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Inert

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Revision as of 00:31, April 9, 2024 by Alex the weeb (talk | contribs) (Onslaught no longer uses inert in Ultimate, with the detection hitbox being a normal type damaging hitbox instead. Also, inert effect hitboxes CAN deal knockback, as evidenced by the inert hitbox on Steve's down throw when the anvil first appears acting as a windbox. I assume if they were programmed to, they could also deal damage)
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Raptor Boost, an attack that uses the inert effect.

The inert effect is used by a small amount of attacks in the Super Smash Bros. series. Inert hitboxes are used for hit detection where a normal hitbox would be unsuitable, usually dealing no damage or knockback on their own. For example, the starting portion of Captain Falcon's Raptor Boost uses inert hitboxes to detect a target; contact with an enemy does no damage itself but initiates the damage-dealing uppercut portion of the attack.

The inert effect was introduced in Melee, and it has appeared (though remained rare) in every game since.

List of attacks with inert hitboxes

An icon for denoting incomplete things.
Character Move Games
Captain Falcon Raptor Boost Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate
Heavy Raptor Boost Super Smash Bros. 4
Wind-up Raptor Boost
Dark Pit Electroshock Arm Super Smash Bros. 4Super Smash Bros. Ultimate
Electrocut Arm Super Smash Bros. 4
Quickshock Arm
Ganondorf Gerudo Dragon Super Smash Bros. Melee
Ike Quick Draw Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate
Close Combat Super Smash Bros. 4
Unyielding Blade
Mii Brawler Onslaught

Super Smash Bros. 4

Mii Swordfighter Airborne Assault Super Smash Bros. 4Super Smash Bros. Ultimate
Pit Upperdash Arm
Interception Arm Super Smash Bros. 4
Quickdash Arm
Steve Down aerial (anvil) Super Smash Bros. Ultimate
Down throw (anvil)