Passive armor: Difference between revisions
(→List of attacks affected by Tough Guy/Tough Body: More info and correct damage limit using Ruben's Ultimate calculator. https://rubendal.github.io/SSBU-Calculator/) |
(→Tough Guy / Tough Body: improved wording and added linkage) |
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[[File:BowserToughGuySSB4.gif|thumb|300px|{{SSB4|Bowser}} using Tough Guy in the air to armor through a specific hitbox of [[Thunder Jolt]].]] | [[File:BowserToughGuySSB4.gif|thumb|300px|{{SSB4|Bowser}} using Tough Guy in the air to armor through a specific hitbox of [[Thunder Jolt]].]] | ||
Tough Guy and Tough Body are [[fighter abilities]], originally introduced with Tough Guy in ''Smash 4''. These specifically apply to Bowser and Kazuya, respectively, in the form of passive knockback-based armor, summing to 19 and 14 KB respectively. Giga Bowser also has the same mechanic, though it isn't named, and it has a threshold of 95 KB. This armor requires the armor threshold to be breached to deal [[hitstun]] and [[knockback]]. Nana and Giga Bowser both have abilities with similar effects in ''Melee'', but it's subtractive, meaning that instead of requiring a threshold to be reached to deal full knockback, the knockback is subtracted by the value after calculation, preventing | Tough Guy and Tough Body are [[fighter abilities]], originally introduced with Tough Guy in ''Smash 4''. These specifically apply to {{SSBU|Bowser}} and {{SSBU|Kazuya}}, respectively, in the form of passive knockback-based armor, summing to 19 and 14 KB respectively. {{SSBU|Giga Bowser}} also has the same mechanic in ''Ultimate'', though it isn't named, and it has a threshold of 95 KB. This armor requires the armor threshold to be breached to deal [[hitstun]] and [[knockback]]. Nana and Giga Bowser both have abilities with similar effects in ''Melee'', but it's subtractive, meaning that instead of requiring a threshold to be reached to deal full knockback, the knockback is subtracted by the value after calculation, preventing flinching if the value goes below 0. | ||
Because Tough Guy and Tough Body's presence includes [[crouch]]ing, thanks to the 0.85× knockback reduction it provides, it improves the armor's ranges significantly; Kazuya | Because Tough Guy and Tough Body's presence includes [[crouch]]ing, thanks to the 0.85× knockback reduction it provides, it improves the armor's ranges significantly; Kazuya particularly benefits from this thanks to his unique crouch-based attacks. Bowser's armored smash and tilt attacks, as well as Kazuya's armored smash attacks and [[Heaven's Door]], also benefit from the passive armor in ''Ultimate'', giving them effectively two layers of armor for attacks to break through. Because the armor is knockback-based, Tough Guy's effectiveness deteriorates as [[percentage]] builds. As the character using it takes more damage, they take more knockback, which gives Tough Guy a hard limit in every matchup. Additionally, effects that increase knockback, such as [[rage]], will also affect Tough Guy. For a character-specific example, {{SSBU|Hero}}'s [[Psyche Up]] applies a 1.2× knockback multiplier directly onto his moves which, as a result, significantly decreases Tough Guy's effectiveness—if not neuter it outright—until it's used. | ||
Due to Tough Guy's very low knockback threshold, its usefulness is highly specific to the point of being essentially nonexistent in some matchups. While characters like {{SSBU|Luigi}} and {{SSBU|Mega Man}} are noticeably impacted due to their reliance on weak, spammable projectiles in neutral, others such as {{SSBU|Donkey Kong}} and {{SSBU|Ganondorf}} are completely unaffected. This applies even moreso to Kazuya's Tough Body, having drastically lower damage ranges due to his lower base threshold and weight; for example, while Bowser can armor {{SSBU|Pyra}}'s Rapid Jab well until 174%, Kazuya can only armor it until around 12%. Like all armor, Tough Guy does not protect characters from [[grab]]s either, so characters that are noticeably affected by the ability can normally make up for it through a grab-heavy playstyle. Tough Guy was indirectly buffed in ''Ultimate'' thanks to the universal knockback reduction in all rapid jabs. The addition of damage-based armor into his moveset also assisted with this, adding a degree of safety at tighter percent ranges. Because Bowser himself gained more weight, it's common to see him armor rapid jabs to extremely high thresholds and punish them outright. | Due to Tough Guy's very low knockback threshold, its usefulness is highly specific to the point of being essentially nonexistent in some matchups. While characters like {{SSBU|Luigi}} and {{SSBU|Mega Man}} are noticeably impacted due to their reliance on weak, spammable projectiles in neutral, others such as {{SSBU|Donkey Kong}} and {{SSBU|Ganondorf}} are completely unaffected. This applies even moreso to Kazuya's Tough Body, having drastically lower damage ranges due to his lower base threshold and weight; for example, while Bowser can armor {{SSBU|Pyra}}'s Rapid Jab well until 174%, Kazuya can only armor it until around 12%. Like all armor, Tough Guy does not protect characters from [[grab]]s either, so characters that are noticeably affected by the ability can normally make up for it through a grab-heavy playstyle. Tough Guy was indirectly buffed in ''Ultimate'' thanks to the universal knockback reduction in all rapid jabs. The addition of damage-based armor into his moveset also assisted with this, adding a degree of safety at tighter percent ranges. Because Bowser himself gained more weight, it's common to see him armor rapid jabs to extremely high thresholds and punish them outright. |
Latest revision as of 09:04, July 27, 2023
Passive armor is an umbrella term encompassing occasions where a character experiences continuous armor without any restrictions. Examples of this include Tough Guy, Tough Body, and continuous super armor seen on transformation-related Final Smashes. Spirit abilities such as Super Slow Armor and Armor Knight can provide the effect to any character, albeit with statistical downsides such as decreased movement speed. Bosses can also be considered to have something akin to passive armor.
Overview[edit]
Passive armor was first formally introduced in Super Smash Bros. Melee for Nana and Giga Bowser, where they have 5 and 20 units of subtractive knockback-based armor respectively. In Nana's case, the armor makes her slightly harder to launch than Popo, while for Giga Bowser it is intended to make him harder to launch, taking advantage of his massive weight value. As the armor is subtractive, attack that inflict knockback below the threshold won't launch either character (though in the case of Nana this is rarely seen outside of cases like Luigi's Super Jump Punch sourspot, because of the particularly low threshold and the Ice Climbers' below average weight), however crouch cancelling could slightly increase the effectiveness of the armor. Though Nana doesn't have any form of passive armor as of Super Smash Bros. Brawl, the introduction of Bowser's Giga Bowser Final Smash introduced passive super armor for the first time. Super Smash Bros. 4 would expand on this further, adding Giga Mac, Mega Charizard X, and Mega Lucario, albeit with significantly nerfed durations to transformation Final Smashes in general. Smash 4 also introduced the Tough Guy mechanic for Bowser, giving him 19 units of knockback-based armor permanently with no drawbacks. With Giga Bowser no longer being a fully-controllable character in Ultimate, he received 95 units of knockback-based armor for his boss incarnation, rather than super armor. Ultimate's DLC would also introduce Tough Body as an effective clone of Bowser's fighter ability for Kazuya, only it uses 14 units of knockback-based armor.
Passive armor follows the general rules of armor — for example, grabs and some attack effects will override it — but this nature also leads to some unique side-effects, such as being present during the buried and frozen states, which can lead to delayed reactions to their effects. Passive armor is most commonly seen in the form of knockback-based armor as an extremely minor mechanic, such as the case with Nana or Kazuya, where the threshold is so low that it's effectively nonexistent in many matchups. Passive armor will sometimes come in the form of "subtractive" armor, wherein the knockback is subtracted instead of requiring a threshold to be reached to deal full knockback.
Brawl includes stickers, where stickers with Flinch Resistance provide passive knockback-based armor to the user equal to that sticker's Flinch Resistance value. Ultimate includes spirits, which can provide passive armor effects; specifically, Slow Super Armor and Super Armor from the likes of Regigigas, Polar Bear, Walhart, and Gold Mario can provide passive knockback-based armor to any character. The thresholds are identical, though Slow Super Armor, as the name implies, comes with a significant drawback in reducing the user's movement speed.
List of instances of passive armor[edit]
Character | Passive armor | Subtractive? | Game(s) |
---|---|---|---|
Bowser | 19 KB | ||
Flinch Resistance (sticker) | 35-168 KB (varies by sticker) | ||
Giga Bowser | 20 KB | ||
Super armor | |||
95 KB | |||
Giga Mac | Super armor | ||
Kazuya | 14 KB | ||
Mega Charizard X | Super armor | ||
Mega Lucario | Super armor | ||
Metal Box | 30 KB | ||
Nana | 5 KB | ||
Slow Super Armor (spirit skill) | 132 KB | ||
Super Armor (spirit skill) | 132 KB |
Tough Guy / Tough Body[edit]
Tough Guy and Tough Body are fighter abilities, originally introduced with Tough Guy in Smash 4. These specifically apply to Bowser and Kazuya, respectively, in the form of passive knockback-based armor, summing to 19 and 14 KB respectively. Giga Bowser also has the same mechanic in Ultimate, though it isn't named, and it has a threshold of 95 KB. This armor requires the armor threshold to be breached to deal hitstun and knockback. Nana and Giga Bowser both have abilities with similar effects in Melee, but it's subtractive, meaning that instead of requiring a threshold to be reached to deal full knockback, the knockback is subtracted by the value after calculation, preventing flinching if the value goes below 0.
Because Tough Guy and Tough Body's presence includes crouching, thanks to the 0.85× knockback reduction it provides, it improves the armor's ranges significantly; Kazuya particularly benefits from this thanks to his unique crouch-based attacks. Bowser's armored smash and tilt attacks, as well as Kazuya's armored smash attacks and Heaven's Door, also benefit from the passive armor in Ultimate, giving them effectively two layers of armor for attacks to break through. Because the armor is knockback-based, Tough Guy's effectiveness deteriorates as percentage builds. As the character using it takes more damage, they take more knockback, which gives Tough Guy a hard limit in every matchup. Additionally, effects that increase knockback, such as rage, will also affect Tough Guy. For a character-specific example, Hero's Psyche Up applies a 1.2× knockback multiplier directly onto his moves which, as a result, significantly decreases Tough Guy's effectiveness—if not neuter it outright—until it's used.
Due to Tough Guy's very low knockback threshold, its usefulness is highly specific to the point of being essentially nonexistent in some matchups. While characters like Luigi and Mega Man are noticeably impacted due to their reliance on weak, spammable projectiles in neutral, others such as Donkey Kong and Ganondorf are completely unaffected. This applies even moreso to Kazuya's Tough Body, having drastically lower damage ranges due to his lower base threshold and weight; for example, while Bowser can armor Pyra's Rapid Jab well until 174%, Kazuya can only armor it until around 12%. Like all armor, Tough Guy does not protect characters from grabs either, so characters that are noticeably affected by the ability can normally make up for it through a grab-heavy playstyle. Tough Guy was indirectly buffed in Ultimate thanks to the universal knockback reduction in all rapid jabs. The addition of damage-based armor into his moveset also assisted with this, adding a degree of safety at tighter percent ranges. Because Bowser himself gained more weight, it's common to see him armor rapid jabs to extremely high thresholds and punish them outright.
In the case of Giga Bowser, because he cannot be grabbed in any way and has gigantic weight, it is near-impossible to make him launch or even experience hitstun at first. Seeing Giga Bowser's Tough Guy break is extremely rare, but not impossible with charged smash attacks, strong items, or Final Smashes. However, whether the effort required to make him launch is a viable objective is very arguable.
List of attacks affected by Tough Guy/Tough Body[edit]
- Bold percentages represent the damage limit if Bowser and Kazuya were crouching.
- Moves with damages labeled "Limitless" means that Tough Guy will always trigger against the move.
- Moves that are available as custom moves are in italics.
User/Item | Move | Part of Move | Damage Limit | Notes |
---|---|---|---|---|
By Characters | ||||
Banjo & Kazooie | Neutral Attack | Rapid Jab | 83%/318% | Closest hitbox |
12%/168% | Mid hitbox | |||
503%/737% 139%/295% |
Farthest hitbox | |||
Egg Firing / Breegull Blaster | Breegull Blaster | 454%/615%(Eggs 1-6;long range), 628%/841%(Eggs 1-6; maximum range), 572%/753%(Eggs 7-12; mid range), 769%/Limitless(Eggs 7-12; long range) | After the 13th egg, becomes Limitless for standing and crouching at all ranges except for point-blank | |
Bayonetta | Neutral Attack | Rapid Jab | 116% 205%/333% 13%/99% |
Closest hitbox |
282%/410% 82%/168% |
Farthest hitbox | |||
Bullet Climax | Entire move | 116% 120%/157% 58%/83% |
Uncharged bullets | |
Bowser | Up Throw | Attack hitbox | 6%/23% | Applies to hits 1 - 7 |
Bowser Jr. | Neutral Attack | Jab 1 | 18% | |
Rapid Jab | 617%/842% 255%/405% |
|||
Dash attack | Entire move | 3%/18% 22% |
Farthest hitbox; applies to hits 1 - 5 | |
Forward smash | Entire move | 29% Limitless |
Applies to hits 1 - 5 | |
Byleth | Neutral Attack | Rapid Jab | 363%/597% 12%/168% |
Closest hitbox |
503%/737% 139%/295% |
Farthest hitbox | |||
Captain Falcon | Neutral Attack | Rapid Jab | 356%/500% 128%/224% |
|
Charizard | Down Throw | Attack hitbox | 4%/23% | Collateral damage |
Flamethrower | Entire move | 34% 35% |
Weak hitbox | |
Fire Fang | Limitless | Embers | ||
Fireball Cannon | 46%/92% | Weak hitbox | ||
Chrom | Double-Edge Dance | 4th hit; angled down | 279%/349% 157%/204% |
Applies to hits 1-4 |
Corrin | Neutral Attack | Rapid Jab | 180%/293% 11%/86% |
|
Forward smash | Yato hitboxes | Limitless | ||
Daisy | Neutral Aerial | Entire move | 5%-6% | Late hitbox |
Down Aerial | 6%/53% | Applies to hits 1 - 3 | ||
Dark Pit | Neutral Attack | Rapid Jab | Limitless 617%/842% 255%/405% |
|
Down Aerial | Entire move | 3%-5% | Meteor hitbox | |
Silver Bow | Entire move | 3% 0% |
Uncharged | |
Donkey Kong | Neutral attack | Jab 1 | 7% | |
Jumping Headbutt | Entire move | 81%/101% | Tough Guy does not trigger if Bowser is hit while airborne | |
Dr. Mario | Neutral Attack | Jab 1 | 88%/145% 4%/46% |
Farthest hitbox |
Jab 2 | 36%/136% | |||
Duck Hunt | Neutral Attack | Rapid Jab | 13%/169% | Closest hitbox |
363%/597% 12%/168% |
Farthest hitbox | |||
Clay Shooting | Reticle shots | 306% | ||
Falco | Neutral Attack | Rapid Jab | 500%/663% 233%/342% |
|
Blaster | Entire move | Limitless | ||
Explosive Blaster | Applies to hits 1 - 4 | |||
Fox | Neutral Attack | Jab 1 | 7%/81% | Farthest hitbox |
Jab 2 | 30% | |||
Rapid Jab | 36%/143% 270%/378% 98%/171% |
Farthest hitbox in Smash 4 | ||
Neutral Aerial | Entire move | 2% 3%-4% |
Late hitbox | |
Greninja | Neutral Attack | Rapid Jab | 50%/94% 617%/842% 255%/405% |
|
Back Aerial | Entire move | 0%/11% 0%/12% |
Applies to hit 1 | |
1%/13% 1%/14% |
Applies to hit 2 | |||
Water Shuriken | 3%/28% | Uncharged | ||
Hero | Magic Burst | Entire move | 368%/523% 147%/269% |
At MP 100; does not include the last hit |
743%/Limitless 185%/336%, 313%/564% |
At lower to lowest MP; does not include the last hit At MP 50 and MP 1, respectively. | |||
Whack | 4%/23% | Bowser can still get KO'd. | ||
Ice Climbers | Ice Shot | Entire move | 27%/47% | Closest range |
30%/53% 10% |
Farthest range | |||
Blizzard | Entire move | 27% | Closest hitbox | |
35% 9%/71% |
Middle Hitbox | |||
Ike | Aether | Falling hit | 54%/73% 27%/42% |
Doesn't apply for the last hit; must be grounded |
Inkling | Neutral Attack | Rapid Jab | 363%/597% 12%/168% |
Closest hitbox |
712%/947% 329%/485% |
Farthest hitbox | |||
Up Aerial | Entire move | 0%-1%/43%-44% | Applies to hit 1 only; farthest hitbox | |
Ivysaur | Neutral Attack | Rapid Jab | 147%/222% 31%/81% |
|
Side Tilt | Entire move | 8%/88% | Applies to hits 1 - 6 | |
Neutral Aerial | 55%/130% | Applies to hits 1 - 7 | ||
Bullet Seed | 29%-31% | All seeds, except the last | ||
Jigglypuff | Neutral attack | Jab 1 | 5% | |
Spinphony | Entire move | Limitless | Bowser is still turned around | |
Joker | Gun/Gun Special | Entire move | 5% | Close range |
48%/67% 20%/35% |
Mid range | |||
King Dedede | Neutral Attack | Rapid Jab | Limitless 494%/681% 194%/319% |
Farthest hitbox |
382%/569% 92%/218% |
Closest hitbox | |||
Super Dedede Jump | Stars | 4% | ||
Quick Dedede Jump | ||||
Kirby | Neutral Attack | Jab 1 | 74%/119% | |
Rapid Jab | Limitless 124%/197% |
|||
Link | Quickfire Bow | Entire move | 17%/50% | Uncharged |
1%/16% | Full charge | |||
Bow and Arrows | Arrows | 0% | Thrown | |
1% | Z-Dropped | |||
Little Mac | Neutral Attack | Rapid Jab | 120%/158% 298%/579% 77% |
Also applies when as Giga Mac in Smash 4 |
Down Aerial | Entire move | 8%/18% 0% |
Clean hitbox | |
11%/22% 12%/23% 2% |
Late hitbox; also applies when as Giga Mac in Smash 4 | |||
Lucario | Neutral Attack | Jab 1 | 7%-4%-1%/84%-67%-48% | Farthest hitbox |
Aura Sphere | Entire move | 0% | Uncharged | |
Piercing Aura Sphere | 44% | |||
Lucas | Down tilt | Entire move | 24%/55% 14% |
Farthest hitbox |
PK Thunder | Projectile | 115% 118%/169% 37%/72% |
Applies to the hitboxes in the "tail" | |
Lucina | Dancing Blade | 4th hit; angled down | 97% 279%/349% 157%/204% |
Applies to hits 1- 4 |
Luigi | Up Aerial | Entire move | 0% 2%-3% |
Late hitbox |
Fireball | 55%/82% 56%/86% 13%/31% |
Early hitbox | ||
66%/99% 16%/38% |
Late hitbox | |||
Bouncing Fireball | 55%/82% | Closest hitbox | ||
64%/95% | Mid hitbox | |||
77%/113% | Farthest hitbox | |||
Super Jump Punch | Limitless | Sourspot | ||
Mario | Neutral Attack | Jab 1 | 5%/72% | Farthest hitbox |
Jab 2 | 37%/139% | |||
Fast Fireball | Entire move | 193%/298% | Weak hitbox | |
Marth | Dancing Blade | 4th hit; angled down | 97% 279%/349% 157%/204% |
Hits 1 - 4 |
Mega Man | Neutral Attack | Pellets | 372%/510% 384%/524% 5%/99%, 16%/38% |
Mid/Long range Mid and Long range, respectively |
Side Tilt | ||||
Neutral Aerial | ||||
Up Aerial | Entire move | Limitless | Late hitbox | |
Crash Bomber | 190%/312% 10%/135% |
Applies to hits 1 - 4 | ||
Leaf Shield | 17%/79% | |||
Meta Knight | Neutral Attack | Entire move | 93%/150% 66%/128% 17% |
Does not include the finishing hit |
Mewtwo | Neutral Attack | Rapid Jab | 52% 550%/751% 227%/361% |
|
Shadow Ball | Entire move | 33% 23% |
Uncharged | |
Mii Brawler | Neutral Attack | Rapid Jab | 281%/394% 102%/178% |
|
Mii Gunner | Charge Shot | Entire move | 2% | Uncharged |
Min Min | Neutral Attack | Rapid Jab | 172% /313% 59% |
Closest hitbox |
340%/480% 118%/212% |
Farthest hitbox | |||
Mr. Game & Watch | Neutral Attack | Jab 1 | Limitless | |
Rapid Jab | Limitless 101%/201% 22% |
|||
Forward Aerial | Entire move | Limitless | Applies to hit 1 only | |
Back Aerial | Entire move | 2%/16% | Applies to hits 1 - 3 | |
Short Order Chef | Entire move | 101%/256% | Steak | |
120%/300% | Skinny fish | |||
Limitless | Fat fish | |||
Judge | Entire move | 8%/32% | Judge #2 only | |
Mythra | Neutral Attack | Jab 1 | 34%/128% | farthest hitbox |
6%/76% | closest hitbox | |||
Jab 2 | 174%/268% 30%/93% |
farthest hitbox | ||
Rapid Jab | 188%/305% 12%/90% |
|||
Ness | Neutral attack | Jab 1 | 13%/41% | |
Jab 2 | ||||
Down Tilt | Entire move | 164%/209% 151% |
Closest hitbox | |
189%/258% 199% |
Farthest hitbox | |||
Down Throw | Attacking hitbox | 3%/28% | Collateral; applies to hits 1 - 3 | |
PK Fire | Pillar | 44% 66%/128% |
Percent in Smash 4 also includes crouching | |
Lasting PK Thunder | Projectile | 104%/150% | Applies to the hitboxes in the "tail" | |
Olimar | Dizzy Whistle | Entire move | Limitless | Bowser is still turned around |
Palutena | Neutral Attack | Rapid Jab | 162%/263% 173%/281% 11%/83% |
|
Peach | Neutral Aerial | Entire move | 2% 3% |
Late hitbox |
Down Aerial | 6%/53% | Applies to hits 1 - 3 | ||
Pichu | Neutral Attack | Entire move | 12% | Closest hitbox |
Forward Throw | Attacking Hitbox | 3%/19% | Collateral; applies to hits 1 - 3 | |
Pikachu | Neutral Attack | Entire move | 8%/44% 82%/165% 18% |
Closest hitbox |
34%/74% 87%/176% 19% |
Middle hitbox | |||
Forward Throw | Attacking hitbox | 2%/16% | Collateral; applies to hits 1 - 4 | |
Thunder Jolt | Entire move | 2%/4%/7% | Early/Mid/Late hitbox | |
Piranha Plant | Neutral Attack | Jab 1 | 11% | Farthest hitbox |
Jab 2 | 43% | |||
Rapid Jab | 593%/622% 245%/389% |
|||
Down throw | Attacking hitbox | 13% | Collateral damage | |
Pit | Neutral Attack | Rapid Jab | Limitless 617%/842% 255%/405% |
|
Down Aerial | Entire move | 3%-5% | Meteor hitbox | |
Palutena Bow | Entire move | 5% 6% |
Uncharged | |
Pyra | Neutral Attack | Jab 1 | 26%/101% | Farthest hitbox |
3%/59% | Closest hitbox | |||
Jab 2 | 174%/268% 30%/93% |
Farthest hitbox | ||
Rapid Jab | 173%/281% 11%/83% |
|||
Flame Nova | Entire move | Limitless | Closest hitbox; applies to all hits except the final | |
Richter | Neutral Attack | Jab 1 | 5%/74% | Farthest hitbox |
Rapid Jab | 617%/842% 255%/405% |
|||
Holy Water | Pillar | 131% | Same percent when crouching | |
Ridley | Neutral Attack | Rapid Jab | 198%/406% 37% |
Closest hitbox |
10%/149% | Mid hitbox | |||
571%/779% 235%/375% |
Farthest hitbox | |||
R.O.B. | Neutral Attack | Jab 1 | 8%/26% 33% |
|
Down tilt | Entire move | 0% | ||
Backwards Arm Rotor | Limitless | 1st hit facing Bowser | ||
Gyro | 84% | Uncharged; late hitbox | ||
Slip Gyro | 5% | Sliding across the ground | ||
Guided Robo Beam | Initial big laser | Limitless | ||
Robin | Neutral Attack | Rapid Jab | 47% 384%/593% 59%/185% |
|
Rosalina & Luma | Neutral Attack | Rapid Jab | 537%/741% 211%/347% |
Rosalina |
215%/349% 14%/103% |
Luma | |||
Grand Star | Grand Star looping hits | Limitless | only if Bowser/Kazuya is above on a platform | |
Roy | Double-Edge Dance | 4th hit; angled down | 97% 279%/349% 157%/204% |
Applies to hits 1 - 4 |
Ryu | Down tilt | Entire move | Limitless | Tapped; farthest hitbox |
Hadoken | Shakunetsu Hadoken | 166% 335% |
Fast-tapped; applies to hits 1-4 | |
Samus | Charge Shot | Entire move | 2% | Uncharged |
Dense Charge Shot | 0% | |||
Sephiroth | Shadow Flare | Initial projectile | 54%/106% 13% |
Uncharged |
26%/55% 3% |
Fully charged | |||
Sheik | Neutral Attack | Rapid Jab | 43%/148% 208%/372% 77% |
|
Forward throw | Attack hitbox | Limitless | Collateral damage | |
Back throw | ||||
Up throw | ||||
Down throw | ||||
Shulk | Neutral Attack | Jab 1 | 100%/316% | Buster Art; farthest hitbox |
Simon | Neutral Attack | Jab 1 | 5%/74% | Farthest hitbox |
Rapid Jab | 617%/842% 255%/405% |
|||
Holy Water | Pillar | 131% | Same percent when crouching | |
Sonic | Neutral Attack | Jab 2 | 8%/88% | Farthest hitbox |
Down Throw | Attacking hitbox | 23% | Collateral damage | |
Double Spring | Entire move | 8% | ||
Terry | Neutral Attack | Jab 1 | 238%/351% 63%/139% |
Closest hitbox |
Jab 2 (1st hit) | 47%/172% | |||
Toon Link | Pummel | Entire move | 4% | Collateral damage; same percent when crouching |
Hero's Bow | 6%/24% 7%/25% |
Uncharged | ||
0% | Full charge | |||
Fire Arrow | Limitless | Uncharged; direct hit | ||
527%/664% | Full charge; direct hit | |||
Piercing Bow | 390%/572% | Uncharged | ||
140%/208% | Full charge | |||
Villager | Neutral Attack | Entire move | 122%/309% (lead fist); 10%/243% (rear fist) | Farthest hitbox |
Down smash | Entire move | 3%/11% | ||
Wario | Wario Waft | Entire move | Limitless | Uncharged |
Garlic Breath | Closest range | |||
Wii Fit Trainer | Neutral attack | Jab 3 | 19%/46% 16% |
Burying hitbox |
Yoshi | Neutral Attack | Jab 1 | 87%/144% 3%/40% |
Farthest hitbox |
Down Aerial | Entire move | 9% 12% |
Applies to hits 1 - 6 | |
Young Link | Neutral Attack | Rapid Jab | 403%/566% 145%/254% |
|
Zelda | Neutral Attack | Rapid Jab | 293%/410% 107%/185% |
|
Forward Aerial | Entire move | 6% | Sourspot | |
Back Aerial | ||||
Down Aerial | 20%/33% 21%/34% |
Late sourspot | ||
Nayru's Love | 30% 31% |
Applies to hits 1 - 3 | ||
Nayru's Rejection | 40% | Bowser is still turned around | ||
Zero Suit Samus | Neutral Attack | Jab 1 | 127%/208% 7%/60% |
Farthest hitbox |
Blast Shot | Entire move | Limitless | Uncharged | |
By Items | ||||
Beehive | Bees | Limitless | Only toughs out the first attack | |
Fire Flower | Thrown item | 25%/46% 19%/36% |
||
Dropped item | 30-53%/66-88% | Depends on the distance dropped | ||
Mr. Saturn | Thrown item | 9-10%, 32%/24-25%, 62% 9-10%, 31%/24-25%, 62% 7%, 28%/20%, 56% |
Depends on distance thrown | |
Dropped item | 9-11%/24-40% | Depends on distance dropped | ||
Staff | Shots | 5%/25% | Point-blank range | |
Super Scope | Shots | 164%/210% | Uncharged | |
Superspicy Curry | Flames | 3%/120% | ||
By Pokémon | ||||
Abomasnow | Blizzard | 19% | ||
Inkay | Topsy-Turvy | Limitless | ||
Staryu | Swift | 24%/69% | ||
By Assist Trophy | ||||
Klaptrap | Rapid bites | 961%/Limitless | Collateral damage |
Trivia[edit]
- Bowser and Kazuya are the only characters possessing armor that works against Final Smashes (in the case of Little Mac's Final Smash in Smash 4 and the first large green laser from R.O.B's Guided Robo Beam).