Editing Armor

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===Knockback-based armor===
===Knockback-based armor===
[[File:BowserToughGuySSB4.gif|thumb|300px|{{SSB4|Bowser}} using [[Tough Guy]] in the air to armor through a specific hitbox of [[Thunder Jolt]].]]
[[File:BowserToughGuySSB4.gif|thumb|300px|{{SSB4|Bowser}} using [[Tough Guy]] to armor through an aerial [[Thunder Jolt]].]]
Knockback-based armor was introduced in ''64'' as a [[fighter ability]] for {{SSB|Yoshi}}'s double jump. This mechanic is used to prevent opponents from being knocked back unless it reaches a certain threshold in units. Some forms subtract the amount from the knockback received during calculation (known as subtractive knockback-based armor), such as the aforementioned Yoshi's double jump and [[Giga Bowser]] and [[Nana]]'s ''Melee'' appearances. Others, however, follow damage-based armor's system, not sustaining knockback until the threshold is surpassed. [[Crouch cancelling]] also gives a form of knockback resistance, although in ''Smash 4'' and ''Ultimate'', this has changed to be a 0.85× knockback multiplier. Because of this, crouch cancelling improves {{SSB4|Bowser}} and {{SSBU|Kazuya}}'s Tough Guy and Tough Body abilities, respectively. The way knockback-based armor works varies by game and move. For some moves it will subtract the knockback, making the difference between the threshold and knockback received what is taken. This was covered on [http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/Lv11.html the Japanese Super Smash Bros. website], covering Yoshi's double jump in ''64''. For other moves, however, it will instead have characters take full knockback when the threshold is surpassed. In these cases, knockback-based armor is separated by prefixes ''Subtractive'' and ''Non-Subtractive''.  
Knockback-based armor was introduced in ''64'' as a [[fighter ability]] for {{SSB|Yoshi}}'s double jump. This mechanic is used to prevent opponents from being knocked back unless it reaches a certain threshold in units. Some forms subtract the amount from the knockback received during calculation (known as subtractive knockback-based armor), such as the aforementioned Yoshi's double jump and [[Giga Bowser]] and [[Nana]]'s ''Melee'' appearances. Others, however, follow damage-based armor's system, not sustaining knockback until the threshold is surpassed. [[Crouch cancelling]] also gives a form of knockback resistance, although in ''Smash 4'' and ''Ultimate'', this has changed to be a 0.85× knockback multiplier. Because of this, crouch cancelling improves {{SSB4|Bowser}} and {{SSBU|Kazuya}}'s Tough Guy and Tough Body abilities, respectively. The way knockback-based armor works varies by game and move. For some moves it will subtract the knockback, making the difference between the threshold and knockback received what is taken. This was covered on [http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/Lv11.html the Japanese Super Smash Bros. website], covering Yoshi's double jump in ''64''. For other moves, however, it will instead have characters take full knockback when the threshold is surpassed. In these cases, knockback-based armor is separated by prefixes ''Subtractive'' and ''Non-Subtractive''.  


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