Super Smash Bros. Ultimate

List of armored attacks (SSBU): Difference between revisions

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{{ArticleIcons|ultimate=y}}
{{ArticleIcons|ultimate=y}}
[[File:DamageBasedArmorUlt.png|400px|thumb|{{SSBU|Snake}}'s [[Cypher]] being hit by Pichu's neutral aerial, but armoring through thanks to damage-based armor.]]
[[File:DamageBasedArmorUlt.png|250px|thumb|{{SSBU|Snake}}'s [[Cypher]] being hit by {{SSBU|Pichu}}'s neutral aerial, but armoring through thanks to damage-based armor.]]
''Ultimate'' distributed [[armor]] to a wide range of the cast, particularly damage-based armor, and mostly to heavyweights such as {{SSBU|Bowser}}. It also introduced [[Belly Super Armor]] to {{SSBU|King K. Rool}}, furthering its presence in the game. It was also made more varied and fleshed out, with more forms of armor reducing damage or having different functions.  
''Super Smash Bros. Ultimate'' distributed [[armor]] to a wide range of the cast, particularly damage-based armor, and mostly to heavyweights such as {{SSBU|Bowser}}. It also introduced [[Belly Super Armor]] to {{SSBU|King K. Rool}}, furthering its presence in the game. It was also made more varied and fleshed out, with more forms of armor reducing damage or having different functions.


==Damage-based Armor==
==Damage-based armor==
Characters under the effect of Damage Based Armor will suffer hitlag and damage when hit, but not flinch or take knockback unless the attack deals enough percentage to go over a defined threshold. These are non-cumulative by default, meaning multiple weaker hits will not add up to reach the threshold and break the armor, if an armor is cumulative it'll be specified.
Characters under the effect of damage-based armor will suffer hitlag and damage when hit, but not flinch or take knockback unless the attack deals enough percentage to go over a defined threshold. These are non-cumulative by default, meaning multiple weaker hits will not add up to reach the threshold and break the armor; if an attack's armor is cumulative, it'll be specified.


{| class="wikitable"
{| class="wikitable sortable"
|-
|-
! Character !! Move !! Active Armor Frames !! % Threshold !! Notes
! Character !! Move !! Active Armor Frames !! % Threshold !!class="unsortable"| Notes
|-
|-
| rowspan="6" | {{SSBU|Bowser}} || {{mvsub|Bowser|SSBU|Forward tilt}} || 7-9 ||rowspan="3" | 4% ||rowspan="3" | All active 3 frames before the first hitbox comes out, often leading to these being grouped under "tilt armor" by the Bowser playerbase. Lowest threshold in the game.
| rowspan="6" | {{SSBU|Bowser}} || {{mvsub|Bowser|SSBU|Forward tilt}} || 7-9 ||rowspan="3" | 4% ||rowspan="3" | All are active 3 frames before the first hitbox comes out, often leading to these being grouped under "tilt armor" by the Bowser playerbase. Lowest threshold in the game, often being difficult to utilize in many matchups.
|-
|-
|{{mvsub|Bowser|SSBU|Up tilt}} || 8-10
|{{mvsub|Bowser|SSBU|Up tilt}} || 8-10
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|{{mvsub|Bowser|SSBU|Down tilt}} || 7-9
|{{mvsub|Bowser|SSBU|Down tilt}} || 7-9
|-
|-
|{{mvsub|Bowser|SSBU|Forward smash}} || 17-21 || 10% || Feet become [[invincible]] on Frame 20-26, while the armor is active.
|{{mvsub|Bowser|SSBU|Forward smash}} || 17-21 || 10% || Feet become [[invincible]] on Frame 20-26, starting just before the hitbox becomes active on frame 22. Thus, there is both armor and invincibility on frames 20 and 21, making the two frames before the early hit very well-protected.
|-
|-
|{{mvsub|Bowser|SSBU|Up smash}} || 11-15 ||rowspan="2" | 8% || Charge Hold being Frame 10 means the armor comes out immediately upon release. Shell becomes [[invincible]] from Frame 14-27.
|{{mvsub|Bowser|SSBU|Up smash}} || 11-15 || rowspan="2" | 8% || The charge hold is frame 10, so the armor comes out immediately upon release and disappears once the hitbox becomes active. Additionally, the shell becomes [[invincible]] from frames 14-27.
|-
|-
|{{mvsub|Bowser|SSBU|Down smash}} || 5-11 || Charge Hold is Frame 5, but it's coded to hold back the armor should the smash attack be held.
|{{mvsub|Bowser|SSBU|Down smash}} || 5-11 || The charge hold is frame 5, but it's coded to hold back the armor should the smash attack be held, making it usable on reaction.
|-
|-
| {{SSBU|Bowser Jr.}} || [[Clown Kart Dash]] || 20- || 7% || Only for the Clown Kart Hurtbox. Lasts until Jr either jumps or swerves.  
| {{SSBU|Bowser Jr.}} || [[Clown Kart Dash]] || 20- || {{rollover|9%|Clown Kart takes 0.88× damage, technically making it 10.227272…%|?}} || Only for the Clown Kart hurtbox. Lasts until Bowser Jr. either jumps or swerves, making it have minor use as a counterattack should the player jump and use up aerial.
|-
|-
| {{SSBU|Byleth}} || [[Aymr]] || 34-63 || 30% || Does not apply in the air, unless Byleth touches the ground prior to Frame 34. Highest in the game.  
| {{SSBU|Byleth}} || [[Aymr]] || 34-63 || 30% || Does not apply in the air unless Byleth touches the ground prior to Frame 34; the armor lingers into the first two frames of hitbox duration. Reversing Aymr while grounded maintains the armor. Highest threshold in the game.
|-
|-
| {{SSBU|Captain Falcon}} || [[Raptor Boost]] || 1-4 (Attack) || 10% || Proximity detection on Raptor Boost begins Frame 10, in which the armor can begin from that point so long as an opponent is in range.  
| {{SSBU|Captain Falcon}} || [[Raptor Boost]] || 1-4 (Attack) || 10% || Proximity detection on Raptor Boost begins frame 10, in which the armor can begin from that point so long as an opponent triggers the attack. Because of the startup, duration, and proximity detection, this armor tends to lose to multi-hit hitboxes.
|-
|-
| {{SSBU|Charizard}} || [[Flare Blitz]] || 23-53 || 15% || Deals 5% in [[recoil damage]], as well as an additional 5% on hit.
| {{SSBU|Charizard}} || [[Flare Blitz]] || 23-53 || 15% || Deals 5% in [[recoil damage]] upon use, as well as an additional 5% on hit.
|-
|-
| {{SSBU|Dr. Mario}} || [[Dr. Tornado]] || 5-9 || 10% || Active for 5 frames before the first hitbox is active. The armor will not start while Dr. Mario is airborne, it does so as soon as he touches the ground during the startup, and stays active even while rising up and becoming airborne again.
| {{SSBU|Dr. Mario}} || [[Dr. Tornado]] || 2-9 || 10% || Active for 8 frames before the first hitbox is active. The armor will not start while Dr. Mario is airborne; it does so as soon as he touches the ground during the startup and stays active even while rising up and becoming airborne again.
|-
|-
| {{SSBU|Hero}} || [[Kazap]] || 50-71 || 15% || Requires 42 [[MP Gauge|MP]]. Armor disappears at the same time as the last hit, leaving Hero extremely vulnerable if whiffed, as the FAF is 127.  
| {{SSBU|Hero}} || [[Kazap]] || 50-71 || 15% || Requires 42 [[MP Gauge|MP]]. Armor disappears at the same time as the last hit, leaving Hero extremely vulnerable if whiffed, as the FAF is 127.
|-
|-
| rowspan="4" | {{SSBU|Incineroar}} || rowspan="3" | [[Alolan Whip]] || 1-42 (Back Body Drop) || rowspan="4" | 11.99% || Active until the end of the animation itself, past the FAF.
| rowspan="4" | {{SSBU|Incineroar}} || rowspan="3" | [[Alolan Whip]] || 1-42 (Back Body Drop) || rowspan="4" | 11.99% || Active until the end of the animation itself. Because it goes past the FAF, Incineroar can use the opportunity to counterattack.
|-
|-
| 1-58 (Lariat) || Active past the FAF of 47, meaning that leaving the animation alone for a period of time can keep it active.
| 1-58 (Lariat) || Active past the FAF of 47, meaning that leaving the animation alone for a period of time can keep it active and allow Incineroar to counterattack.
|-
|-
| 1-4 (Failure) || No practical use.
| 1-4 (Failure) || No practical use.
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| [[Cross Chop]] || 4-15 || Given this can be used [[out of shield]] with no lockout, the armor allows Incineroar to "dodge" potential mixups involving weaker attacks.
| [[Cross Chop]] || 4-15 || Given this can be used [[out of shield]] with no lockout, the armor allows Incineroar to "dodge" potential mixups involving weaker attacks.
|-
|-
| {{SSBU|King Dedede}} || [[Jet Hammer]] || 1-14 || 14% || Applies on release of Jet Hammer regardless of charge, grounded only. However, as it is tied to the animation, it can be used offstage through [[windbox]]es.  
| rowspan="4" | {{SSBU|Kazuya}} || {{mvsub|Kazuya|SSBU|Forward smash}} || 7-24 || 10% || Applies upon charge release, allowing use on reaction.
|-
| {{mvsub|Kazuya|SSBU|Up smash}} || 7-11 || 6% ||
|-
| {{mvsub|Kazuya|SSBU|Down smash}} || 7-15 || 6% ||
|-
|-
| {{SSBU|King K. Rool}} || [[Crownerang]] || 6-63 || 12% ||  Lasts until the FAF. This armor is "cumulative", meaning multiple weaker hits can add up to reach the threshold and break the armor. Was 6% prior to version 8.0.0. Not to be confused with [[Belly Super Armor]].
| [[Heaven's Door]] || 5-14 || 10% || Applies until the grab successfully executes.
|-
| {{SSBU|Ken}} || [[Focus Attack]] || 1-20 (Charge), 1-11 (On release) || {{rollover|7-14%|Takes 0.5× damage during move, technically making it 14-28%|?}} || Armor ends a frame later for Ken than Ryu. Armor threshold increases by 0.12% per frame before capping out.
|-
| {{SSBU|King Dedede}} || [[Jet Hammer]] || 1-14 || 14% || Applies on release of Jet Hammer regardless of charge, grounded only. However, as it is tied to the animation, it can be used offstage through [[windbox]]es.
|-
| {{SSBU|King K. Rool}} || [[Crownerang]] || 6-63 || 12% ||  Lasts until the FAF. This armor is "cumulative", using the following equation to determine breakage: '''(Base Damage of prior hits) * 1.2 + (Base Damage of the last hit) > 12%'''. Was 6% prior to version 8.0.0. Not to be confused with [[Belly Super Armor]].
|-
|-
| {{SSBU|Kirby}} || [[Stone]] || 19-? || 25% || Can be cancelled early.
| {{SSBU|Kirby}} || [[Stone]] || 19-? || 25% || Can be cancelled early.
|-
|-
| {{SSBU|Ken}} || [[Focus Attack]] || 1-20 (Charge), 1-11 (On release) || 14-28% || Armor ends a frame later for Ken than Ryu. Armor threshold increases by 0.24% per frame before capping out. <ref>https://rubendal.github.io/ssbu/#/Character/Ryu https://rubendal.github.io/ssbu/#/Character/Ken, Article SpecialLw</ref>
| rowspan="2" | {{SSBU|Little Mac}} || rowspan="2" | [[Straight Lunge]] || 1- (Charging) || 8% || Only move with damage-based armor that can be cancelled with [[shield]]. Armor being frame 1 and usable in the air makes it a niche combo escape option. Cannot be [[Charge storage canceling|charge storage cancelled]].
|-
| rowspan="2" | {{SSBU|Little Mac}} || rowspan="2" | [[Straight Lunge]] || 1- (Charging) || 8% || Only move with damage-based armor that can be cancelled with [[shield]]. Armor being Frame 1 makes it a niche combo escape option.  
|-
|-
| 1- (Attack) || 14% || Increased armor on release, ending at the same time as the hitbox. Also applies in the air.
| 1- (Attack) || 14% || Increased armor on release, ending at the same time as the hitbox. Also applies in the air.
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| {{SSBU|Mii Brawler}} || [[Suplex]] || - || 11.99% ||Begins as soon as the opponent is grabbed; ends when the opponent is launched.
| {{SSBU|Mii Brawler}} || [[Suplex]] || - || 11.99% ||Begins as soon as the opponent is grabbed; ends when the opponent is launched.
|-
|-
| {{SSBU|Piranha Plant}} || [[Long-Stem Strike]] || 18-86 || 15% (Charging), 12% (Release, covers neck) || Known as "Pot Armor" by the Piranha Plant playerbase. Can be released at any point, with a proximity detector from Frame 19. Hitbox comes out from Frame 1-2 (with [[intangibility]] on the head) once an opponent comes into range, or if B is pushed early. 0.8× damage received while armor is active. Upon release, the armor reduces to 12%.
| {{SSBU|Piranha Plant}} || [[Long-Stem Strike]] || 18-86 || 15% (Charging), 12% (Release, covers neck) || Known as "Pot Armor" by the Piranha Plant playerbase. Can be released at any point, with a proximity detector from Frame 19. Hitbox comes out from Frame 1-2 (with [[intangibility]] on the head) once an opponent comes into range, or if B is pushed early. 0.8× damage received while armor is active. Upon release, the armor reduces to 12%.
|-
|-
| {{SSBU|Ryu}} || [[Focus Attack]] || 1-20 (Charge), 1-10 (On release) || 14-28% || Armor lasts a frame shorter than Ken's overall. Armor threshold increases by 0.24% per frame before capping out. <ref>https://rubendal.github.io/ssbu/#/Character/Ryu https://rubendal.github.io/ssbu/#/Character/Ken, Article SpecialLw</ref>
| {{SSBU|Ridley}} ||  [[Space Pirate Rush]] || 22 (dragging)-release || 9% || Begins on frame 22 of the dragging animation. If Ridley is hit by an hitbox he can armor during this time, the damage will be reduced by x0.75.<ref>https://twitter.com/Meshima_/status/1389350854629617664</ref>
|-
| {{SSBU|Ryu}} || [[Focus Attack]] || 1-20 (Charge), 1-10 (On release) || {{rollover|7-14%|Takes 0.5× damage damage during move, technically making it 14-28%|?}} || Armor lasts a frame shorter than Ken's overall. Armor threshold increases by 0.12% per frame before capping out.
|-
|-
| rowspan=3| {{SSBU|Sephiroth}} || {{mvsub|Sephiroth|SSBU|Forward smash}} || 10-23 || rowspan=3| 20% ||rowspan=3| Applies only when in [[Winged Form]].
| rowspan=3| {{SSBU|Sephiroth}} || {{mvsub|Sephiroth|SSBU|Forward smash}} || 10-23 || rowspan=3| 20% ||rowspan=3| Applies only when in [[Winged Form]].
|-
|-
| {{mvsub|Sephiroth|SSBU|Up smash}} || 14-22 ||
| {{mvsub|Sephiroth|SSBU|Up smash}} || 14-22
|-
|-
| {{mvsub|Sephiroth|SSBU|Down smash}} || 10-20 ||
| {{mvsub|Sephiroth|SSBU|Down smash}} || 10-20
|-
|-
| {{SSBU|Snake}} || [[Cypher]] || 7-94 || 8% || Cypher can also be destroyed in ''Ultimate'', having 13 HP. If it isn't destroyed, Cypher gains a hitbox dealing 6% until it goes off-screen. Snake does not become [[helpless]] in either case, but does suffer [[hitstun]].
| {{SSBU|Snake}} || [[Cypher]] || 7-94 || 8% || Cypher can also be destroyed in ''Ultimate'', having 13 HP. If it isn't destroyed, Cypher gains a hitbox dealing 6% until it goes off-screen. Snake does not become [[helpless]] in either case, but does suffer [[hitstun]].
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|}
|}


==Knockback-based Armor==
==Knockback-based armor==
These are attacks that have armor up to a certain knockback threshold. This means that armor can be more easily broken the more damaged the player is and is effectively non-existent against a strong enough attack.
These are attacks that have armor up to a certain knockback threshold. This means that armor can be more easily broken the more damaged the player is and is effectively non-existent against a strong enough attack.


{{incomplete|Very sure more characters have the trait, just need the data.}}
{| class="wikitable"
{| class="wikitable"
|-
|-
! Character !! Move !! Active Armor Frames !! KB Threshold !! Notes
! Character !! Move !! Active Armor Frames !! KB Threshold !! Notes
|-
|-
| {{SSBU|Bowser}} || [[Tough Guy]] || Passive || 19 KB || Passive [[fighter ability]], active at all time.
| {{SSBU|Bowser}} || [[Tough Guy]] || Passive || 19 KB ||  Classified as a [[fighter ability]]. Tough Guy remains active at all times, even during attacks.
|-
| {{SSBU|Diddy Kong}} || [[Rocketbarrel Boost]] || 8- (charging) || 30 KB ||  Active all throughout the charge, which starts on frame 8 and last for 60 frames before the first hitbox is active upon release. Activates regardless of whether Diddy Kong is in the air or on the ground.
|-
| {{SSBU|Donkey Kong}} || Kong Karry || 1- || 80 KB || Starts frame 1 after the transition to Cargo and lasts until the opponent's release or the start of a Cargo throw. This armor also applies when Donkey Kong is carrying a large item like a [[crate]] or a [[barrel]].
|-
| [[Giga Bowser]] || [[Tough Guy]] || Passive || 95 KB ||  Classified as a [[fighter ability]]. Tough Guy remains active at all times, even during attacks, just like Bowser's.
|-
|-
| {{SSBU|Donkey Kong}} || Kong Karry || 1- || 80 KB || Starts frame 1 after the transition to Cargo and lasts until the opponent's release or the start of a Cargo throw. This armor also applies when Donkey Kong is carrying a large item like a crate or a barrel.
| {{SSBU|Kazuya}} || [[Tough Body]] || Passive || 14 KB || Classified as a [[fighter ability]]. Tough Body remains active at all times, even during attacks.
|-
|-
| {{SSBU|Wario}} || [[Wario Bike]] || 1- || 20 KB || Wario only. The bike has 18 HP, and is unaffected by the [[1v1 multiplier]]. If a move is armored, Wario will enter the dismount animation.  
| {{SSBU|Steve}} || [[Minecart]] || 18- || 60 KB || Activates as soon as Steve enters the minecart, and remains until he leaves. The minecart has 7 HP and is destroyed when it's depleted, like Snake's Cypher. However, the minecart will not be destroyed if its HP is lowered to 0 during the first 17 frames of the move; it will operate as usual once Steve sits in it on frame 18, effectively staying active with 0 HP until something hits and destroys it.
|-
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| {{SSBU|Yoshi}} || [[Fighter ability|Midair jump]] || 1- || 150 KB || Classified as a [[fighter ability]].  
| {{SSBU|Wario}} || [[Wario Bike]] || 1- || 20 KB and 60 KB || Moves dealing 20 KB or less won't make Wario flinch, but moves dealing under 60 KB won't launch him away, instead putting him in a forced dismount animation that lasts for 25 frames. Wario doesn't take any knockback during this animation, instead dropping straight down from where he was hit. The bike itself has 18 HP (unaffected by the [[1v1 multiplier]]) and can act as protection against attempts to contest it. The bike explodes when the HP is depleted; if Wario is still on the bike when that happens, he is dealt damage by the explosion, which is a throw dealing 6% (7.2% in 1v1), bypassing his armor.
|-
|-
| {{SSBU|Yoshi}} || [[Fighter ability|Midair jump]] || 1-44 || 120 KB || Classified as a [[fighter ability]]. This unique armor has been dubbed "subtractive armor" by the Yoshi playerbase. Unlike all other attacks on this list where the character takes full knockback if the threshold is exceeded, The attack's knockback will be reduced by 120 KB, with only the remainder being applied to Yoshi. The armor will only break if said remainder is more than 0. This allows Yoshi to survive attacks that would KO most other characters in the same situation simply by double jumping. The minimum knockback an attack that breaks the armor can do is 60 KB.
|}
|}


==Super Armor==
==Super armor==
Characters under the effect of Super Armor will suffer hitlag and damage when hit, but not flinch nor take knockback. Super Armor, by default, does not break, no amount of percentage or launch force is enough to beat it.
Characters under the effect of super armor will suffer hitlag and damage when hit, but they will not flinch, nor take knockback. Super armor, by default, does not break, as no amount of percentage or launch force is enough to beat it. However, super armor does not protect fighters from [[windbox]]es, while [[grab]]s and certain [[Final Smash]]es can ignore super armor completely.


<!--- Byleth does not have Super Armor on Aymr, see Damage-based Armor list. That's an early meta rumour. --->
{{incomplete|Highly likely there are a few that were missed out. Giga Bowser may be a Tough Guy variant given he can be launched.}}
{| class="wikitable"
{| class="wikitable"
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| rowspan="2" | All characters || [[Home-Run Bat]] || 41-56 ||
| rowspan="2" | All characters || [[Home-Run Bat]] || 41-56 ||
|-
|-
| [[Ore Club]] || 13~ || Lasts during charge and attack; ceases when the hitbox ends
| [[Ore Club]] || 13~ || Lasts during charge and attack; ceases when the hitbox ends.
|-
|-
| {{SSBU|Charizard}} || [[Fly]] || 4-15 || It is active quickly and for 12 frames, covering part the the startup and lasting until the second set of hitboxes is active.
| {{SSBU|Charizard}} || [[Fly]] || 4-15 || Activates quickly for 12 frames, covering part of the startup and lasting until the second set of hitboxes is active.
|-
|-
| {{SSBU|Chrom}} || [[Soaring Slash]] || 10-30 || It is active for 21 frames, starts as soon as the first hitbox is active, and lasts until the start of the rise.
| {{SSBU|Chrom}} || [[Soaring Slash]] || 10-30 || Active for 21 frames, starting as soon as the first hitbox is active and lasting until the start of the rise.
|-
|-
| rowspan="3" | {{SSBU|Donkey Kong}} || [[Giant Punch]] (Fully Charged) || 11-20 (Grounded), 17-20 (Aerial) || It is active for 10 frames during both the startup and the active frames of the move. Landing during the startup of the move grants DK the armor frames of the grounded version.
| {{SSBU|Dark Pit}} || [[Electroshock Arm]] (Dash) || 11-26 || The armor stops as soon as the move detects an opponent and transitions into the swing, which can happen starting frame 16 while grounded and 19 airborne, cutting the armor frames short, and leaving 1 frame of vulnerability before the swing's first active hitbox. Ergo, it loses to long-lasting active hitboxes if the armor doesn't absorb all the hits first.
|-
|-
| [[Headbutt]] || 5-14 || It is active quickly and for 10 frames during startup, but then leaves a 5 frames gap with no armor before the first active frame.
| rowspan="3" | {{SSBU|Donkey Kong}} || [[Giant Punch]] (Fully Charged) || 11-20 (Grounded), 17-20 (Aerial) || Active for 10 frames during both the startup and the active frames of the move. As of 3.1.0, landing during the startup of the move grants Donkey Kong the superior armor frames of the grounded version.
|-
|-
| [[Spinning Kong]] (Grounded) || 5-17 || It is active quickly and for 13 frames during startup, but then leaves a 1 frame gap with no armor before the first active frame. Arm intangibility frames 19-24.
| [[Headbutt]] || 5-14 || Active for 10 frames during startup but then leaves a 5 frames gap with no armor before the first active frame, making it strictly used for armoring through single-hit attacks.
|-
|-
| {{SSBU|Dark Pit}} || [[Electroshock Arm]] (Dash) || 11-26 || The armor stops as soon as the move detects an opponent and transitions into the swing, which can happen starting frame 16 (Grounded), 19 (Aerial) of the move, cutting the armor frames short, and leaving 1 frame of vulnerability before the swing's first active hitbox.  
| [[Spinning Kong]] (Grounded) || 5-17 || Active for 13 frames during startup, but then leaves a 1 frame gap with no armor before the first active frame. The decent startup gives it niche use as an [[out of shield]] option, but the committal nature and small vulnerability window can be problematic. Grants arm intangibility on frames 19-24.
|-
|-
| rowspan="2" | {{SSBU|Ganondorf}} || [[Warlock Punch]] (Grounded) || 11-67 (Default), 21-75 (Reverse) || By default, it is active for 57 frames during startup, but then leaves a 2 frames gap with no armor before the first active frame. When reversed, it is active for 55 frames during startup, but then leaves a 4 frames gap with no armor before the first active frame. Landing during the startup of the move grants Ganondorf the armor frames of the grounded version, but landing on frame 11 (Grounded), 21 (Reversed) or after will not, Ganondorf has to land before the armor frames for them to appear.
| rowspan="2" | {{SSBU|Ganondorf}} || [[Warlock Punch]] (Grounded) || 11-67 (Default), 21-75 (Reverse) || By default, it is active for 57 frames during startup, but then leaves a 2 frames gap with no armor before the first active frame. Ergo, it can lose to long-lasting active hitboxes. When reversed, it is active for 55 frames during startup, but then leaves a 4 frames gap with no armor before the first active frame, worsening the issue. Landing during the startup of the move grants Ganondorf the armor frames of the grounded version, but landing on frame 11 (regular), 21 (reverse), or after will not; Ganondorf has to land before the armor frames for them to appear.
|-
|-
| [[Flame Choke]] (Grounded) || 17-40 (successful grab) || It is active for 24 frames, starting during the startup and stopping during the endlag, after the opponent's release.  
| [[Flame Choke]] (Grounded) || 17-40 (successful grab) || Active for 24 frames, starting during the startup and stopping during the endlag, after the opponent's release.
|-
|-
| [[Giga Bowser]] || Passive || -- || <!--- This may be Knockback-based Armor in a way similar to Tough Guy, not sure. Please fix if this is a thing. --->
| rowspan="2" | {{SSBU|Ike}} || [[Eruption]] (Medium Charge and Fully Charged) || 6-10 || Active for 5 frames before the first hitbox is active.
|-
|-
| rowspan="2" | {{SSBU|Ike}} || [[Eruption]] (Medium Charge and Fully Charged) || 6-10 || It is active quickly and for 5 frames before the first hitbox is active.  
| [[Aether]] || 5-35 (Grounded), 15-35 (Aerial) || The grounded version is active for 31 frames, it starts during the startup. The aerial version is active for 21 frames and starts as soon as the first hitbox is active. Both last until the start of the rise, giving a visual indicator for the armor's activity.
|-
|-
| [[Aether]] || 5-35 (Grounded), 15-35 (Aerial) || The grounded version is active quickly and for 31 frames, it starts during the startup. The aerial version is active for 21 frames, and starts as soon as the first hitbox is active. Both last until the start of the rise.
| {{SSBU|Incineroar}} || [[Revenge]] || 3-27 || Active for 25 frames in total. Damage reduction multiplier of 0.4×, meaning Incineroar will only be dealt 40% of a move's total damage while under the effect of that armor. Instead of having a "counterbox" like most other counters, this armor acts as hit detection, transitioning into the counter attack on hit. Full body intangibility on frames 1-14 of the counter attack, leaving no vulnerable frames between the armor window and the counter attack's animation.
|-
|-
| {{SSBU|Incineroar}} || [[Revenge]] || 3-27 || It is active quickly and for 25 frames. Damage reduction multiplier of 0.4, meaning Incineroar will only be dealt 40% of a move's total damage while under the effect of that armor. Instead of having a Counterbox like most other counters, this armor acts as hit detection, transitioning into the counter attack on hit. Full Body Intangibility on frames 1-14 of the counter attack, leaving no vulnerable frames between the armor window and the counter attack's animation.
| {{SSBU|Joker}} || [[Rebel's Guard]] || 3-19, can be extended for 120 frames || Active all throughout the guard, which starts quickly on frame 3 and lasts until frames 19-79 depending on how long it is held. Damage reduction multiplier of 0., meaning Joker will only be dealt 40% of a move's total damage while under the effect of that armor. Similar to Revenge, this armor acts as hit detection and allows transitioning into the counter attack on hit if Joker releases the input during or 20 frames after hitlag. If hit during the armor, the duration in which Joker can absorb attacks is extended. Full body intangibility on frames 1-14 of the counter attack, leaving no vulnerable frames between the armor window and the counter attack's animation.
|-
|-
| {{SSBU|Joker}} || [[Rebel's Guard]] || 3 and lasting until release || It is active all throughout the guard, which starts quickly on frame 3 and lasts until frames 19-79 depending on how long it is held. Damage reduction multiplier of 0.4, meaning Joker will only be dealt 40% of a move's total damage while under the effect of that armor. Instead of having a Counterbox like most other counters, this armor acts as hit detection, and allow transitioning into the counter attack on hit if Joker releases the input during or 20 frames after hitlag. Full Body Intangibility on frames 1-14 of the counter attack, leaving no vulnerable frames between the armor window and the counter attack's animation.
| {{SSBU|Kazuya}} || | [[Rage Drive]] || 5-14 || Only applies when grounded, otherwise Heaven's Door is used instead with its respective armor value. Can be inputted using a down special, grab, or its respective [[command input]]. A missed Rage Drive decreases the duration of Rage, and thus when it can be used.
|-
|-
| {{SSBU|King Dedede}} || [[Super Dedede Jump]] || 22-34, 69-76 || It is active for 13 frames during the rise, and then for 7 frames during the fall, leaving a 34 frames gap with no armor between the 1st and 2nd armor windows. Full Body Intangibility on frames 18-21, leaving no vulnerable frames between this and the first armor window, and Intangibility on the feet starting frame 69 and lasting until landing.
| {{SSBU|King Dedede}} || [[Super Dedede Jump]] || 22-34, 69-76 || Active for 13 frames during the rise, and then for 7 frames during the fall, leaving a 34 frames gap with no armor between the 1st and 2nd armor windows. It also grants full body intangibility on frames 18-21, leaving no vulnerable frames between this and the first armor window, and intangibility on the feet starting frame 69 and lasting until landing.
|-
|-
| {{SSBU|Kirby}} || [[Hammer Flip]] (Grounded and Fully Charged) || 11-17 || Landing during the startup of the move grants Kirby the armor frames of the grounded version, but landing on frame 11 or after will not, Kirby has to land before the armor frames for them to appear. Full Body Intangibility on frames 2-10, leaving no vulnerable frames between the two windows. These i-frames will appear if Kirby lands during the startup of the move.
| {{SSBU|Kirby}} || [[Hammer Flip]] (Fully charged grounded) || 11-17 || Landing during the startup of the move grants Kirby the armor frames of the grounded version, but landing on frame 11 or after will not, so the player has to land before the armor frames for it to function. Additionally, Kirby has full body intangibility on frames 2-10, leaving no vulnerable frames between the two windows and allowing use on reaction. Like the armor, these intangibility frames work if Kirby lands during the move.
|-
|-
| rowspan="4" | {{SSBU|Little Mac}} || {{mvsub|Little Mac|SSBU|Forward smash}} || 8-15 (High/Mid angle), 9-15 (Low angle) || 8 frames in total (7 for down angle), covers active hitbox. Charge Hold is frame 4. Activate a Critical Zoom effect upon tanking a hit.
| rowspan="4" | {{SSBU|Little Mac}} || {{mvsub|Little Mac|SSBU|Forward smash}} || 8-15 (High/Mid angle), 9-15 (Low angle) || 8 frames in total (7 for down angle), covers active hitbox. Unlike the other smashes, the Charge Hold is frame 4, making use on reaction difficult. Activate a Critical Zoom effect upon tanking a hit.
|-
|-
| {{mvsub|Little Mac|SSBU|Up smash}} || 8-13 || 6 frames in total, covers active hitbox. Charge Hold is frame 6. Activate a Critical Zoom effect upon tanking a hit.
| {{mvsub|Little Mac|SSBU|Up smash}} || 8-13 || 6 frames in total, covers active hitbox. Charge Hold is frame 6, allowing use on reaction. Activate a Critical Zoom effect upon tanking a hit.
|-
|-
| {{mvsub|Little Mac|SSBU|Down smash}} || 7-10, 15-17 || 4 and 3 frames in total, only covers the first active frame of both hit. Charge Hold is frame 5. Activate a Critical Zoom effect upon tanking a hit.
| {{mvsub|Little Mac|SSBU|Down smash}} || 7-10, 15-17 || 4 and 3 frames in total, only covers the first active frame of both hit. Charge Hold is frame 5, allowing use on reaction. Activate a Critical Zoom effect upon tanking a hit.
|-
|-
| [[KO Uppercut]] || 8-9 || It is active quickly and for 2 frames, starting during startup and covering the first active frame of the move.
| [[KO Uppercut]] || 8-9 || Active for 2 frames, starting during startup and covering the first active frame of the move.
|-
|-
| {{SSBU|Mii Brawler}} || [[Exploding Side Kick]] || 40-52 (Default), 34-46* (Reversed)|| It is active for 13 frames during both the startup and the active frames of the move. *Unlike similar [[Falcon Punch]] like moves that can only be reversed on a specific frame, Exploding Side Kick can be reversed at any point during frames 9-30. Doing so will begin the Reverse Exploding Side Kick animation, which has a fixed 43 frames of startup and armor on the frames 34-46, regardless of how long Mii Brawler waited to reverse the move. What that means is the first active frame of a Reversed Exploding Side Kick can be anywhere from frame 52 to 73, and the armor frames from 42-54 to 63-75.  
| {{SSBU|Mii Brawler}} || [[Exploding Side Kick]] || 40-52 (Default), 34-46 (Reversed)|| Active for 13 frames during both the startup and the active frames of the move. Unlike similar [[Falcon Punch]]-like moves that can only be reversed on a specific frame, Exploding Side Kick can be reversed at any point during frames 9-30. Doing so will begin the Reverse Exploding Side Kick animation, which has a fixed 43 frames of startup and armor on frames 34-46, regardless of how long Mii Brawler waited to reverse the move. What that means is the first active frame of Reversed Exploding Side Kick can be anywhere from frame 52 to 73, and the armor frames from 42-54 to 63-75.
|-
|-
| {{SSBU|Olimar}} || [[Pikmin Order]] || 2-7 || It is active quickly and for 6 frames.
| {{SSBU|Olimar}} || [[Pikmin Order]] || 2-7 || Lasts for 6 frames in total, making it useful as a defensive option thanks to its quick startup.
|-
|-
| {{SSBU|Pac-Man}} || [[Power Pellet]] || 1-8 || It is active immediately upon eating the pellet and for 8 frames.
| {{SSBU|Pac-Man}} || [[Power Pellet]] || 1-8 || Frames 1-8 after eating his power pellet.<ref>https://twitter.com/volleo6144/status/1458548853267914764</ref>
|-
|-
| {{SSBU|Pit}} || [[Upperdash Arm]] (Dash) || 11-26 || The armor stops as soon as the move detects an opponent and transitions into the swing, which can happen starting frame 16 (Grounded), 19 (Aerial) of the move, cutting the armor frames short, and leaving 1 frame of vulnerability before the swing's first active hitbox.  
| {{SSBU|Pit}} || [[Upperdash Arm]] (Dash) || 11-26 || The armor stops as soon as the move detects an opponent and transitions into the swing, which can happen starting frame 16 while grounded and 19 while airborne. This cuts the armor frames short and leaves 1 frame of vulnerability before the swing's first active hitbox. Ergo, the move can lose to long-lasting active hitboxes if the armor doesn't absorb all the hits.
|-
|-
| {{SSBU|Roy}} || [[Blazer]] (Grounded) || 4-10 || It is quickly active for 6 frames, covering part the the startup and lasting until the second set of hitboxes is active. Full Body Intangibility on frame 9 while the first hitbox is active, technically replacing the armor during that singular frame. This single frame of Intangibility is also present in the Aerial version of the move.
| {{SSBU|Roy}} || [[Blazer]] (Grounded) || 4-10 || Active for 6 frames total, covering part of the startup and lasting until the second set of hitboxes is active. Additionally, the move grants full body [[intangibility]] on frame 9 while the first hitbox is active, technically replacing the armor during that singular frame. This single frame of intangibility is also present in the aerial version of the move.
|-
|-
| {{SSBU|Wario}} || [[Wario Waft]] (Fully Charged) || 4-13 || It is active quickly and for 10 frames during both the startup and the active frames of the first hit of the move.  
| {{SSBU|Wario}} || [[Wario Waft]] (Fully Charged) || 4-13 || Active for 10 frames during both the startup and the active frames of the first hit of the move. Because of its fast nature, it has niche use as an [[out of shield]] option.
|}
 
==Belly Super Armor==
[[File:BellyArmor high.png|thumb|200px|Belly Super Armor, damaged.]]
{{Main|Belly Super Armor}}
{{SSBU|King K. Rool}} has his own unique variation of damage-based armor named '''Belly Super Armor'''. This armor uses a stamina system and does not passively regenerate. King K. Rool's belly will eventually have visible cracks to indicate that armor is close to its threshold. The armor has 18.01 HP, and any damage received to the armor is halved between itself and King K. Rool, effectively giving it 36.02 HP. If the threshold is reached, a [[Special Zoom]] effect plays and King K. Rool behaves as if his [[shield break|shield was broken]].
 
{| class="wikitable"
|-
! Move !! Active Armor Frames !! Notes
|-
|{{mvsub|King K. Rool|SSBU|Forward tilt}} || 5-11 || Can be angled, but no changes to frame data.
|-
|{{mvsub|King K. Rool|SSBU|Up smash}} || 6-19 || Head has [[intangibility]] frames. If charged, armor begins upon charge release.
|-
|{{mvsub|King K. Rool|SSBU|Down smash}} || 8-21 || Leaves the ground on frame 4. Armor begins 6 frames after charge hold.
|-
|{{mvsub|King K. Rool|SSBU|Dash attack}} || 7-28 || Armor notably lingers for a few frames after the hitbox ends.
|-
|{{mvsub|King K. Rool|SSBU|Neutral aerial}} || 6-30 || Armor ends upon landing and does not transfer into the landing animation.
|-
|{{mvsub|King K. Rool|SSBU|Down aerial}} || 14-25 ||
|-
|{{mvsub|King K. Rool|SSBU|Up aerial}} || 6-20 || Head has [[intangibility]] frames.
|-
|-
|[[Side taunt]] || 9-20 ||
|}
|}


==See also==
==References==
* [[Belly Super Armor]] - {{SSBU|King K. Rool}}'s [[fighter ability]], granting him his own unique form of armor for specific attacks.
<references/>


==References==
[[Category:Lists]]
[[Category:Lists]]
[[Category:Game physics]]

Latest revision as of 13:35, November 24, 2024

Snake's Cypher being hit by Pichu's neutral aerial, but armoring through thanks to damage-based armor.

Super Smash Bros. Ultimate distributed armor to a wide range of the cast, particularly damage-based armor, and mostly to heavyweights such as Bowser. It also introduced Belly Super Armor to King K. Rool, furthering its presence in the game. It was also made more varied and fleshed out, with more forms of armor reducing damage or having different functions.

Damage-based armor[edit]

Characters under the effect of damage-based armor will suffer hitlag and damage when hit, but not flinch or take knockback unless the attack deals enough percentage to go over a defined threshold. These are non-cumulative by default, meaning multiple weaker hits will not add up to reach the threshold and break the armor; if an attack's armor is cumulative, it'll be specified.

Character Move Active Armor Frames % Threshold Notes
Bowser Forward tilt 7-9 4% All are active 3 frames before the first hitbox comes out, often leading to these being grouped under "tilt armor" by the Bowser playerbase. Lowest threshold in the game, often being difficult to utilize in many matchups.
Up tilt 8-10
Down tilt 7-9
Forward smash 17-21 10% Feet become invincible on Frame 20-26, starting just before the hitbox becomes active on frame 22. Thus, there is both armor and invincibility on frames 20 and 21, making the two frames before the early hit very well-protected.
Up smash 11-15 8% The charge hold is frame 10, so the armor comes out immediately upon release and disappears once the hitbox becomes active. Additionally, the shell becomes invincible from frames 14-27.
Down smash 5-11 The charge hold is frame 5, but it's coded to hold back the armor should the smash attack be held, making it usable on reaction.
Bowser Jr. Clown Kart Dash 20- 9% Only for the Clown Kart hurtbox. Lasts until Bowser Jr. either jumps or swerves, making it have minor use as a counterattack should the player jump and use up aerial.
Byleth Aymr 34-63 30% Does not apply in the air unless Byleth touches the ground prior to Frame 34; the armor lingers into the first two frames of hitbox duration. Reversing Aymr while grounded maintains the armor. Highest threshold in the game.
Captain Falcon Raptor Boost 1-4 (Attack) 10% Proximity detection on Raptor Boost begins frame 10, in which the armor can begin from that point so long as an opponent triggers the attack. Because of the startup, duration, and proximity detection, this armor tends to lose to multi-hit hitboxes.
Charizard Flare Blitz 23-53 15% Deals 5% in recoil damage upon use, as well as an additional 5% on hit.
Dr. Mario Dr. Tornado 2-9 10% Active for 8 frames before the first hitbox is active. The armor will not start while Dr. Mario is airborne; it does so as soon as he touches the ground during the startup and stays active even while rising up and becoming airborne again.
Hero Kazap 50-71 15% Requires 42 MP. Armor disappears at the same time as the last hit, leaving Hero extremely vulnerable if whiffed, as the FAF is 127.
Incineroar Alolan Whip 1-42 (Back Body Drop) 11.99% Active until the end of the animation itself. Because it goes past the FAF, Incineroar can use the opportunity to counterattack.
1-58 (Lariat) Active past the FAF of 47, meaning that leaving the animation alone for a period of time can keep it active and allow Incineroar to counterattack.
1-4 (Failure) No practical use.
Cross Chop 4-15 Given this can be used out of shield with no lockout, the armor allows Incineroar to "dodge" potential mixups involving weaker attacks.
Kazuya Forward smash 7-24 10% Applies upon charge release, allowing use on reaction.
Up smash 7-11 6%
Down smash 7-15 6%
Heaven's Door 5-14 10% Applies until the grab successfully executes.
Ken Focus Attack 1-20 (Charge), 1-11 (On release) 7-14% Armor ends a frame later for Ken than Ryu. Armor threshold increases by 0.12% per frame before capping out.
King Dedede Jet Hammer 1-14 14% Applies on release of Jet Hammer regardless of charge, grounded only. However, as it is tied to the animation, it can be used offstage through windboxes.
King K. Rool Crownerang 6-63 12% Lasts until the FAF. This armor is "cumulative", using the following equation to determine breakage: (Base Damage of prior hits) * 1.2 + (Base Damage of the last hit) > 12%. Was 6% prior to version 8.0.0. Not to be confused with Belly Super Armor.
Kirby Stone 19-? 25% Can be cancelled early.
Little Mac Straight Lunge 1- (Charging) 8% Only move with damage-based armor that can be cancelled with shield. Armor being frame 1 and usable in the air makes it a niche combo escape option. Cannot be charge storage cancelled.
1- (Attack) 14% Increased armor on release, ending at the same time as the hitbox. Also applies in the air.
Mii Brawler Suplex - 11.99% Begins as soon as the opponent is grabbed; ends when the opponent is launched.
Piranha Plant Long-Stem Strike 18-86 15% (Charging), 12% (Release, covers neck) Known as "Pot Armor" by the Piranha Plant playerbase. Can be released at any point, with a proximity detector from Frame 19. Hitbox comes out from Frame 1-2 (with intangibility on the head) once an opponent comes into range, or if B is pushed early. 0.8× damage received while armor is active. Upon release, the armor reduces to 12%.
Ridley Space Pirate Rush 22 (dragging)-release 9% Begins on frame 22 of the dragging animation. If Ridley is hit by an hitbox he can armor during this time, the damage will be reduced by x0.75.[1]
Ryu Focus Attack 1-20 (Charge), 1-10 (On release) 7-14% Armor lasts a frame shorter than Ken's overall. Armor threshold increases by 0.12% per frame before capping out.
Sephiroth Forward smash 10-23 20% Applies only when in Winged Form.
Up smash 14-22
Down smash 10-20
Snake Cypher 7-94 8% Cypher can also be destroyed in Ultimate, having 13 HP. If it isn't destroyed, Cypher gains a hitbox dealing 6% until it goes off-screen. Snake does not become helpless in either case, but does suffer hitstun.
Terry Buster Wolf 1-15 8% Only usable from 100%+, or 30% of HP in Stamina.
Power Geyser 1-14 5%

Knockback-based armor[edit]

These are attacks that have armor up to a certain knockback threshold. This means that armor can be more easily broken the more damaged the player is and is effectively non-existent against a strong enough attack.

Character Move Active Armor Frames KB Threshold Notes
Bowser Tough Guy Passive 19 KB Classified as a fighter ability. Tough Guy remains active at all times, even during attacks.
Diddy Kong Rocketbarrel Boost 8- (charging) 30 KB Active all throughout the charge, which starts on frame 8 and last for 60 frames before the first hitbox is active upon release. Activates regardless of whether Diddy Kong is in the air or on the ground.
Donkey Kong Kong Karry 1- 80 KB Starts frame 1 after the transition to Cargo and lasts until the opponent's release or the start of a Cargo throw. This armor also applies when Donkey Kong is carrying a large item like a crate or a barrel.
Giga Bowser Tough Guy Passive 95 KB Classified as a fighter ability. Tough Guy remains active at all times, even during attacks, just like Bowser's.
Kazuya Tough Body Passive 14 KB Classified as a fighter ability. Tough Body remains active at all times, even during attacks.
Steve Minecart 18- 60 KB Activates as soon as Steve enters the minecart, and remains until he leaves. The minecart has 7 HP and is destroyed when it's depleted, like Snake's Cypher. However, the minecart will not be destroyed if its HP is lowered to 0 during the first 17 frames of the move; it will operate as usual once Steve sits in it on frame 18, effectively staying active with 0 HP until something hits and destroys it.
Wario Wario Bike 1- 20 KB and 60 KB Moves dealing 20 KB or less won't make Wario flinch, but moves dealing under 60 KB won't launch him away, instead putting him in a forced dismount animation that lasts for 25 frames. Wario doesn't take any knockback during this animation, instead dropping straight down from where he was hit. The bike itself has 18 HP (unaffected by the 1v1 multiplier) and can act as protection against attempts to contest it. The bike explodes when the HP is depleted; if Wario is still on the bike when that happens, he is dealt damage by the explosion, which is a throw dealing 6% (7.2% in 1v1), bypassing his armor.
Yoshi Midair jump 1-44 120 KB Classified as a fighter ability. This unique armor has been dubbed "subtractive armor" by the Yoshi playerbase. Unlike all other attacks on this list where the character takes full knockback if the threshold is exceeded, The attack's knockback will be reduced by 120 KB, with only the remainder being applied to Yoshi. The armor will only break if said remainder is more than 0. This allows Yoshi to survive attacks that would KO most other characters in the same situation simply by double jumping. The minimum knockback an attack that breaks the armor can do is 60 KB.

Super armor[edit]

Characters under the effect of super armor will suffer hitlag and damage when hit, but they will not flinch, nor take knockback. Super armor, by default, does not break, as no amount of percentage or launch force is enough to beat it. However, super armor does not protect fighters from windboxes, while grabs and certain Final Smashes can ignore super armor completely.

Character Move Active Armor Frames Notes
All characters Home-Run Bat 41-56
Ore Club 13~ Lasts during charge and attack; ceases when the hitbox ends.
Charizard Fly 4-15 Activates quickly for 12 frames, covering part of the startup and lasting until the second set of hitboxes is active.
Chrom Soaring Slash 10-30 Active for 21 frames, starting as soon as the first hitbox is active and lasting until the start of the rise.
Dark Pit Electroshock Arm (Dash) 11-26 The armor stops as soon as the move detects an opponent and transitions into the swing, which can happen starting frame 16 while grounded and 19 airborne, cutting the armor frames short, and leaving 1 frame of vulnerability before the swing's first active hitbox. Ergo, it loses to long-lasting active hitboxes if the armor doesn't absorb all the hits first.
Donkey Kong Giant Punch (Fully Charged) 11-20 (Grounded), 17-20 (Aerial) Active for 10 frames during both the startup and the active frames of the move. As of 3.1.0, landing during the startup of the move grants Donkey Kong the superior armor frames of the grounded version.
Headbutt 5-14 Active for 10 frames during startup but then leaves a 5 frames gap with no armor before the first active frame, making it strictly used for armoring through single-hit attacks.
Spinning Kong (Grounded) 5-17 Active for 13 frames during startup, but then leaves a 1 frame gap with no armor before the first active frame. The decent startup gives it niche use as an out of shield option, but the committal nature and small vulnerability window can be problematic. Grants arm intangibility on frames 19-24.
Ganondorf Warlock Punch (Grounded) 11-67 (Default), 21-75 (Reverse) By default, it is active for 57 frames during startup, but then leaves a 2 frames gap with no armor before the first active frame. Ergo, it can lose to long-lasting active hitboxes. When reversed, it is active for 55 frames during startup, but then leaves a 4 frames gap with no armor before the first active frame, worsening the issue. Landing during the startup of the move grants Ganondorf the armor frames of the grounded version, but landing on frame 11 (regular), 21 (reverse), or after will not; Ganondorf has to land before the armor frames for them to appear.
Flame Choke (Grounded) 17-40 (successful grab) Active for 24 frames, starting during the startup and stopping during the endlag, after the opponent's release.
Ike Eruption (Medium Charge and Fully Charged) 6-10 Active for 5 frames before the first hitbox is active.
Aether 5-35 (Grounded), 15-35 (Aerial) The grounded version is active for 31 frames, it starts during the startup. The aerial version is active for 21 frames and starts as soon as the first hitbox is active. Both last until the start of the rise, giving a visual indicator for the armor's activity.
Incineroar Revenge 3-27 Active for 25 frames in total. Damage reduction multiplier of 0.4×, meaning Incineroar will only be dealt 40% of a move's total damage while under the effect of that armor. Instead of having a "counterbox" like most other counters, this armor acts as hit detection, transitioning into the counter attack on hit. Full body intangibility on frames 1-14 of the counter attack, leaving no vulnerable frames between the armor window and the counter attack's animation.
Joker Rebel's Guard 3-19, can be extended for 120 frames Active all throughout the guard, which starts quickly on frame 3 and lasts until frames 19-79 depending on how long it is held. Damage reduction multiplier of 0.4×, meaning Joker will only be dealt 40% of a move's total damage while under the effect of that armor. Similar to Revenge, this armor acts as hit detection and allows transitioning into the counter attack on hit if Joker releases the input during or 20 frames after hitlag. If hit during the armor, the duration in which Joker can absorb attacks is extended. Full body intangibility on frames 1-14 of the counter attack, leaving no vulnerable frames between the armor window and the counter attack's animation.
Kazuya Rage Drive 5-14 Only applies when grounded, otherwise Heaven's Door is used instead with its respective armor value. Can be inputted using a down special, grab, or its respective command input. A missed Rage Drive decreases the duration of Rage, and thus when it can be used.
King Dedede Super Dedede Jump 22-34, 69-76 Active for 13 frames during the rise, and then for 7 frames during the fall, leaving a 34 frames gap with no armor between the 1st and 2nd armor windows. It also grants full body intangibility on frames 18-21, leaving no vulnerable frames between this and the first armor window, and intangibility on the feet starting frame 69 and lasting until landing.
Kirby Hammer Flip (Fully charged grounded) 11-17 Landing during the startup of the move grants Kirby the armor frames of the grounded version, but landing on frame 11 or after will not, so the player has to land before the armor frames for it to function. Additionally, Kirby has full body intangibility on frames 2-10, leaving no vulnerable frames between the two windows and allowing use on reaction. Like the armor, these intangibility frames work if Kirby lands during the move.
Little Mac Forward smash 8-15 (High/Mid angle), 9-15 (Low angle) 8 frames in total (7 for down angle), covers active hitbox. Unlike the other smashes, the Charge Hold is frame 4, making use on reaction difficult. Activate a Critical Zoom effect upon tanking a hit.
Up smash 8-13 6 frames in total, covers active hitbox. Charge Hold is frame 6, allowing use on reaction. Activate a Critical Zoom effect upon tanking a hit.
Down smash 7-10, 15-17 4 and 3 frames in total, only covers the first active frame of both hit. Charge Hold is frame 5, allowing use on reaction. Activate a Critical Zoom effect upon tanking a hit.
KO Uppercut 8-9 Active for 2 frames, starting during startup and covering the first active frame of the move.
Mii Brawler Exploding Side Kick 40-52 (Default), 34-46 (Reversed) Active for 13 frames during both the startup and the active frames of the move. Unlike similar Falcon Punch-like moves that can only be reversed on a specific frame, Exploding Side Kick can be reversed at any point during frames 9-30. Doing so will begin the Reverse Exploding Side Kick animation, which has a fixed 43 frames of startup and armor on frames 34-46, regardless of how long Mii Brawler waited to reverse the move. What that means is the first active frame of Reversed Exploding Side Kick can be anywhere from frame 52 to 73, and the armor frames from 42-54 to 63-75.
Olimar Pikmin Order 2-7 Lasts for 6 frames in total, making it useful as a defensive option thanks to its quick startup.
Pac-Man Power Pellet 1-8 Frames 1-8 after eating his power pellet.[2]
Pit Upperdash Arm (Dash) 11-26 The armor stops as soon as the move detects an opponent and transitions into the swing, which can happen starting frame 16 while grounded and 19 while airborne. This cuts the armor frames short and leaves 1 frame of vulnerability before the swing's first active hitbox. Ergo, the move can lose to long-lasting active hitboxes if the armor doesn't absorb all the hits.
Roy Blazer (Grounded) 4-10 Active for 6 frames total, covering part of the startup and lasting until the second set of hitboxes is active. Additionally, the move grants full body intangibility on frame 9 while the first hitbox is active, technically replacing the armor during that singular frame. This single frame of intangibility is also present in the aerial version of the move.
Wario Wario Waft (Fully Charged) 4-13 Active for 10 frames during both the startup and the active frames of the first hit of the move. Because of its fast nature, it has niche use as an out of shield option.

Belly Super Armor[edit]

Belly Super Armor, damaged.
Main article: Belly Super Armor

King K. Rool has his own unique variation of damage-based armor named Belly Super Armor. This armor uses a stamina system and does not passively regenerate. King K. Rool's belly will eventually have visible cracks to indicate that armor is close to its threshold. The armor has 18.01 HP, and any damage received to the armor is halved between itself and King K. Rool, effectively giving it 36.02 HP. If the threshold is reached, a Special Zoom effect plays and King K. Rool behaves as if his shield was broken.

Move Active Armor Frames Notes
Forward tilt 5-11 Can be angled, but no changes to frame data.
Up smash 6-19 Head has intangibility frames. If charged, armor begins upon charge release.
Down smash 8-21 Leaves the ground on frame 4. Armor begins 6 frames after charge hold.
Dash attack 7-28 Armor notably lingers for a few frames after the hitbox ends.
Neutral aerial 6-30 Armor ends upon landing and does not transfer into the landing animation.
Down aerial 14-25
Up aerial 6-20 Head has intangibility frames.
Side taunt 9-20

References[edit]