List of armored attacks (SSBU): Difference between revisions

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m (Undid edit by The Other Jared: this is either completely wrong or not worded well enough. If you are thinking of how Little Mac's KO punch can bypass super armor, it's not because that move also has super armor, it's because of a property of the hitboxes themselves that very few moves in this game have (usually it's counters, such as Marth's))
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| {{SSBU|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. <ref>https://rubendal.github.io/ssbu/#/Character/Ryu https://rubendal.github.io/ssbu/#/Character/Ken, Article SpecialLw</ref>
| {{SSBU|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. <ref>https://rubendal.github.io/ssbu/#/Character/Ryu https://rubendal.github.io/ssbu/#/Character/Ken, Article SpecialLw</ref>
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| rowspan="2" | {{SSBU|Little Mac}} || rowspan="2" | [[Straight Lunge]] || 1- (Charging) || 8% || Only move with damage-based armor that can be cancelled with [[shield]]. Armor being frame 1 and usable in the air makes it a niche combo escape option. Cannot be [[Charge Storage Canceling|charge storage cancelled]].
| rowspan="2" | {{SSBU|Little Mac}} || rowspan="2" | [[Straight Lunge]] || 1- (Charging) || 8% || Only move with damage-based armor that can be cancelled with [[shield]]. Armor being frame 1 and usable in the air makes it a niche combo escape option. Cannot be [[Charge storage canceling|charge storage cancelled]].
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| 1- (Attack) || 14% || Increased armor on release, ending at the same time as the hitbox. Also applies in the air.
| 1- (Attack) || 14% || Increased armor on release, ending at the same time as the hitbox. Also applies in the air.
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