Talk:Armor: Difference between revisions

→‎Some armor data that I know of: added Snake's Cypher and KB-based armor.
(→‎Damage-based ("Heavy") Armor: noted Mac Default Heavy Armor on Max Charge Release)
Tag: Mobile edit
(→‎Some armor data that I know of: added Snake's Cypher and KB-based armor.)
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I know a lot about the different forms of armor in Ultimate but am not sure how to make the page optimized for Ult's new types. So, I'm leaving data here in hopes someone can do it.
I know a lot about the different forms of armor in Ultimate but am not sure how to make the page optimized for Ult's new types. So, I'm leaving data here in hopes someone can do it.


===Yoshi's Double Jump Armor===
===Yoshi's Double Jump: Subtractive Armor===
Yoshi's Double Jump Armor is known as '''Subtractive Armor''', taking up to 150 Units of knockback before it breaks. Once it breaks, Yoshi takes the difference in KB. 150 Units of KB is very, very high. It starts F1 and ends once the double jump animation is over.  
Yoshi's Double Jump Armor is known as '''Subtractive Armor''', taking up to 150 Units of knockback before it breaks. Once it breaks, Yoshi takes the difference in KB. 150 Units of KB is very, very high. It starts F1 and ends once the double jump animation is over.  


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* Little Mac's Straight Lunge starts at 8% (9.6%), until it turns to 14% (16.8%) upon max charge release. Not sure about frame data.
* Little Mac's Straight Lunge starts at 8% (9.6%), until it turns to 14% (16.8%) upon max charge release. Not sure about frame data.
* Piranha Plant has 15% (18%) on Long-Stem Strike, not sure about the exact frames.  
* Piranha Plant has 15% (18%) on Long-Stem Strike, not sure about the exact frames.  
* Snake's Cypher takes 7% (8.4%) for Snake to be knocked off and remove the damage-based armor, but on a side note also takes 13% (15.6%) for Cypher to completely break.
This is all I know of but I am 90% sure there's more that I may have forgotten.
This is all I know of but I am 90% sure there's more that I may have forgotten.


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* Donkey Kong's Headbutt has Super Armor from F5-14, I believe this is unchanged from S4 but I can very easily be wrong.
* Donkey Kong's Headbutt has Super Armor from F5-14, I believe this is unchanged from S4 but I can very easily be wrong.
* Charizard's Fly has Super Armor (at least I believe it does, [https://rubendal.github.io/ssbu/#/Character/Charizard the scripts] say damage no reaction w/a 0 which usually means it) from F4. Fun fact, it transitions with a Super Jump Punch flag on F11, likely for the trajectory it goes at.
* Charizard's Fly has Super Armor (at least I believe it does, [https://rubendal.github.io/ssbu/#/Character/Charizard the scripts] say damage no reaction w/a 0 which usually means it) from F4. Fun fact, it transitions with a Super Jump Punch flag on F11, likely for the trajectory it goes at.
===Knockback-based Armor==
* Bowser's [[Tough Guy]] takes 20 KB Units
* DK's Kong Karry takes 16 Units upon beginning a throw.


This is all I know of, hopefully it's enough to kick the page into high gear. --[[File:King K. Rool SSBU.png|20px]][[User:Plague von Karma|<span style="color: #e68;">'''Plague'''</span>]][[User talk:Plague von Karma|<span style="color: #e68;">''' von Karma'''</span>]][[File:King K. Rool SSBU.png|20px]] 09:49, December 24, 2019 (EST)
This is all I know of, hopefully it's enough to kick the page into high gear. --[[File:King K. Rool SSBU.png|20px]][[User:Plague von Karma|<span style="color: #e68;">'''Plague'''</span>]][[User talk:Plague von Karma|<span style="color: #e68;">''' von Karma'''</span>]][[File:King K. Rool SSBU.png|20px]] 09:49, December 24, 2019 (EST)