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 |
4-15 |
Given this can be used out of shield with no lockout, the armor allows Incineroar to "dodge" potential mixups involving weaker attacks.
|
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% (Charging), 12% (Release, covers neck) |
Known as "Pot Armor" by the Piranha Plant playerbase. Can be released at any point, with a proximity detector from Frame 19. Hitbox comes out from Frame 1-2 (with intangibility on the head) once an opponent comes into range, or if B is pushed early. 0.8× damage received while armor is active. Upon release, the armor reduces to 12%.
|
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%
|