Armor: Difference between revisions

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'''Knockback resistance''', known by some as '''super armor''', is a phenomenon that manifests itself during certain moves in all three ''Super Smash Bros.'' games. It is defined as a character not flying as far when hit during a certain time, or in some cases not even [[flinch]]ing. Note that knockback resistance, as the name implies, only affects knockback. The attack's full damage will still be taken.
'''Knockback resistance''', known by some as '''super armor''', is a phenomenon that manifests itself during certain moves in all three ''Super Smash Bros.'' games. It is defined as a character not flying as far when hit during a certain time, or in some cases not even [[flinch]]ing. Note that knockback resistance, as the name implies, only affects knockback. The attack's full damage will still be taken.


As an example of how knockback resisting works, take [[Yoshi|Yoshi's]] [[double jump]]. During his upward movement, Yoshi gains (approximately) 120% knockback resistance. This does not mean he flies 120% less distance when hit. It means that when hit, his flight distance is calculated from his current percentage minus 120%. So if Yoshi is hit with 150% damage during his double jump, he wil fly as far as he would if he had 30% damage. If the knockback resistance calculation's result is negative (say -50%) then Yoshi would not even flinch. This would not prevent Yoshi from being affected by hitstun.
As an example of how knockback resisting works, take [[Yoshi|Yoshi's]] [[double jump]]. During his upward movement, Yoshi gains (approximately) 120% knockback resistance. This does not mean he flies 120% less distance when hit. It means that when hit, his flight distance is calculated from his current percentage minus 120%. So if Yoshi is hit with 150% damage during his double jump, he wil fly as far as he would if he had 30% damage. If the knockback resistance calculation's result is negative (say -50%) then Yoshi would not even flinch. This would not prevent Yoshi from being affected by hitstun.


In [[SSB64]], knockback resistance was limited to Yoshi's double jump, Ness's throwing action, [[Giant DK]], and [[Metal Mario]]. Some could also say that Master Hand has infinite knockback resistance.
==In [[Super Smash Bros.]]==
Knockback resistance was limited to Yoshi's double jump, Ness's throwing action, [[Giant DK]], and [[Metal Mario]]. Some could also say that Master Hand has infinite knockback resistance.


In [[SSBM]], Yoshi retained his resistance, while Metal and Giant characters had their resistance decreased a whole lot. Also, [[Giga Bowser]] has about 50% knockback resistance when fought in Adventure Mode.
==In [[SSBM]]==
Yoshi retained his resistance, while Metal and Giant characters had their resistance decreased a whole lot. Also, [[Giga Bowser]] has about 50% knockback resistance when fought in Adventure Mode.


In [[SSBB]], many characters inherit knockback resistance, often in the form of moves that give a temporarily infinite amount:
==In [[SSBB]]==
Many characters inherit knockback resistance, often in the form of moves that give a temporarily infinite amount:
{| class="wikitable"
{| class="wikitable"
|-
|-
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! Character
! Character
! Moves
! Moves
! Conditions
! Conditions and notes


|- style="vertical-align: top;"
|- style="vertical-align: top;"
|
|
[[Ike (SSBB)|Ike]]
[[Ike (SSBB)|Ike]]




[[Bowser (SSBB)|Bowser]]
[[Bowser (SSBB)|Bowser]]
[[Snake (SSBB)|Snake]]
[[Marth (SSBB)|Marth]]
[[Donkey Kong (SSBB)|Donkey Kong]]
[[Ganondorf (SSBB)|Ganondorf]]
[[Pokémon Trainer (SSBB)|Pokémon Trainer (Squirtle, Charizard, Ivysaur)]]
|
|
[[Aether]] and
[[Aether]] and
[[Eruption]]
[[Eruption]]


Forward Smash ,
Forward Smash ,
[[Bowser Bomb]] and  
[[Bowser Bomb]] and  
[[Giga Bowser (Final Smash)]]
[[Giga Bowser (Final Smash)]]
[[Cypher]]
[[Dolphin Slash]]
[[Giant Punch]]
and Carry [[Throw]]
[[Flame Choke]]
[[Fly]]
,[[Withdraw]]
,and Squirtle's forward Smash.
|
|
Aether-When the sword is out of his hands.
Aether-When the sword is out of his hands.
Eruption-Between when the special move button is released and when the sword hits the ground.
Eruption-Between when the special move button is released and when the sword hits the ground.


Giga Bowser has it for the entire period of being Giga Bowser.
 
Bowser Bomb-Only during ascension time
Giga Bowser has it for the entire period of being Giga Bowser.Bowser Bomb-Only during ascension time
 
 
Entire move, although can be broken by strong moves such as Bowser's forward smash.
 
 
First 4 frames only
 
Giant Punch-Only if fully charged
 
When he is holding the opponent above him. Opponent also gets super armor.
 
Ivysaur has no super armor moves
|
|


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*[[Aether]] (during time when sword is out of hand)
 
*[[Eruption]] (between letting go of the special move button and explosion)
 
*[[Bowser (SSBB)|Bowser]]'s [[forward smash]]
*[[Bowser Bomb]] (during ascension time)
*[[Giga Bowser (Final Smash)]]
*[[Cypher]]
*[[Dolphin Slash]] (first 4 frames only)
*[[Donkey Kong (SSBB)|Donkey Kong]]'s Carry throw
*[[Flame Choke]] (when Ganondorf holds the person above him)
*[[Fly]]
*[[Giant Punch]] (if fully charged)
*[[Squirtle (SSBB)|Squirtle]]'s [[forward smash]]
*[[Super Dedede Jump]] (during ascension time)
*[[Super Dedede Jump]] (during ascension time)
*[[Mirror Shield]] (right before Pit pulls it out)
*[[Mirror Shield]] (right before Pit pulls it out)

Revision as of 07:47, October 9, 2008

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Knockback resistance, known by some as super armor, is a phenomenon that manifests itself during certain moves in all three Super Smash Bros. games. It is defined as a character not flying as far when hit during a certain time, or in some cases not even flinching. Note that knockback resistance, as the name implies, only affects knockback. The attack's full damage will still be taken.

As an example of how knockback resisting works, take Yoshi's double jump. During his upward movement, Yoshi gains (approximately) 120% knockback resistance. This does not mean he flies 120% less distance when hit. It means that when hit, his flight distance is calculated from his current percentage minus 120%. So if Yoshi is hit with 150% damage during his double jump, he wil fly as far as he would if he had 30% damage. If the knockback resistance calculation's result is negative (say -50%) then Yoshi would not even flinch. This would not prevent Yoshi from being affected by hitstun.

In Super Smash Bros.

Knockback resistance was limited to Yoshi's double jump, Ness's throwing action, Giant DK, and Metal Mario. Some could also say that Master Hand has infinite knockback resistance.

In SSBM

Yoshi retained his resistance, while Metal and Giant characters had their resistance decreased a whole lot. Also, Giga Bowser has about 50% knockback resistance when fought in Adventure Mode.

In SSBB

Many characters inherit knockback resistance, often in the form of moves that give a temporarily infinite amount:

Character Moves Conditions and notes

Ike


Bowser


Snake


Marth


Donkey Kong


Ganondorf


Pokémon Trainer (Squirtle, Charizard, Ivysaur)

Aether and Eruption


Forward Smash , Bowser Bomb and Giga Bowser (Final Smash)


Cypher


Dolphin Slash


Giant Punch and Carry Throw


Flame Choke


Fly ,Withdraw ,and Squirtle's forward Smash.

Aether-When the sword is out of his hands. Eruption-Between when the special move button is released and when the sword hits the ground.


Giga Bowser has it for the entire period of being Giga Bowser.Bowser Bomb-Only during ascension time


Entire move, although can be broken by strong moves such as Bowser's forward smash.


First 4 frames only

Giant Punch-Only if fully charged

When he is holding the opponent above him. Opponent also gets super armor.

Ivysaur has no super armor moves