List of armored attacks (SSBU)
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Ultimate distributed armor to a wide range of the cast, particularly damage-based armor.
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 | 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 teeth) 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% |
Knockback-based Armor
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. |
Wario | Wario Bike | 1- | 20 KB | Wario only. The bike has 18 HP, and is unaffected by the 1v1 multiplier. |
Yoshi | Midair jump | 1- | 150 KB | Classified as a fighter ability. Subtractive. |
Super Armor
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 | |
Dark Pit | Electroshock Arm | 11-26 | Proximity detection begins frame 16-35 on the ground, 19-35 in the air. Identical to Pit's. |
Ganondorf | Warlock Punch | 11-67 (Default), 21-75 (Reverse) | Does not apply in the air. |
Giga Bowser | Passive | -- | |
Ike | Eruption | 6-10 | On release, from mid to full charge only. Takes recoil damage at full charge. |
Aether | 4-21 | Active until Hit 2's hitboxes terminate. | |
King Dedede | Super Dedede Jump | 22-34, 69-76 | Invincible on frames 18-24, legs are intangible from frame 69 until landing. |
Kirby | Hammer Flip | 1-17 | Full charge and grounded only. |
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. | |
Olimar | Pikmin Order | 2-7 | Pikmin are sorted on frame 2. |
Pit | Upperdash Arm | 11-26 | Proximity detection begins frame 16-35 on the ground, 19-35 in the air. |
Roy | Blazer | 4-10 | Can be angled from frame 9. |
Wario | Wario Waft | 5-10 | Requires full charge. |
See also
- Belly Super Armor - King K. Rool's fighter ability, granting him his own unique form of armor for specific attacks.