List of armored attacks (SSBU): Difference between revisions

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(→‎Damage-based Armor: noted plant taking half damage with armor active)
(→‎Damage-based Armor: Fixed some info and wording on Cypher, as well as added more details.)
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! Character !! Move !! Active Armor Frames !! % Threshold !! Notes
! Character !! Move !! Active Armor Frames !! % Threshold !! Notes
|-
|-
| rowspan="6" | {{SSBU|Bowser}} || [[Bowser (SSBU)/Forward tilt|Forward tilt]] || 7-9 ||rowspan="3" | 4% ||rowspan="3" | All active 3 frames before the armor comes out, often leading to these being grouped under "tilt armor" by the Bowser playerbase.  
| rowspan="6" | {{SSBU|Bowser}} || [[Bowser (SSBU)/Forward tilt|Forward tilt]] || 7-9 ||rowspan="3" | 4% ||rowspan="3" | All active 3 frames before the armor comes out, often leading to these being grouped under "tilt armor" by the Bowser playerbase. Lowest threshold in the game. 
|-
|-
|[[Bowser (SSBU)/Up tilt|Up tilt]] || 8-10
|[[Bowser (SSBU)/Up tilt|Up tilt]] || 8-10
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|[[Bowser (SSBU)/Down smash|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 (SSBU)/Down smash|Down smash]] || 5-11 || Charge Hold is Frame 5, but it's coded to hold back the armor should the smash attack be held.
|-
|-
| {{SSBU|Bowser Jr.}} || [[Clown Kart Dash]] || 20- || 7% || Only for the Clown Kart Hurtbox.  
| {{SSBU|Bowser Jr.}} || [[Clown Kart Dash]] || 20- || 7% || Only for the Clown Kart Hurtbox. Lasts until Jr either jumps or swerves.  
|-
|-
| {{SSBU|Byleth}} || [[Aymr]] || 34-63 || 30% || Does not apply in the air, unless Byleth touches the ground prior to Frame 34.  
| {{SSBU|Byleth}} || [[Aymr]] || 34-63 || 30% || Does not apply in the air, unless Byleth touches the ground prior to Frame 34. Highest in the game.  
|-
|-
| {{SSBU|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.  
| {{SSBU|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.  
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| [[Cross Chop]] || 1-15 || Given this can be used [[out of shield]] with no lockout, the armor allows Incineroar to "dodge" potential mixups involving hitboxes.  
| [[Cross Chop]] || 1-15 || Given this can be used [[out of shield]] with no lockout, the armor allows Incineroar to "dodge" potential mixups involving hitboxes.  
|-
|-
| {{SSBU|King Dedede}} || [[Jet Hammer]] || 1-14 || 14% || 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.  
| {{SSBU|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.  
|-
|-
| {{SSBU|King K. Rool}} || [[Crownerang]] || 5-63 || 6% || Not to be confused with [[Belly Super Armor]]. FAF is 64, leaving a frame where the armor is not active.  
| {{SSBU|King K. Rool}} || [[Crownerang]] || 5-63 || 6% || Not to be confused with [[Belly Super Armor]]. FAF is 64, leaving a frame where the armor is not active.  
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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>
|-
|-
| {{SSBU|Little Mac}} || [[Straight Lunge]] || 1- || 8% || Only move with damage-based armor that can be cancelled with [[shield]].  
| {{SSBU|Little Mac}} || [[Straight Lunge]] || 1- || 8% || Only move with damage-based armor that can be cancelled with [[shield]]. Armor being Frame 1 makes it a niche combo escape option.  
|-
|-
| {{SSBU|Piranha Plant}} || [[Long-Stem Strike]] || 18-86 || 15% || Can be released at any point, with a proximity detector from Frame 19, and then a hitbox from Frame 1-2 once an opponent comes into range. Halves damage received.  
| {{SSBU|Piranha Plant}} || [[Long-Stem Strike]] || 18-86 || 15% || Can be released at any point, with a proximity detector from Frame 19. Hitbox comes out from Frame 1-2 (with [[intangibility]] on the teeth) once an opponent comes into range, or if B is pushed early. Halves damage received while armor is active.  
|-
|-
| {{SSBU|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.  <ref>https://rubendal.github.io/ssbu/#/Character/Ryu https://rubendal.github.io/ssbu/#/Character/Ken, Article SpecialLw</ref>
| {{SSBU|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.  <ref>https://rubendal.github.io/ssbu/#/Character/Ryu https://rubendal.github.io/ssbu/#/Character/Ken, Article SpecialLw</ref>
|-
|-
| {{SSBU|Snake}} || [[Cypher]] || 7-94 || 8% || Cypher can also be destroyed in ''Ultimate'', taking 13% before this can occur.  
| {{SSBU|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]].
|-
|-
| rowspan="2" | {{SSBU|Terry}} || [[Buster Wolf]] || 1-15 || 8% || rowspan="2" | Only usable from 100%+, or 30% of HP in Stamina.
| rowspan="2" | {{SSBU|Terry}} || [[Buster Wolf]] || 1-15 || 8% || rowspan="2" | Only usable from 100%+, or 30% of HP in Stamina.

Revision as of 10:13, February 10, 2020

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Snake's Cypher being hit by Pichu's neutral aerial, but armoring through thanks to damage-based armor.
An icon for denoting incomplete things.

Ultimate distributed armor to a wide range of the cast.

Damage-based Armor

Character Move Active Armor Frames % Threshold Notes
Bowser Forward tilt 7-9 4% All active 3 frames before the armor 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.
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 No practical use.
Cross Chop 1-15 Given this can be used out of shield with no lockout, the armor allows Incineroar to "dodge" potential mixups involving hitboxes.
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 5-63 6% Not to be confused with Belly Super Armor. FAF is 64, leaving a frame where the armor is not active.
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- 8% Only move with damage-based armor that can be cancelled with shield. Armor being Frame 1 makes it a niche combo escape option.
Piranha Plant Long-Stem Strike 18-86 15% Can be released at any point, with a proximity detector from Frame 19. Hitbox comes out from Frame 1-2 (with intangibility on the teeth) once an opponent comes into range, or if B is pushed early. Halves damage received while armor is active.
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]
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

An icon for denoting incomplete things.
Character Move Active Armor Frames KB Threshold Notes
Bowser Tough Guy Passive 19 KB Passive fighter ability.
Donkey Kong Kong Karry 1-15 16 KB Applies instead of throw invincibility when beginning a throw as well, until throw release.
PAC-MAN Power Pellet ? 100 KB Begins as soon as PAC-MAN begins to eat the pellet.
Yoshi Double Jump 1- 150 KB Classified as a fighter ability. Subtractive.

Super Armor

An icon for denoting incomplete things.
Character Move Active Armor Frames Notes
Donkey Kong Giant Punch 11-20 (Grounded), 17-20 (Aerial) Only when fully charged.
Headbutt 5-14 Lasts until hitbox comes out.
Charizard Fly 4-15
Ganondorf Warlock Punch 11-67 (Default), 21-75 (Reverse) Does not apply in the air.
King Dedede Super Dedede Jump 22-34, 69-76 Invincible on frames 18-24, legs are intangible from frame 69 until landing.
Little Mac Forward Smash 8-15 (High/Mid angle), 9-15 (Low angle) Charge Hold is frame 4. Boosted damage when hit during the attack.
Up Smash 8-13 Charge Hold is frame 6. Boosted damage when hit during the attack.
Down Smash 7-10, 15-17 Charge Hold is frame 5. Boosted damage when hit during the attack.
KO Uppercut 8-9 Requires a filled Power Meter to use. Lost if sent into tumble after 4 seconds of obtaining it.
Wario Wario Waft 5-10 Requires full charge.

See also

References