List of armored attacks (SSBU)

From SmashWiki, the Super Smash Bros. wiki
Revision as of 08:44, February 5, 2020 by Plague von Karma (talk | contribs) (Made the page on Toomai's request.)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search
Proposed.png
This page is a draft.
Feel free to contribute to this page as you would a mainspace page.
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.
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.
Byleth Aymr 34-63 30% Does not apply in the air, unless Byleth touches the ground prior to Frame 34.
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% 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.
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.
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, taking 13% before this can occur.
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.
Yoshi Double Jump 1- 150 KB Classified as a fighter ability.

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