the handicap levels in the multiplayer modes in Melee has the same effect.
According to the Japanese Super Smash Bros. website, Yoshi's double jump resistance works by subtracting 120 from the knockback that would have been delivered, with Yoshi not flinching if the result is negative, and Yoshi taking the difference in knockback if the result is positive.
In Super Smash Bros. Brawl
Armor was formally introduced in Brawl; several characters have moves that provide them with infinite launch resistance, usually to allow for such characters to counter attempts to disrupt the incoming attack. Some of these moves are not offensive, however, and there are a few cases of finite launch resistance, as listed below. Crouch canceling no longer affects knockback, but instead affects the amount of freeze frames sustained.
All of the moves are super armor unless otherwise stated.
Character | Moves | Notes |
---|---|---|
Bowser | Giga Bowser | Entire duration. |
Charizard | Fly | Frames 4-13, making it useful when jumping out of shield and an effective combo breaker. |
Diddy Kong | Rocketbarrel Boost | Grounded version only. |
Donkey Kong | Giant Punch | Only if fully charged; while moving his arm forward but the attack needs to make contact with his left arm and before it is released. |
Spinning Kong | Only the grounded version; just before he starts to release it (frames 10-16 first hitting on frame 19); if he leaves the ground with Super Armor frames when using the grounded version, a glitch will make the Super Armor frames last for the entire move. | |
Cargo throw | DK gains knockback-based launch resistance for the entire duration of the move. Also works while holding heavy items. | |
Ganondorf | Flame Choke | In the grounded version, when holding the opponent off the ground; the opponent also gets super armor. In the aerial version, the opponent gets super armor but Ganondorf does not, allowing for strange KOs in places like Norfair or Brinstar where Ganondorf will bounce off the acid, while the opponent will continue their plummet. |
Ike | Aether | After throwing his sword in the air, but before he leaps up towards his sword. |
Eruption | Some frames after the special move button is released but before the sword hits the ground. | |
King Dedede | Super Dedede Jump | From the start until just before the apex of the jump. |
Kirby | Stone | The entire duration of the period Kirby is in his Stone transformation, where he will take no damage or knockback, but he can only take up to 29% damage per Stone before he actually sustains knockback. If Kirby takes 30% (or more) damage during a single Stone transformation, he'll be knocked out of Stone and will take the full knockback - but none of the damage - of that hitbox (this is a variation of heavy armor). |
Olimar | Pikmin Order | During the first few frames. Lasts until right after he puts his head down. |
Pit | Mirror Shield | Grounded version only; while pulling the shield out: frames 4-6. |
Snake | Cypher | Snake cannot be flinched by any hitbox that deals exactly 7% or less, regardless of the knockback of the individual hitboxes. Most multi-hit moves deal less than 7% per hit, so they typically cannot interrupt the Cypher (a variation of heavy armor).
(See this post and this followup post on SmashBoards for more details.) |
Squirtle | Forward smash | While moving forward. |
Wario | Forward smash | While moving forward: frames 8-12. |
Wario Waft | When fully charged, during the first few frames. | |
Yoshi | Double jump | Yoshi gains (approximately) 3860mph-worth of knockback resistance, as measured by the post-Brawl stats (under the "top launch speed"). This means that Yoshi will ignore any knockback that would launch him at less than ~3860mph while in his midair jump. As he is damaged, he takes more knockback from an attack with the same launching power, meaning that weaker attacks will begin interrupting his midair jump as Yoshi approaches higher percentages (a variation of heavy armor).
(See this post on SmashBoards for more details.) |
In Super Smash Bros. 4
Smash 4 continues the trend of implementing launch resistance to certain characters, though there is more variation with the strength of armor (some negligible, some infinite, and some based on damage). Crouch canceling now acts as a combination of Melee and Brawl's version of the tactic, although the knockback sustained is only reduced to 85% of the original value.
All of the moves are super armor unless otherwise stated.
Character | Moves | Notes |
---|---|---|
Bowser | All animations | Bowser has universal light armor against attacks that deal negligible knockback, a property nicknamed "Tough Guy" in the tips. |
Giga Bowser | Giga Bowser retains the infinite knockback resistance from Brawl. | |
Bowser Jr. | Clown Kart Dash | Can block attacks which deal up to 7% damage. |
Grounding Dash | During the startup of the move. | |
Charizard | Rock Smash | During the move's start-up, starting from frame 5. Is negated if the boulder is broken before Charizard headbutts it. |
Rock Hurl | Same as Rock Smash, except the super armor starts on frame 1. | |
Fly/Rising Cyclone | During the move's start-up, like in Brawl. | |
Flare Blitz/Blast Burn | During the active charge portion it has Heavy armor which blocks attacks which deal up to 14% damage. | |
Mega Charizard X | Entire duration. | |
Dark Pit | Electroshock Arm | Gains super armor during the uppercut. |
Donkey Kong | Giant Punch | Only receives full super armor when the move is fully charged, when his arm is moving forward just before and during the punch (on frames 11-20). |
Spinning Kong | Only the grounded version, DK gains super armor when he pulls back or just before he starts spinning (frames 8-17, first hit on frame 19). | |
Stubborn Headbutt | Gains super armor for the entire move, including start-up. | |
Kong Cyclone | From the 2nd hit in front until shortly before the last 2-3 swings. | |
Cargo throw | Gains knockback-based heavy armor while carrying the opponent or heavy object (i.e. boxes, crates etc.). | |
Ganondorf | Warlock Punch/Warlock Blade | When initiated on the ground, the move will have super armor until Ganondorf begins his punch/thrust forward; also has super armor even when reversed. Does not have super armor if initiated while Ganon is airborne, even if Ganondorf lands on the ground before punching. |
Flame Choke | In the grounded version, when holding the opponent off the ground; the opponent also gets super armor. | |
Dark Fists | Frames 6-16 (when the hitbox of the first punch comes out). | |
Ike | Aether | Gains a brief duration of super armor while his sword is thrown upwards (frame 18-21). |
Eruption | Only gains super armor 3/4 to fully charged: shortly before the release (ends before hitbox appears) (frame 6-10). | |
King Dedede | Super Dedede Jump/Rising Dedede | Just like in Brawl, it has super armor during the rising portion of the move, until Dedede reaches the apex of his jump. |
Armored Jet Hammer | Once Dedede starts charging the move, it has super armor until Dedede unleashes the move or is interrupted by other means. | |
Kirby | Stone/Grounding Stone/Meteor Stone | Kirby can sustain up to 24% damage while transformed, where he'll take no knockback from all moves regardless of how strong their knockback is, while also taking no damage. Once he sustains more than 24% damage while transformed, he'll be launched as normal, while taking half the damage from the threshold-breaking hitbox. This is a variation of heavy armor. |
Hammer | When fully charged, it'll have super armor during its swing. | |
Giant Hammer | Once Kirby begins charging the move, he'll have super armor until the frame he unleashes it or until he is interrupted by other means. | |
Little Mac | Straight Lunge | Gains percent based heavy armor during the charging and execution (taking 15% or more will knock him out of the move). |
KO Uppercut | Has brief super armor when the punch comes out (frame 8-9). | |
All smash attacks. | They all have super armor during their start-up (forward: 8-15 (angled up/straight), 9-15 (angled down); up: 8-11; down; 7-10 (first hit), 15-17 (second hit)). | |
Giga Mac | Entire duration. | |
Lucario | Mega Lucario | Entire duration. |
Mii Brawler | Ultimate Uppercut | During the start-up of the punch, only if fully charged. |
Exploding Side Kick | During the start-up, before kicking. | |
Olimar | Pikmin Order | Pikmin Order's armor frames are lesser than it was in Brawl. |
Pac-Man | Power Pellet | Towards its end. |
Pit | Upperdash Arm | During the uppercut. |
Roy | Blazer | Has super armor on the grounded version during startup. |
Ryu | Focus Attack | While charging the attack, Ryu will armor through a single hitbox that doesn't deal more than 39% damage, while also sustaining half the damage of the hit, but he will still be hit as normal (interrupted) if struck by a second hitbox regardless of damage/knockback. This is a variation of heavy armor albeit the strongest. |
Wario | Wario Waft | During the startup when fully charged. (frames 5-10) |
Wii Fit Trainer | Volatile Breathing | During the startup of the move. |
Yoshi | Double jump | Yoshi retains the knockback-based heavy armor from Brawl. It can only sustain less than 120 units of knockback, as any stronger move will deal full knockback to Yoshi |
All characters | Home-Run Bat | When the bat is about to be swung. |
Ore Club | When charging and releasing a smash attack. |
External references
- A better 'Super Armor List' Thread: lists characters and their moves that have Super Armor, along with some frame data.
- The Armor Project: explains how knockback-resisting moves that are not super armor work, including Snake's Cypher and Yoshi's double jump.