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Invincibility

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Revision as of 05:13, November 10, 2014 by Kreuniclus (talk | contribs)
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Invincibility frames are the period of time (measured in frames) during which a character cannot be attacked or damaged. Depending on which kind of invincibility the character has, the attack may "hit" or "miss".

Invincibility

A character with invincibility will be hit by attacks (so the attacker takes hitlag), but will not take damage or hitstun. This can be thought of as "blocking invincibility". For example, characters using a Starman have invincibility, as well as characters about to throw someone (this invincibility lasts 8 frames). Other examples of invincibility include:

  • The 2 seconds (120 frames) after dismounting a revival platform.
  • The secondary Ice Climber for a second when Belay is used.
  • The start of Lucas' and Ness' PK Thunder 2.
  • The entire duration of Squirtle's Withdraw (different from other examples, as instead of bright "bubbles" appearing when an attack lands and a blunt sound effect being heard, one can both hear and see the attack's visual effects as if there were no invincibility frames at all)
  • The start of a Shield break
  • Ike's Counter, only 1 frame

Intangibility

A character with intangibility will not be hit by attacks. For example, a projectile will travel right through them. Intangibility is often attributed to dodges, techs, edge-grabbing, get-up attacks and animations, and certain body parts during certain moves. Since the character is not hit, a long-lasting attack (or very short intangibility time) may still hit the character once it ends. Intangibility can also be called "dodging invincibility".

Intangibility attacks

Negative aspects

Invincibility's one negative aspect is that on the Planet Zebes, Brinstar, and Norfair stages, characters will fall straight through the stage's lower hazard, rather than sustaining damage and bouncing back up.