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Inert: Difference between revisions

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Line 22: Line 22:
|[[Wind-up Raptor Boost]]
|[[Wind-up Raptor Boost]]
|-
|-
|rowspan=3|[[Dark Pit]]
|rowspan=3|{{SSB4|Dark Pit}}
|[[Electroshock Arm]]
|[[Electroshock Arm]]
|-
|-
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|[[Quickshock Arm]]
|[[Quickshock Arm]]
|-
|-
|[[Ganondorf]]
|{{SSBM|Ganondorf}}
|[[Gerudo Dragon]]
|[[Gerudo Dragon]]
|{{GameIcon|SSBM}}
|{{GameIcon|SSBM}}
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|[[Unyielding Blade]]
|[[Unyielding Blade]]
|-
|-
|[[Mii Brawler]]
|{{SSB4|Mii Brawler}}
|[[Onslaught]]
|[[Onslaught]]
|-
|-
|[[Mii Swordfighter]]
|{{SSB4|Mii Swordfighter}}
|[[Airborne Assault]]
|[[Airborne Assault]]
|-
|-
|rowspan=3|[[Pit]]
|rowspan=3|{{SSB4|Pit}}
|[[Upperdash Arm]]
|[[Upperdash Arm]]
|-
|-

Revision as of 12:38, November 12, 2019

The inert effect is used by a small amount of attacks in the Super Smash Bros. series. Inert hitboxes are used for hit detection where a normal hitbox would be unsuitable, dealing no damage or knockback on their own. For example, the starting portion of Captain Falcon's Raptor Boost uses inert hitboxes to detect a target; contact with an enemy does no damage itself but initiates the damage-dealing uppercut portion of the attack.

The inert effect was introduced in Melee, and it has appeared (though remained rare) in every game since.

List of attacks with inert hitboxes

An icon for denoting incomplete things.
Character Move Games
Captain Falcon Raptor Boost Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate
Heavy Raptor Boost Super Smash Bros. 4
Wind-up Raptor Boost
Dark Pit Electroshock Arm
Electrocut Arm
Quickshock Arm
Ganondorf Gerudo Dragon Super Smash Bros. Melee
Ike Quick Draw Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate
Close Combat Super Smash Bros. 4
Unyielding Blade
Mii Brawler Onslaught
Mii Swordfighter Airborne Assault
Pit Upperdash Arm
Interception Arm
Quickdash Arm