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, 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
|Captain Falcon||Raptor Boost|
|Heavy Raptor Boost|
|Wind-up Raptor Boost|
|Dark Pit||Electroshock Arm|
|Mii Swordfighter||Airborne Assault|
|Steve||Down aerial (anvil)|
|Down throw (anvil)|
|List of attack effects|
|Introduced in Super Smash Bros.||Normal • Coin • Electric • Flame • Slash • Sleep|
|Introduced in Super Smash Bros. Melee||Bury • Darkness • Flower • Freezing • Grab • Inert • Reverse • Screw • Stun|
|Introduced in Super Smash Bros. Brawl||Aura • Down • Flinchless • Grass • Paralyze • Plunge • Slip • Water|
|Introduced in Super Smash Bros. 4||Blaster • Magic • Obliviate • Stab • Solar|
|Introduced in Super Smash Bros. Ultimate||Chain • Curse • Dedede • Grapple • Ink • Mushroom • Poison • Rapid • Sparks|