List of armored attacks (SSBU): Difference between revisions

m (→‎Damage-based Armor: Sephiroth should have links to his smash attack pages and a quick way to check out winged form, added in.)
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| [[Ore Club]] || 13~ || Lasts during charge and attack; ceases when the hitbox ends
| [[Ore Club]] || 13~ || Lasts during charge and attack; ceases when the hitbox ends
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| {{SSBU|Charizard}} || [[Fly]] || 4-15 ||
| {{SSBU|Charizard}} || [[Fly]] || 4-15 || It is active quickly and for 12 frames, covering part the the startup and lasting until the second set of hitboxes is active.
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| {{SSBU|Chrom}} || [[Soaring Slash]] || 10-30 ||
| {{SSBU|Chrom}} || [[Soaring Slash]] || 10-30 || It is active for 21 frames, starts as soon as the first hitbox is active, and lasts until the start of the rise.
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| rowspan="3" | {{SSBU|Donkey Kong}} || [[Giant Punch]] || 11-20 (Grounded), 17-20 (Aerial) || Only when fully charged. It is active for 10 frames during both the startup and the active frames of the move. Landing during the startup of the move grants DK the armor frames of the grounded version.
| rowspan="3" | {{SSBU|Donkey Kong}} || [[Giant Punch]] (Fully Charged) || 11-20 (Grounded), 17-20 (Aerial) || It is active for 10 frames during both the startup and the active frames of the move. Landing during the startup of the move grants DK the armor frames of the grounded version.
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| [[Headbutt]] || 5-14 || It is active quickly and for 10 frames during startup, but then leaves a 5 frames gap with no armor before the first active frame.
| [[Headbutt]] || 5-14 || It is active quickly and for 10 frames during startup, but then leaves a 5 frames gap with no armor before the first active frame.
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|[[Spinning Kong]] || 5-17 || Grounded version only. It is active quickly and for 13 frames during startup, but then leaves a 1 frame gap with no armor before the first active frame. Arm intangibility frames 19-24.
| [[Spinning Kong]] (Grounded) || 5-17 || It is active quickly and for 13 frames during startup, but then leaves a 1 frame gap with no armor before the first active frame. Arm intangibility frames 19-24.
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| {{SSBU|Dark Pit}} || [[Electroshock Arm]] || 11-26 || Proximity detection begins frame 16-35 on the ground, 19-35 in the air. Identical to Pit's.
| {{SSBU|Dark Pit}} || [[Electroshock Arm]] (Dash) || 11-26 || The armor stops as soon as the move detects an opponent and transitions into the swing, which can happen starting frame 16 (Grounded), 19 (Aerial) of the move, cutting the armor frames short, and leaving 1 frame of vulnerability before the swing's first active hitbox.  
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| rowspan="2" | {{SSBU|Ganondorf}} || [[Warlock Punch]] || 11-67 (Default), 21-75 (Reverse) || Does not apply in the air.
| rowspan="2" | {{SSBU|Ganondorf}} || [[Warlock Punch]] (Grounded) || 11-67 (Default), 21-75 (Reverse) || By default, it is active for 57 frames during startup, but then leaves a 2 frames gap with no armor before the first active frame. When reversed, it is active for 55 frames during startup, but then leaves a 4 frames gap with no armor before the first active frame. Landing during the startup of the move grants Ganondorf the armor frames of the grounded version, but landing on frame 11 (Grounded), 21 (Reversed) or after will not, Ganondorf has to land before the armor frames for them to appear.
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| [[Flame Choke]] || 17-40 (successful grab) || Grounded version.  
| [[Flame Choke]] (Grounded) || 17-40 (successful grab) || It is active for 24 frames, starting during the startup and stopping during the endlag, after the opponent's release.  
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| [[Giga Bowser]] || Passive || -- || <!--- This may be Knockback-based Armor in a way similar to Tough Guy, not sure. Please fix if this is a thing. --->
| [[Giga Bowser]] || Passive || -- || <!--- This may be Knockback-based Armor in a way similar to Tough Guy, not sure. Please fix if this is a thing. --->
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| rowspan="2" | {{SSBU|Ike}} || [[Eruption]] || 6-10 || On release, from mid to full charge only. Takes [[recoil damage]] at full charge.  
| rowspan="2" | {{SSBU|Ike}} || [[Eruption]] (Medium Charge and Fully Charged) || 6-10 || It is active quickly and for 5 frames before the first hitbox is active.  
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| [[Aether]] || 5-35 (Grounded), 15-35 (Aerial) || Active until Hit 2's hitboxes terminate.
| [[Aether]] || 5-35 (Grounded), 15-35 (Aerial) || The grounded version is active quickly and for 31 frames, it starts during the startup. The aerial version is active for 21 frames, and starts as soon as the first hitbox is active. Both last until the start of the rise.
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| {{SSBU|King Dedede}} || [[Super Dedede Jump]] || 22-34, 69-76 || [[Invincible]] on frames 18-24, legs are [[intangible]] from frame 69 until landing.
| {{SSBU|Incineroar}} || [[Rebel's Guard]] || 3 and lasting until release || It is active all throughout the guard, which starts quickly on frame 3 and lasts until frames 19-79 depending on how long it is held. Damage reduction multiplier of 0.4, meaning Joker will only be dealt 40% of a move's total damage while under the effect of that armor. Instead of having a Counterbox like most other counters, this armor acts as hit detection, and allow transitioning into the counter attack on hit if Joker releases the input during or 20 frames after hitlag. Full Body Intangibility on frames 1-14 of the counter attack, leaving no vulnerable frames between the armor window and the counter attack's animation.
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| {{SSBU|Kirby}} || [[Hammer Flip]] || 1-17 || Full charge and grounded only.
| {{SSBU|Joker}} || [[Revenge]] || 3-27 || It is active quickly and for 25 frames. Damage reduction multiplier of 0.4, meaning Incineroar will only be dealt 40% of a move's total damage while under the effect of that armor. Instead of having a Counterbox like most other counters, this armor acts as hit detection, transitioning into the counter attack on hit. Full Body Intangibility on frames 1-14 of the counter attack, leaving no vulnerable frames between the armor window and the counter attack's animation.
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| rowspan="4" | {{SSBU|Little Mac}} || [[Little Mac (SSBU)/Forward smash|Forward smash]] || 8-15 (High/Mid angle), 9-15 (Low angle) || Charge Hold is frame 4. Boosted damage when hit during the attack.
| {{SSBU|King Dedede}} || [[Super Dedede Jump]] || 22-34, 69-76 || It is active for 13 frames during the rise, and then for 7 frames during the fall, leaving a 34 frames gap with no armor between the 1st and 2nd armor windows. Full Body Intangibility on frames 18-21, leaving no vulnerable frames between this and the first armor window, and Intangibility on the feet starting frame 69 and lasting until landing.
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| [[Little Mac (SSBU)/Up smash|Up smash]] || 8-13 || Charge Hold is frame 6. Boosted damage when hit during the attack.
| {{SSBU|Kirby}} || [[Hammer Flip]] (Grounded and Fully Charged) || 11-17 || Landing during the startup of the move grants Kirby the armor frames of the grounded version, but landing on frame 11 or after will not, Kirby has to land before the armor frames for them to appear. Full Body Intangibility on frames 2-10, leaving no vulnerable frames between the two windows. These i-frames will appear if Kirby lands during the startup of the move.
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| [[Little Mac (SSBU)/Down smash|Down smash]] || 7-10, 15-17 || Charge Hold is frame 5. Boosted damage when hit during the attack.
| rowspan="4" | {{SSBU|Little Mac}} || [[Little Mac (SSBU)/Forward smash|Forward smash]] || 8-15 (High/Mid angle), 9-15 (Low angle) || 8 frames in total (7 for down angle), covers active hitbox. Charge Hold is frame 4. Activate a Critical Zoom effect upon tanking a hit.
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| [[KO Uppercut]] || 8-9 || Requires a filled [[Power Meter]] to use. Lost if sent into [[tumble]] after 4 seconds of obtaining it.
| [[Little Mac (SSBU)/Up smash|Up smash]] || 8-13 || 6 frames in total, covers active hitbox. Charge Hold is frame 6. Activate a Critical Zoom effect upon tanking a hit.
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| {{SSBU|Mii Brawler}} || [[Exploding Side Kick]] || 40-52 (Ground & Aerial), 48-54 (Reversed Ground & Aerial)|| Armor duration for reversed based on earliest reversal
| [[Little Mac (SSBU)/Down smash|Down smash]] || 7-10, 15-17 || 4 and 3 frames in total, only covers the first active frame of both hit. Charge Hold is frame 5. Activate a Critical Zoom effect upon tanking a hit.
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| {{SSBU|Olimar}} || [[Pikmin Order]] || 2-7 || Pikmin are sorted on frame 2.  
| [[KO Uppercut]] || 8-9 || It is active quickly and for 2 frames, starting during startup and covering the first active frame of the move.
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| {{SSBU|Pac-Man}} || [[Power Pellet]] || 1-8 || Begins as soon as Pac-Man begins to eat the Power Pellet.
| {{SSBU|Mii Brawler}} || [[Exploding Side Kick]] || 40-52 (Default), 34-46* (Reversed)|| It is active for 13 frames during both the startup and the active frames of the move. *Unlike similar [[Falcon Punch]] like moves that can only be reversed on a specific frame, Exploding Side Kick can be reversed at any point during frames 9-30. Doing so will begin the Reverse Exploding Side Kick animation, which has a fixed 43 frames of startup and armor on the frames 34-46, regardless of how long Mii Brawler waited to reverse the move. What that means is the first active frame of a Reversed Exploding Side Kick can be anywhere from frame 52 to 73, and the armor frames from 42-54 to 63-75.  
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| {{SSBU|Pit}} || [[Upperdash Arm]] || 11-26 || Proximity detection begins frame 16-35 on the ground, 19-35 in the air.  
| {{SSBU|Olimar}} || [[Pikmin Order]] || 2-7 || It is active quickly and for 6 frames.
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| {{SSBU|Roy}} || [[Blazer]] || 4-10 || Can be angled from frame 9.  
| {{SSBU|Pac-Man}} || [[Power Pellet]] || 1-8 || It is active immediately upon eating the pellet and for 8 frames.
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| {{SSBU|Wario}} || [[Wario Waft]] || 5-10 || Requires full charge.  
| {{SSBU|Pit}} || [[Upperdash Arm]] (Dash) || 11-26 || The armor stops as soon as the move detects an opponent and transitions into the swing, which can happen starting frame 16 (Grounded), 19 (Aerial) of the move, cutting the armor frames short, and leaving 1 frame of vulnerability before the swing's first active hitbox.
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| {{SSBU|Roy}} || [[Blazer]] (Grounded) || 4-10 || It is quickly active for 6 frames, covering part the the startup and lasting until the second set of hitboxes is active. Full Body Intangibility on frame 9 while the first hitbox is active, technically replacing the armor during that singular frame. This single frame of Intangibility is also present in the Aerial version of the move.
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| {{SSBU|Wario}} || [[Wario Waft]] (Fully Charged) || 5-10 || It is active quickly and for 6 frames during both the startup and the active frames of the first hit of the move.  
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