Intangibility
Intangibility is a state in which a hurtbox will not be hit by attacks at all. Intangibility should not be confused with invincibility, as both are different mechanics with different effects.
Overview
There are many ways to acheive intangibility. Many universal actions such as spot dodge, roll, edge grab, the shield breaking process, among others have intangibility. Certain attacks also possess intangibility, either full body or only specific hitboxes. While a character is intangible, attacks will simply not affect them, as if they were not there at all. Since the character is not hit, a long-lasting attack (or very short intangibility time) may still hit the character once it ends. This state can be incredibly useful, as it can be used to dodge attacks and make a retreat or capitalize on a reckless opponent and punish them. Some attacks intentionally make certain body parts intangible in order to make the attack guaranteed to connect without trading with the opponent.
Intangibility does have a somewhat niche downside in that on the Planet Zebes, Brinstar, and Norfair stages, intangible characters will fall straight through the stage's lower hazard rather than sustaining damage and bouncing back up, causing an otherwise preventable KO. They may occasionally also be KO'd if they are standing on the track on Mute City (SSBM), Port Town Aero Dive or Mute City SNES. In Smash 4, Master Giant's "glowing hands" attack also completely ignores any form of intangibility as well as invincibility (including respawn).
In Super Smash Bros. Melee's debug menu, intangibility is displayed by affected hurtboxes changing from their usual yellow color to a blue color during the intangibility period. A similar feature is present in Super Smash Bros. Ultimate's Training Mode via an invincibility toggle, which causes intangible parts of characters to acquire a blue tint.
While the differences are seemingly minor, intangibility is different from invincibility. Invincibility does cause hitlag, but causes no damage or knockback.
List of intangible attacks
- Smash attacks in this table are not charged.
- All attacks from Smash 4 and Ultimate display intangibility values as of their latest updates.
User/Item | Move | Part of Character | Intangibility Frames | Notes |
---|---|---|---|---|
By Characters | ||||
All characters | Spot dodge/Roll/Air dodge Edge grab Techs (Standard, Rolling, Wall, Ceiling) Edge recovery actions (Climb, Attack, Roll, Jump) Floor recovery options (Get up, Roll, Attack) Perfect shield |
Entire body | Varies | |
Shield break animation | * Lasts until the character lands and gets back up * Lasts from frames 1-36 on most characters, with the exception of Kirby and Jigglypuff. * Shield break intangibility lasts for 300 frames. | |||
Shield jump | 1-2 | |||
Shield platform drop | 1 | |||
Wall jump | 1-14 | * Only applies when a wall jump tech is performed. | ||
Tripping | 1-6 (soft trip), 1-7 (dashing trip), 1-8 (turning trip), 1-17 (hard trip) 1-5 (soft trip), 1-13 (hard trip) |
|||
Footstool jump | 9-12 (regular footstool), 1-4 (phantom footstool) | |||
Banjo & Kazooie | Shield | Arms | 1-2 | *Activation |
Shock Spring Jump | Entire body | 15-17 (uncharged), 31-33 (fully charged) | ||
Bayonetta | Witch Time | Entire body | 5-16 8-23 |
|
Bowser | Shield | Head; Arms | 1 (head), 3-5 (arms) | *Activation |
Shell based animations | Head, Arms and legs | Varies | ||
Netural attack | Arms | 6-8 (hit 1); 8-10 (hit 2) 7-9 (hit 1); 9-11 (hit 2) 7-8 (hit 1); 9-11 (hit 2) |
||
Forward tilt | Arm | 10-14 | *Applies to the attacking arm | |
Up tilt | 8-13 11-16 | |||
Down tilt | Arms | 10-12, 20-22 10-12, 15-17 |
*Applies to the first and second attacking arm, respectively | |
Up smash | Entire body | 16-17 | ||
Up aerial | Head | 10-20 3-13 |
||
Flying Slam | Entire body | 1-23 | *Only when opponent is grabbed | |
Whirling Fortress | 1-4 1-5 |
*Only when used on the ground | ||
Captain Falcon | Up tilt | Leg | 14-17 | *Applies to the attacking leg |
Up smash | Legs | 22-23, 28-29 | *Applies to the first and second attacking leg, respectively | |
Charizard | Shield | Head | 1-4 | *Activation |
Up tilt | Wings | 7-23 | ||
Forward smash | Entire body | 22-26 22-25 20-24 |
||
Up aerial | Head | 6-11 11-15 |
||
Chrom | Up smash | Arm | 10-23 | *Applies to the sword arm |
Counter | Entire body | 7-9 (startup), 1-6 (counterattack) | ||
Cloud | Down tilt | Leg | 7-17 | *Applies to the bent leg |
Blade Beam | Entire body | 10-17 | *Limit Break version only | |
Cross Slash | 6-11 | |||
Climhazzard | 5-12 | |||
Corrin | Shield | Head | 1 | *Activation |
Dragon Lunge | Entire body | 2-5 2-7 |
*Jumping | |
Dragon Ascent | 10-17 7-17 |
|||
Counter Surge | 6-7 (startup) 1-49 (counterattack) | |||
Daisy | Up smash | Arms and head | 14-20 | |
Toad | Entire body | 8-10 (startup); 1-3 (counterattack) | ||
Dark Pit | Shield | Head | 1-3 | *Activation |
Power of Flight | Entire body | 9-19 (ground); 15-19 (midair) | ||
Dark Samus | Shield | Head and right arm | 1-5 (activation); 3-5 (deactivation) | |
Screw Attack | Entire body | 3-6 (ground); 3-4 (midair) | ||
Diddy Kong | Shield | Rear-most arm | 3-5 | *Deactivation |
Donkey Kong | Shield | Head | 1-4 (activation); 3-5 (deactivation) | |
Forward tilt | Arm | 8-37 (up); 8-11 (non angled/down) 7-11 (up); 1-25 (non angled/down) 6-9 |
*Applies to the attacking arm | |
Up tilt | 5-11 5-25 | |||
Down tilt | 1-9 5-7 | |||
Forward smash | Arms and head | 20-26 | ||
Up smash | 14-18 12-16 12-15 |
|||
Down smash | Arms | 10-14 11-14 |
||
Up aerial | Head | 1-10 5-10 | ||
Giant Punch | Entire body Arm |
23-24 17-18 4-22 4-20 |
*Only occurs when fully charged *Applies to the attacking arm *Does not occur when fully charged | |
Spinning Kong | Entire body Arm/arms |
1-5 (startup); 9-48 (midair arms) 3-5 (ground); 2-5 (midair); 11-42 (midair arms) 4-6 (midair); 12-43 (midair arms) 19-24 (ground arm); 3-6 (midair); 12-43 (midair arms) 19-24 (ground arm); 10-38 (midair arms) |
*When used on the ground, applies on the rear-most arm only *When used in the air, applies to both arms | |
Hand Slap | Entire body | 1-2 | ||
Dr. Mario | Up smash | Head | 9-11 9-13 |
|
Super Jump Punch | Entire body | 3 | ||
Duck Hunt | Shield | Head | 3-5 | *Deactivation |
Falco | Up smash | Head Legs |
1-10 7-12, 13-20 7-12, 13-18 |
*Applies to each attacking leg, respectively |
Down smash | Legs | 1-6 3-7 3-8 |
||
Reflector | Entire body | 1 | ||
Fox | Up smash | Head | 1-9 1-10 |
* Snout is exposed |
Down smash | Legs | 1-6 6 6-7 |
||
Reflector | Entire body | 1 1-3 2-3 |
||
Ganondorf | Shield | Head Arm |
1-4 (activation) 3-5 (deactivation) |
*When deactivating, applies to the front-most arm |
Greninja | Shield | Arm | 3-5 | *Applies to the front-most arm |
Substitute | Entire body; head and foot | 8-18 (startup); 1-9 (activation); 1-3 (counterattack) 7-34 (startup); 1-5 (activation); 1-33 (counterattack) |
* After frame 17 of startup, intangibility only occurs on its head and front-most foot *Counterattack intangibilty frames do not include the hitlag prior to the counterattack | |
Hero | Kamikazee | Entire body | 1-42 | |
Zoom | 30~ | Intangibility disappears as soon as Hero starts descending | ||
Ice Climbers | Belay | Partner | 5-16 1-65 1-15 |
|
Ike | Counter | Entire body; head | 8-33 (startup); 1-4 (counterattack) | *After frame 15 of startup, intangibility occurs on his head |
Incineroar | Shield | Arms | 1-3 | *Activation |
Down tilt | Legs | 8-11 | *Intangibility occurs on the non-attacking leg on frame 8; occurs on both legs for remaining frames | |
Up tilt | Head | 6-11 | ||
Up smash | Arms | 13-18 | ||
Cross Chop | 13-26 | |||
Revenge | Entire body | 1-19 (counterattack) | ||
Isabelle | 5-23 | |||
Ivysaur | Up smash | Flower | 26-29 | |
Up aerial | 12-13 | |||
Bullet Seed | Entire body | 1-3 | ||
Jigglypuff | Down smash | Feet | 7-26 9-10 14-15 14-16 |
|
Rest | Entire body | 1-29 1-26 1-27 |
||
Joker | Summoning | Entire body | 2-62 | *Only triggered when not moving on the ground |
Gun/Gun Special | 4-13 (forward dodge, ground); 5-14 (backward dodge, ground); 1-6 (jump); 5-16 (forward/backward dodge, midair) | *Applies for both versions | ||
Wings of Rebellion | 1-25 (ground); 3-25 (midair) | |||
Rebel's Guard | 1-14 | Counterattack | ||
Tetrakarn/Makarakarn | Entire body; head, arm | 3-4 (startup); 1-8 (counterattack); 1-29 (reflection) | *When reflecting, gains intangibility on his head at frame 1, and on his front-most arm for the remaining frames | |
Kazuya | Forward Tilt | lower leg | 12-16 | |
Back tilt | Upper body; leg | 7-13 (upper body), 10-13 (leg) | *Applies to the attacking leg | |
Up tilt | Upper body; arm | 4-10 (upper body; hit 1), 11-24 (upper body; hit 2), 25 & 26 (arm; hit 2) | *applies to the attacking arm | |
Down tilt | Entire body | 13-15 | ||
Up-forward tilt | Legs | 4-7 (entire legs), 8-16 (lower legs) | ||
Down-forward tilt | Leg | 8-11 (hit 1), 25-27 (hit 2) | *Applies to the attacking leg | |
Down-back tilt | Leg | 13-15 | ||
Up-back tilt | Legs | 7-17 (both legs), 18-21 (non-kicking leg) | ||
Crouch Attack | Lower arm | 6-8 | *Applies to the attacking arm | |
Forward crouch attack | Entire body; leg; arm | 5-14 (entire body), 15 & 16 (arm and leg), 17-19 (arm) | *Applies to right arm and leg | |
Back crouch attack | Leg | 11-16 | *Applies to the attacking leg | |
Uncrouching attack | Upper body; arm | 2-6 (upper body), 13 & 14 (arm) | *Applies to the attacking arm | |
Dash attack | Lower legs | 4-7 (both legs), 13-19 (non-kicking leg) | ||
Double dash attack | Leg | 7-15 | *Applies to the attacking leg | |
Up smash | Arm | 12-17 | *Applies to the attacking arm | |
Down smash | Arm | 17-19 | *Applies to the attacking arm | |
Up aerial | Leg | 4-9 | *Applies to the attacking leg | |
Crouch Dash | Entire/upper body | 1, 5-12 (upper body); 2-4 (entire body) | ||
Wind God Fist | Upper body; arm | 1-7 (upper body), 8-11 (arm) | *Applies to the attacking arm | |
Electric Wind God Fist | Entire/upper body; arm | 1-3 (upper body), 4-8 (entire body), 9-12 (arm) | ||
Dragon Uppercut | Entire/upper body | 4 & 5, 12-19 (entire body); 1-3, 7-11, 20-22 (upper body) | ||
Spinning Demon to Left Hook | Entire body | 4-9 | ||
Ken | Neutral attack (held, close) | Upper body | 4-10 | |
Forward tilt (tapped, far) | Leg | 7-12 | *Applies to the attacking leg | |
Up tilt (held) | Upper body | 4-10 | ||
Up smash | Arm | 9-12 | *Applies to the attacking arm | |
Up throw | Leg | 27-32 | *Applies to the attacking leg | |
Oosoto Mawashi Geri | 7-8 | *Applies to the attacking leg *When canceling into the Inazuma Kick, applies intangibility on frame 1 | ||
Tatsumaki Senpukyaku | 13-22 (ground, tapped); 13-42 (ground, held; midair) | *Applies to both standard and input versions *Applies intangibility to the pivoting leg on the ground, and to the attacking leg in midair | ||
Shoryuken | Entire body; arm | 5 (standard), 4-6 (input), 1-14 (arm, input) | ||
King Dedede | Up tilt | Entire body Head and left arm |
7-8 9-15 7-13 |
|
Inhale | Entire body | 4-18 | *Occurs when inhaling opponents only *Inhaled opponent gains intangibility on frames 4-7 | |
Super Dedede Jump | Entire body, feet | 22-25 (body), 77- (feet) 22-25 (body), 73- (feet) 18-21 (body), 69- (feet) |
||
King K. Rool | Shield | Arm | 1-2 | *Applies to the front-most arm |
Up tilt | 4-9 | *Applies to the attacking arm | ||
Up smash | Head | 6-11 | ||
Up aerial | 7-13 | |||
Blunderbuss | Entire body | 1-8 (capture); Launch intangibility varies based on the amount of hitstun received | *Intangibility applies to the opponent only | |
Gut Check | 4-15 (startup); 1-7 (counterattack); 1-14 (reversed counterattack) | |||
Kirby | Shield | Arm | 3-5 | *Deactivation *Applies to the front-most arm |
Up tilt | Foot | 4-10 4-9 |
*Applies to the attacking foot | |
Up smash | 14-24 14-19 12-17 | |||
Down smash | Feet | 7-26 7-9 5-14 2-11 |
||
Inhale | Entire body | 4-18 | *Occurs when inhaling opponents only *Inhaled opponent gains intangibility on frame 4 and stays intangible until they either escape the Inhale, or once they turn back to normal after being swallowed/spat out | |
Hammer Flip | 2-10 | *When fully charged | ||
Link | Shield | Head | 1-3 | *Activation |
Little Mac | Shield | Right arm | 3 | |
Jolt Haymaker | Entire body | 1-4 (body), 5-14 (lower body) 1-3 (body), 4-17 (lower body) |
**Only when used on the ground | |
Rising Uppercut | 1-3 | |||
Slip Counter | 5-6 (startup); 1-18 (counterattack) 4-5 (startup); 1-20 (counterattack) | |||
Lucario | Double Team | Entire body | 6-35 (startup), 1-66 (ground counterattack), 1-58 (air counterattack), 5-39 (startup), 1-35 (counterattack), 40-68 (ground counterattack ending), 40-61 (air counterattack ending) 4-13 (startup), 1-29 (counterattack) |
|
Lucas | Up smash | Head Head and arms |
15-29 | |
PK Thunder | Entire body | 1-17 1-9 |
*Applies to PK Thunder 2 only | |
Lucina | Dolphin Slash | Entire body | 4-5 (ground), 1-5 (air) | |
Counter | 5-6 (startup); 1-7 (counterattack) | *Counterattack intangibilty frames do not include the hitlag prior to the counterattack | ||
Luigi | Up smash | Head | 7-10 9-11 9-13 |
*Nose is exposed |
Green Missile | Entire body | 18-22 (normal) 18-22 (misfire) 18-22 (normal/misfire) |
*Occurs for the first 5 frames upon releasing the charge | |
Super Jump Punch | 2 5-8 6-8 8-10 (ground), 6-8 (midair) |
|||
Mario | Up smash | Head | 7-10 9-11 9-14 9-12 |
|
Super Jump Punch | Entire body | 2-5 3-6 |
||
Marth | Dolphin Slash | Entire body | 5 1-5 4-5 (ground), 1-5 (air) |
|
Counter | 1-5 (counterattack) 5-6 (startup), 1-8 (counterattack) 5-6 (startup), 1-7 (counterattack) |
*Counterattack intangibilty frames do not include the hitlag prior to the counterattack | ||
Mega Man | Up tilt | Entire body | 5-7 | |
Down tilt | Legs | 3-12 | ||
Rush Coil | Entire body | 6-9 7-10 |
||
Meta Knight | Shuttle Loop | Entire body | 5-8 | *Only when used on the ground |
Dimensional Cape | 18-26 12-39 (no attack),12-28 (attack) 12-39 (no attack), 12-32 (ground attack, no direction/backward; aerial attack, no direction/backward), 12-29 (ground attack, forward; aerial attack, forward) |
|||
Mewtwo | Shield | Head and tail | 1-5 | *Deactivation |
Teleport | Entire body | 8-17 9-17 9-19 |
||
Disable | 10-16 | |||
Mii Brawler | Up smash | Leg | 8-12 | *Applies to the attacking leg |
Helicopter Kick | Legs | 8-37 | ||
Thrust Uppercut | Arm | 3-7 | *Applies to the attacking arm | |
Feint Jump | Entire body | 2-4 | *Applies same frames of intangibility when jumping off of a wall | |
Counter Throw | 5-6 (startup); 1-17 (counterattack) | |||
Mii Gunner | Cannon Jump Kick | Entire body | 6 | *Only when used on the ground |
Mii Swordfighter | Stone Scabbard | Entire body | 5-12 | |
Blade Counter | 1-16 (startup), 1-8 (counterattack) 5-6 (startup), 1-5 (counterattack) |
|||
Min Min | Shield | ARMS | 1-3 (activation); 5 (deactivation) | |
Down tilt | Leg | 10-14 | *Applies to the attacking leg | |
Up smash | Legs | 7-15 | *After frame 9, applies intangibility to the attacking leg only | |
Down smash | 6-8 | |||
Neutral aerial | ARMS | 8-18 (Ramram); 14-32 (Megawatt); 10-23 (Dragon/Dragon Plus) | *Applies to the attacking ARM | |
ARMS Jump | Entire body; ARMS | 8-13 (uncharged); 8-25 (fully charged) | *When fully charged, applies intangibility on her ARMS on frames 8-17, and on her whole body during frames 18-25 | |
Mr. Game & Watch | Up tilt | Hands, arms | 1-39 | *Front arm is intangible from frames 10-12, back arm is intangible from frames 20-22. The hands are always intangible. |
Up smash | Head | 24-28 | *Nose is exposed | |
Fire | Entire body | 5-13 | ||
Oil Panic | 1-25 (absorb) 1-24 (absorb), 1-6 (Oil spill) 2-25 (absorb) |
|||
Mythra | Lightning Buster | Entire body | 7-12 (uncharged); 65-72, 76-80 (fully charged) | |
Swap | 6-18 | |||
Ness | Up tilt | Head | 5-19 5-6 |
|
Up aerial | 8-11 | |||
PK Thunder | Entire body; head | 1-9 1-9 (body), 10-32 (head) |
*Applies to PK Thunder 2 only. | |
Pac-Man | Shield | Hands | 2-3 | *Activation |
Up tilt | Head Fist |
6-10 7-10 | ||
Palutena | Forward tilt | Right arm | 14-35 | |
Warp | Entire body | 16-31 16-32 |
||
Counter/Reflect Barrier | 6-12 (startup), 1-5 (counterattack) | |||
Celestial Firework | 1-15 | |||
Peach | Up tilt | Head Head and arm |
9-13 10-13 |
|
Up smash | Head and arms | 13-22 14-20 |
||
Toad | Entire body | 11-14 (startup), 1-4 (counterattack) 11-14 (startup), 1-3 (counterattack) 8-10 (startup), 1-3 (counterattack) |
||
Pichu | Shield | Ears | 1-2 (activation); 1-5 (deactivation) | Closest hitbox |
Up smash | 9-11 | |||
Down smash | Entire body | 7-10 | ||
Neutral aerial | Ears | 3-9 | ||
Down aerial | Ears | 14-17 | ||
Thunder | Entire body | 1-10 | *Only if the bolt comes into contact with Pichu | |
Pikachu | Quick Attack | 1-20 | ||
Thunder | 1-8 1-10 |
*Only if the bolt comes into contact with Pikachu | ||
Piranha Plant | Shield | Upper lip | 5 | * Deactivation |
Forward tilt | Jaws | 7-8 | *Applies to the 1st hit only | |
Up tilt | Head | 6-13 | ||
Forward smash | 16-17 | |||
Up smash | 12-18 | |||
Up aerial | 7-9 | |||
Footstooled Attack | Head and stem | 10-13 | *Only about half of the stem is intangible | |
Long-Stem Strike | Head | 21-26 (uncharged); 80-86 (fully charged) | ||
Pit | Shield | Head | 1-3 | Activation |
Wings of Icarus | Entire body | 1-5 | ||
Power of Flight | Entire body | 9-19 (ground); 15-19 (midair) | ||
Pokémon Trainer | Pokémon Change | Entire body | 1-120 1-25 |
*The maximum amount of frames it takes for the game to load |
Pyra | Swap | Entire body | 6-18 | |
Richter | Shield | Head | 1-4 (activation); 1-5 (deactivation) | |
Uppercut | Entire body | 5-6 | ||
Ridley | Shield | Wings; tail | 1-4 (activation); 1-5 (deactivation) | *When activating, the rear-most wing loses intangibility on frame 4 *When deactivating, applies intangibility on the wings and tail |
Up tilt | Wing, arm, and head | 8-12 | *Grants intangibility on the attacking wing, rear-most arm, and head on frames 8 and 9; frames 10-12 grant intangibility on just the attacking wing | |
Up smash | Leg | 12-17 | *Applies to the attacking leg | |
Wing Blitz | Wings | 36-50 (ground forward); 36-55 (aerial forward; ground/aerial backward); 34-57 (up) | ||
R.O.B. | Arm Rotor | Right Shoulder | 17-66 | |
Robo Burner | Entire body | 2-4 | *Only when used on the ground | |
Robin | Nosferatu | Entire body | 15-18 | |
Rosalina & Luma | Up tilt | Head | 4-11 , 4-10 | |
Up smash | 7-16 | Luma | ||
Roy | Up smash | Arm | 10-23 | *Applies to the sword arm |
Blazer | Entire body | 9 | ||
Counter | Entire body | 1-5 (counterattack) 8-10 (startup), 1-5 (counterattack) 7-9 (startup), 1-5 (counterattack) |
*Counterattack intangibilty frames do not include the hitlag prior to the counterattack | |
Ryu | Neutral attack (held, close) | Upper body | 4-10 | |
Forward tilt (tapped, far) | Leg | 6-11 7-12 |
*Applies to the attacking leg | |
Up tilt (held) | Upper body | 4-10 | ||
Up smash | Arm | 9-12 | *Applies to the attacking arm | |
Up aerial | 6-11 | |||
Up throw | Leg | 27-32 25-30 |
*Applies to the attacking leg * As the throw is weight dependent, the duration of the intangibility varies, depending on the thrown opponent's weight | |
Tatsumaki Senpukyaku | Leg Legs |
10-28 (tapped), 10-60 (held) 13-28 (ground, tapped), 13-60 (ground, held), 13-44 (midair) |
*Applies to both standard and input versions * Applies intangibility to both legs when used on the ground | |
Shoryuken | Entire body, arm | 3-5 (standard), 1-6 (input), 1-14 (arm) 5 (standard), 4-6 (input), 1-14 (arm, input) |
* The attacking arm is intangible for both standard and input versions | |
Samus | Shield | Head; shoulders | 1-5 (activation); 3-5 (deactivation) | *Applies intangibility to head and shoulders when activating/head and arms when deactivating |
Screw Attack | Entire body | 1-5 (ground), 1-3 (midair) 3-6 (ground), 3-4 (midair) |
||
Sephiroth | Up tilt | Upper body | 13-15 | |
Scintilla | Entire body | 1-11 | *Only applies when countering an attack | |
Sheik | Shield | Head and arms | 1-4 | *Activation *Applies intangibility to her head and arms on frame 4 |
Up smash | 12-16 11-15 8-15 |
|||
Down smash | Legs | 5 4 |
||
Vanish | Entire body | 18-55 19-53 14-55 (ground), 19-53 midair | ||
Transform | 27-36 41-160 |
*The maximum amount of frames it takes for the game to load | ||
Shulk | Monado Arts | Entire body | 1-14 | *Activation |
Vision | 6-7 (ground startup), 7-8 (midair startup), 1-45 (counterattack, ground), 9-44 (counterattack, midair), 1-36 (forward counterattack) 6-7 (startup), 1-45 (counterattack, ground), 9-40 (counterattack, midair), 1-36 (forward counterattack) | |||
Simon | Shield | Head | 1-4 (activation); 1-5 (deactivation) | |
Uppercut | Entire body | 5-6 | ||
Snake | Shield | Head | 1 | *Activation |
Dash attack | Arms Head |
5-12 | ||
Sonic | Up smash | Entire body | 18-20 14-18 |
|
Spin Dash | 1-6 1-5 |
*Applies intangibility as soon as the charge is released | ||
Spring Jump | 5-13 5-7 | |||
Sora | Dash Attack | Foot | 7-18 | *Applies intangibility to the kicking foot |
Down Smash | Entire body; lower body | 3-10 | *Applies intangibility to entire body on frames 3-6; lower body on frames 7-10 | |
Counterattack | Entire body | 7 & 8 (activation); 1-29 (counterattack); 1-35 (counterattack; turning around) | *When countering a projectile, skips 22 startup frames | |
Squirtle | Forward tilt | Tail | 1-8 | |
Terry | Dodge Attack | Entire body; upper body | 1-9 | *Applies intangibility to entire body on frames 1-3; upper body on frames 4-9 |
Forward tilt | Leg | 8-13 | *Applies to the attacking leg | |
Up tilt | Arm | 7-11 | *Applies to the attacking arm | |
Burning Knuckle | 15-21 (ground input, tapped); 21-28 (ground input, held); 14-19 (aerial input, tapped); 18-23 (aerial input, held) | *Applies intangibility on his attacking arm | ||
Rising Tackle | Legs; entire body | 9-20 (standard); 5-24 (input) | *If input is done on the ground, intangibility applies to the entire body for frames 5-16. If done in the air, it applies for frames 5-11. | |
Power Dunk | Entire body | 6-12 (input, tapped); 6-13 (input, held) | ||
Buster Wolf | Arm; entire body | 10-23 (startup); 1-57 (attack) | *When the attack lands, Terry and the opponent both gain full-body intangibility **Opponent's full-body intangibility lasts from frame 1-32 | |
Villager | Up tilt | Head and arm | 7-25 | *The arm holding the stick |
Entire body | 5-23 | |||
Wario | Up tilt | Head Head and arms |
1-37 5-23 |
|
Up smash | Head | 8-20 8-14 |
||
Chomp | Head Entire body |
10- (grab) 8-25 (grab) 2-17 (explosion) |
* Only Wario's head is intangible during the grab * Lasts until Wario either closes his mouth or after he eats something | |
Wii Fit Trainer | Up tilt | Arm | 3-12 | *Applies to the attacking arm |
Up smash | Entire body | 12-15 9-12 |
||
Wolf | Reflector | Entire body | 1-9 5-8 |
|
Yoshi | Shield | Head, arms, and feet | 1-6 (activation); 1-5 (deactivation) | *When activating shield, grants intangibility on his head, arms, and legs *When deactivating shield, grants intangibility on his head and arms |
Neutral attack | Foot | 3-5 (hit 1), 3-4 (hit 2) | *Applies to the attacking foot | |
Up tilt | Head | 7-10 | ||
Dash attack | 1-11 5-13 |
*Nose is exposed | ||
Forward smash | 6-24 12-16 12-14 |
*Nose is exposed | ||
Up smash | Head Foot |
6-15 11-15 11-16 11-13 |
*Applies to the attacking foot | |
Egg Lay | Entire body | 27-49 31-53 29-51 |
*When swallowing the opponent *Opponent gains intangibility for 12 /14 /7 frames when escaping the egg | |
Young Link | Shield | Head | 1 | *Activation |
Zelda | Down smash | Leg | 4-16 4-13 |
*Applies to the attacking leg |
Nayru's Love | Entire body | 4-11 5-12 5-15 4-13 |
||
Farore's Wind | 33-53 34-53 21-39 17-34 |
|||
Transform | 34-43 41-160 |
*The maximum amount of frames it takes for the game to load | ||
Zero Suit Samus | Flip Jump | Entire body; most body parts excluding the chest | 1-43 3-49 3-12 |
*Applies same frames of intangibility when jumping off of a wall *Chest becomes vulnerable starting on frame 13 |
By Items | ||||
Daybreak | 2-50 (assembly), 1-197 (firing) | |||
Dragoon | 2~ | *Begins as soon as the last part is collected. *Ends after the attack | ||
Lightning Bolt | 1-24 (size change) | *When reverting back to normal size, applies intangibility on frames 1-20 | ||
Poison Mushroom | 1-20 | *Applies the same amount of intangibility frames when reverting back to normal size | ||
Super Launch Star | 1-15 | |||
Super Mushroom | 1-20 | *Applies the same amount of intangibility frames when reverting back to normal size | ||
By Pokémon | ||||
Ditto | Varies | *When performing any move or action that grants intangibility | ||
By Stage Element | ||||
Great Cave Offensive (Cannon) | 1-71 | *When being shot out | ||
Spring Stadium (Trampolines) | 4-9 | *When jumping *Not triggered by short hopping |
Trivia
- In Ultimate, if one turns on the "Intangibility display" in Training Mode, intangibility will be displayed on Bowser while he is in his helpless state, and it will appear as though he is fully intangible. This is because during his helpless animation, only his shell and torso are tangible, in order to prevent unexpected interactions.
- If the Shadow Assist Trophy freezes a character while intangible, the character will remain intangible until being unfrozen. This offers some niche competitive strategies where an affected character can achieve intangibility before being frozen and get several seconds where they are unable to receive damage.