Invincibility: Difference between revisions
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*[[Falco]]'s [[Falco Phantasm]] Only 1 frame. | *[[Falco]]'s [[Falco Phantasm]] Only 1 frame. | ||
*[[Wolf (SSBB)|Wolf]]'s [[Reflector]], First 6 frames. | *[[Wolf (SSBB)|Wolf]]'s [[Reflector]], First 6 frames. | ||
*[[Zero Suit Samus (SSBB)]] [[Flip Jump]] Only 1 frame | |||
*[[Marth]]'s [[Dolphin Slash]] First 5 frames (5th frame is also hit frame, Brawl only). | *[[Marth]]'s [[Dolphin Slash]] First 5 frames (5th frame is also hit frame, Brawl only). | ||
*[[Mr. Game & Watch]]'s [[Fire]] From frame 9 until frame 13. | *[[Mr. Game & Watch]]'s [[Fire]] From frame 9 until frame 13. |
Revision as of 06:44, June 10, 2010
Invincibility frames are the period of time (measured in frames) during which a character cannot be damaged. Depending on which kind of invincibility the character has, the attack may "hit" or "miss".
Invincibility attacks
- Ike's Eruption, while the sword is coming down.
- Marth's Counter Only 1 frame.
- Roy's Counter Only 1 frame.
- Fox's Fox Illusion Only 1 frame.
- Falco's Falco Phantasm Only 1 frame.
- Wolf's Reflector, First 6 frames.
- Zero Suit Samus (SSBB) Flip Jump Only 1 frame
- Marth's Dolphin Slash First 5 frames (5th frame is also hit frame, Brawl only).
- Mr. Game & Watch's Fire From frame 9 until frame 13.
- Bowser's Whirling Fortress Grounded version, first 5 frames.
- Donkey Kong's Spinning Kong frames 4-6 (Brawl only?)
- Sonic's Up smash before the hitbox come and Spring Jump when Sonic starts to jump.
- Pikachu's Thunder, Beginning frames when Thunder strikes Pikachu.
- Kirby's Inhale
- Zelda's Farore's Wind right before Zelda teleports.
- Sheik's Vanish right before Sheik teleports.
- Lucario's Double Team, the time when Lucario is able to strike back and when he strikes back (prevents trap final smashes).
- Jigglypuff's Rest, Approximately 20 frames after it's released, while its eyes are closing. (During the attack hitbox)
- Luigi's up special, right before he jumps.
- Wario's Side smash (only the first few frames).
- Yoshi's second jump, about halfway up.(Brawl only, not an attack)
- All Final Smashes grants invincibility at least in the start of it.
Blocking Invincibility
A character with blocking invincibility will be hit by attacks (so the attacker takes hitlag), but will not take damage or hitstun. For example, characters using a Starman have blocking invincibility, as well as characters about to throw someone (this invincibility lasts 8 frames). Other examples of blocking invincibility include:
- The 2 seconds (120 frames) after dismounting a revival platform.
- The secondary Ice climber for a second when Belay is used.
- The start of Lucas' and Ness' PK Thunder 2.
- The entire duration of Squirtle's Withdraw
- Ike's Counter only 1 frame
Dodging Invincibility
A character with dodging invincibility will not be hit by attacks. For example, a projectile will travel right through him or her. This kind of invincibility is often attributed to dodges, techs, edge-grabbing, get-up attacks and animations, and certain body parts during certain moves. Since the invincible character is not hit, a long-lasting attack (or very short invincibility time) may still hit the character once the invincibility ends. Dodging invincibility can also be called "intangibility".
Negative Aspects
Overall, invincibility is generally a good thing. However, one negative aspect is that on the Brinstar and Norfair stages, you will fall straight through the lava, rather than sustaining damage and bouncing back up.