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Invincibility: Difference between revisions

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(→‎Examples: I don't know the specifics for frame data, but I know it gives some invincibility.)
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[[File:Invincibility.jpg|270px|thumb|{{SSB4|Pac-Man}} would have been KO'd if he wasn't using a Super Star.]]
{{incomplete|Definitely missing some moves}}
{{incomplete|Definitely missing some moves}}
[[File:Invincibility.jpg|270px|thumb|{{SSB4|Pac-Man}} demonstrates invincibility due to the [[Super Star]].]]
'''Invincibility''' is a state during which a character cannot be attacked or [[damage]]d. Attacks will hit (so the attacker takes [[hitlag]]), but will not take [[damage]], [[knockback]], or [[hitstun]]. Characters who are invincible can be affected by some [[windbox]]es.
'''Invincibility''' is a state during which a character cannot be attacked or [[damage]]d. Attacks will hit (so the attacker takes [[hitlag]]), but will not take [[damage]], [[knockback]], or [[hitstun]]. Characters who are invincible can be affected by some [[windbox]]es.



Revision as of 22:09, June 22, 2017

An icon for denoting incomplete things.
Pac-Man demonstrates invincibility due to the Super Star.

Invincibility is a state during which a character cannot be attacked or damaged. Attacks will hit (so the attacker takes hitlag), but will not take damage, knockback, or hitstun. Characters who are invincible can be affected by some windboxes.

Invincibility's negative aspect is that on the Planet Zebes, Brinstar, and Norfair stages, characters will fall straight through the stage's lower hazard, rather than sustaining damage and bouncing back up. They may occasionally also be KO'd if they are standing on the track on Port Town Aero Dive, Mute City and Mute City. Interestingly, in Smash 4, Master Giant's "glowing hands" attack is a grab which can bypass any form of invincibility.

Examples

  • Characters using a Super Star.
  • 8 frames of a character about to perform a throw.
  • The 2 seconds (120 frames) after dismounting a revival platform.
  • The secondary Ice Climber for a second when Belay is used.
  • The start of Lucas's and Ness's PK Thunder 2.
  • The entire duration of Squirtle's Withdraw (different from other examples, as instead of bright "bubbles" appearing when an attack lands and a blunt sound effect being heard, one can both hear and see the attack's visual effects as if there were no invincibility frames at all)
  • The start of a shield break
  • Ike's Counter, only 1 frame
  • Palutena's shield during the dash attack and back aerial.
  • Donkey Kong's aerial Spinning Kong from frames 3-6, and many of his ground attacks grant invincibility on his arms only.
  • Bowser's shell during his up smash.
  • Yoshi's pre-shielding animation, 4 frames.
  • Villlager's Pocket, in the start-up frames.