Invincibility: Difference between revisions

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These include:
These include:
* When respawning after dying; when one is on the platform after losing a stock and for 120 frames (2 seconds) after getting off it.
* At the beginning of [[Get-up attacks and animations]]
* At the beginning of [[Get-up attacks and animations]]
* At the beginning of [[Tech]]s (all kinds)
* At the beginning of [[Tech]]s (all kinds)
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* At the beginning of [[wall jump]]s
* At the beginning of [[wall jump]]s
* At the beginning of certain moves, like Samus' and Bowser's Up + B's (Screw Attack and Whirling Fortress)
* At the beginning of certain moves, like Samus' and Bowser's Up + B's (Screw Attack and Whirling Fortress)
*Grabbing the edge of a stage
* Grabbing the edge of a stage
 
Some characters' A [[attacks]] have partial invincibility which applies only to select body parts for a short time.
 
These include, but are not limited to:
 
* [[Peach]] up smash (head and arms invincible)
* [[Fox]], [[Falco]] down smash (legs invincible)
* [[Yoshi]] dash attack (head invincible)
* [[Ness]] up tilt (head invincible)
 
There is another invincibility during which you CAN be hit, but you won't be hurt, or even stunned. It's much rarer, and only happens:
 
* After you respawn, when you leave the platform (120 frames, or 2 seconds)
* When both [[Ice Climbers]] up B, the secondary climber gains it for nearly 1 second
* At the beginning of any throw (besides [[Bowser]]'s Koopa Klaw throws) for 8 [[frames]]
 
Because any [[hitbox]] cannot hit the same object consecutively, attacks that hit this hittable invincibility will be unable to hit the character if the invincibility ends before the hitbox does. With the common invincibility, a long lasting [[hitbox]] (such as Mr. Game and Watch's forward tilt) will "wait it out" and hit the character when the invincibility ends.




[[Category:Terms]]
[[Category:Terms]]
[[Category:Game Physics]]
[[Category:Game Physics]]