Inert: Difference between revisions
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary |
No edit summary |
||
Line 15: | Line 15: | ||
|rowspan=3|[[Captain Falcon]] | |rowspan=3|[[Captain Falcon]] | ||
|[[Raptor Boost]] | |[[Raptor Boost]] | ||
|{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} | |{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|- | |- | ||
|[[Heavy Raptor Boost]] | |[[Heavy Raptor Boost]] |
Revision as of 19:05, May 8, 2019
The inert effect is used by a small amount of attacks in the Super Smash Bros. series. Inert hitboxes are used for hit detection where a normal hitbox would be unsuitable, dealing no damage or knockback on their own. For example, the starting portion of Captain Falcon's Raptor Boost uses inert hitboxes to detect a target; contact with an enemy does no damage itself but initiates the damage-dealing uppercut portion of the attack.
The inert effect was introduced in Melee, and it has appeared (though remained rare) in every game since.
List of attacks with inert hitboxes
List of attack effects | |
---|---|
Introduced in Super Smash Bros. | Normal • Coin • Electric • Flame • Slash • Sleep |
Introduced in Super Smash Bros. Melee | Bury • Darkness • Flower • Freezing • Grab • Inert • Reverse • Screw • Stun |
Introduced in Super Smash Bros. Brawl | Aura • Down • Flinchless • Grass • Paralyze • Plunge • Slip • Water |
Introduced in Super Smash Bros. 4 | Blaster • Magic • Obliviate • Stab • Solar |
Introduced in Super Smash Bros. Ultimate | Autoreticle • Chain • Curse • Dedede • Grapple • Ink • Mushroom • Poison • Rapid • Sparks • Fist-Down • Scintilla |