List of armored attacks (SSBU): Difference between revisions
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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. | | {{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) || | | {{SSBU|Wario}} || [[Wario Waft]] (Fully Charged) || 4-13 || It is active quickly and for 10 frames during both the startup and the active frames of the first hit of the move. | ||
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Revision as of 11:33, March 16, 2021
Ultimate distributed armor to a wide range of the cast, particularly damage-based armor, and mostly to heavyweights such as Bowser. It also introduced Belly Super Armor to King K. Rool, furthering its presence in the game. It was also made more varied and fleshed out, with more forms of armor reducing damage or having different functions.
Damage-based Armor
Characters under the effect of Damage Based Armor will suffer hitlag and damage when hit, but not flinch or take knockback unless the attack deals enough percentage to go over a defined threshold. These are non-cumulative by default, meaning multiple weaker hits will not add up to reach the threshold and break the armor, if an armor is cumulative it'll be specified.
Character | Move | Active Armor Frames | % Threshold | Notes |
---|---|---|---|---|
Bowser | Forward tilt | 7-9 | 4% | All active 3 frames before the first hitbox comes out, often leading to these being grouped under "tilt armor" by the Bowser playerbase. Lowest threshold in the game. |
Up tilt | 8-10 | |||
Down tilt | 7-9 | |||
Forward smash | 17-21 | 10% | Feet become invincible on Frame 20-26, while the armor is active. | |
Up smash | 11-15 | 8% | Charge Hold being Frame 10 means the armor comes out immediately upon release. Shell becomes invincible from Frame 14-27. | |
Down smash | 5-11 | Charge Hold is Frame 5, but it's coded to hold back the armor should the smash attack be held. | ||
Bowser Jr. | Clown Kart Dash | 20- | 7% | Only for the Clown Kart Hurtbox. Lasts until Jr either jumps or swerves. |
Byleth | Aymr | 34-63 | 30% | Does not apply in the air, unless Byleth touches the ground prior to Frame 34. Highest in the game. |
Captain Falcon | Raptor Boost | 1-4 (Attack) | 10% | Proximity detection on Raptor Boost begins Frame 10, in which the armor can begin from that point so long as an opponent is in range. |
Charizard | Flare Blitz | 23-53 | 15% | Deals 5% in recoil damage, as well as an additional 5% on hit. |
Dr. Mario | Dr. Tornado | 5-9 | 10% | Active for 5 frames before the first hitbox is active. The armor will not start while Dr. Mario is airborne, it does so as soon as he touches the ground during the startup, and stays active even while rising up and becoming airborne again. |
Hero | Kazap | 50-71 | 15% | Requires 42 MP. Armor disappears at the same time as the last hit, leaving Hero extremely vulnerable if whiffed, as the FAF is 127. |
Incineroar | Alolan Whip | 1-42 (Back Body Drop) | 11.99% | Active until the end of the animation itself, past the FAF. |
1-58 (Lariat) | Active past the FAF of 47, meaning that leaving the animation alone for a period of time can keep it active. | |||
1-4 (Failure) | No practical use. | |||
Cross Chop | 4-15 | Given this can be used out of shield with no lockout, the armor allows Incineroar to "dodge" potential mixups involving weaker attacks. | ||
King Dedede | Jet Hammer | 1-14 | 14% | Applies on release of Jet Hammer regardless of charge, grounded only. However, as it is tied to the animation, it can be used offstage through windboxes. |
King K. Rool | Crownerang | 6-63 | 12% | Lasts until the FAF. This armor is "cumulative", meaning multiple weaker hits can add up to reach the threshold and break the armor. Was 6% prior to version 8.0.0. Not to be confused with Belly Super Armor. |
Kirby | Stone | 19-? | 25% | Can be cancelled early. |
Ken | Focus Attack | 1-20 (Charge), 1-11 (On release) | 14-28% | Armor ends a frame later for Ken than Ryu. Armor threshold increases by 0.24% per frame before capping out. [1] |
Little Mac | Straight Lunge | 1- (Charging) | 8% | Only move with damage-based armor that can be cancelled with shield. Armor being Frame 1 makes it a niche combo escape option. |
1- (Attack) | 14% | Increased armor on release, ending at the same time as the hitbox. Also applies in the air. | ||
Mii Brawler | Suplex | - | 11.99% | Begins as soon as the opponent is grabbed; ends when the opponent is launched. |
Piranha Plant | Long-Stem Strike | 18-86 | 15% (Charging), 12% (Release, covers neck) | Known as "Pot Armor" by the Piranha Plant playerbase. Can be released at any point, with a proximity detector from Frame 19. Hitbox comes out from Frame 1-2 (with intangibility on the head) once an opponent comes into range, or if B is pushed early. 0.8× damage received while armor is active. Upon release, the armor reduces to 12%. |
Ryu | Focus Attack | 1-20 (Charge), 1-10 (On release) | 14-28% | Armor lasts a frame shorter than Ken's overall. Armor threshold increases by 0.24% per frame before capping out. [2] |
Sephiroth | Forward smash | 10-23 | 20% | Applies only when in Winged Form. |
Up smash | 14-22 | |||
Down smash | 10-20 | |||
Snake | Cypher | 7-94 | 8% | Cypher can also be destroyed in Ultimate, having 13 HP. If it isn't destroyed, Cypher gains a hitbox dealing 6% until it goes off-screen. Snake does not become helpless in either case, but does suffer hitstun. |
Terry | Buster Wolf | 1-15 | 8% | Only usable from 100%+, or 30% of HP in Stamina. |
Power Geyser | 1-14 | 5% |
Knockback-based Armor
These are attacks that have armor up to a certain knockback threshold. This means that armor can be more easily broken the more damaged the player is and is effectively non-existent against a strong enough attack.
Character | Move | Active Armor Frames | KB Threshold | Notes |
---|---|---|---|---|
Bowser | Tough Guy | Passive | 19 KB | Passive fighter ability, active at all time. |
Donkey Kong | Kong Karry | 1- | 80 KB | Starts frame 1 after the transition to Cargo and lasts until the opponent's release or the start of a Cargo throw. |
Wario | Wario Bike | 1- | 20 KB | Wario only. The bike has 18 HP, and is unaffected by the 1v1 multiplier. If a move is armored, Wario will enter the dismount animation. |
Yoshi | Midair jump | 1- | 150 KB | Classified as a fighter ability. |
Super Armor
Characters under the effect of Super Armor will suffer hitlag and damage when hit, but not flinch nor take knockback. Super Armor, by default, does not break, no amount of percentage or launch force is enough to beat it.
Character | Move | Active Armor Frames | Notes |
---|---|---|---|
All characters | Home-Run Bat | 41-56 | |
Ore Club | 13~ | Lasts during charge and attack; ceases when the hitbox ends | |
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. |
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. |
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. |
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. | |
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. | |
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. |
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. |
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. | |
Giga Bowser | Passive | -- | |
Ike | Eruption (Medium Charge and Fully Charged) | 6-10 | It is active quickly and for 5 frames before the first hitbox is active. |
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. | |
Incineroar | 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. |
Joker | 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. |
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. |
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. |
Little Mac | 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. |
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. | |
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. | |
KO Uppercut | 8-9 | It is active quickly and for 2 frames, starting during startup and covering the first active frame of the move. | |
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. |
Olimar | Pikmin Order | 2-7 | It is active quickly and for 6 frames. |
Pac-Man | Power Pellet | 1-8 | It is active immediately upon eating the pellet and for 8 frames. |
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. |
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. |
Wario | Wario Waft (Fully Charged) | 4-13 | It is active quickly and for 10 frames during both the startup and the active frames of the first hit of the move. |
See also
- Belly Super Armor - King K. Rool's fighter ability, granting him his own unique form of armor for specific attacks.