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

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:

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.