List of armored attacks (SSBU): Difference between revisions

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| {{SSBU|Incineroar}} || [[Revenge]] || 3-27 || It is active quickly and for 25 frames. Damage reduction multiplier of 0.4, meaning Incineroar will only be dealt 40% of a move's total damage while under the effect of that armor. Instead of having a Counterbox like most other counters, this armor acts as hit detection, transitioning into the counter attack on hit. Full Body Intangibility on frames 1-14 of the counter attack, leaving no vulnerable frames between the armor window and the counter attack's animation.
| {{SSBU|Incineroar}} || [[Revenge]] || 3-27 || It is active quickly and for 25 frames. Damage reduction multiplier of 0.4, meaning Incineroar will only be dealt 40% of a move's total damage while under the effect of that armor. Instead of having a Counterbox like most other counters, this armor acts as hit detection, transitioning into the counter attack on hit. Full Body Intangibility on frames 1-14 of the counter attack, leaving no vulnerable frames between the armor window and the counter attack's animation.
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| {{SSBU|Kazuya}} || | [[Rage Drive]] || 5-14 || Applies until the grab successfully executes.  
| {{SSBU|Kazuya}} || | [[Rage Drive]] || 5-14 || Grounded version only; applies until the grab successfully executes.  
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| {{SSBU|Joker}} || [[Rebel's Guard]] || 3 and lasting until release || It is active all throughout the guard, which starts quickly on frame 3 and lasts until frames 19-79 depending on how long it is held. Damage reduction multiplier of 0.4, meaning Joker will only be dealt 40% of a move's total damage while under the effect of that armor. Instead of having a Counterbox like most other counters, this armor acts as hit detection, and allow transitioning into the counter attack on hit if Joker releases the input during or 20 frames after hitlag. Full Body Intangibility on frames 1-14 of the counter attack, leaving no vulnerable frames between the armor window and the counter attack's animation.
| {{SSBU|Joker}} || [[Rebel's Guard]] || 3 and lasting until release || It is active all throughout the guard, which starts quickly on frame 3 and lasts until frames 19-79 depending on how long it is held. Damage reduction multiplier of 0.4, meaning Joker will only be dealt 40% of a move's total damage while under the effect of that armor. Instead of having a Counterbox like most other counters, this armor acts as hit detection, and allow transitioning into the counter attack on hit if Joker releases the input during or 20 frames after hitlag. Full Body Intangibility on frames 1-14 of the counter attack, leaving no vulnerable frames between the armor window and the counter attack's animation.
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