Editing Intangibility
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
| Latest revision | Your text | ||
| Line 8: | Line 8: | ||
There are many ways to achieve intangibility: the most common methods are universal actions such as a [[spot dodge]], roll, or an edge grab, among others. The intangible 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. Certain attacks also possess intangibility, either for the whole body or on specific [[hitboxes]]/body parts, with the intention of guaranteeing the attack will connect without trading with the opponent; this can make certain moves good for anti-airing or spacing. A [[shield jump]] will also grant intangibility to the victim until they land, to prevent external factors from interrupting the [[stun]] state of a [[shield break]]. | There are many ways to achieve intangibility: the most common methods are universal actions such as a [[spot dodge]], roll, or an edge grab, among others. The intangible 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. Certain attacks also possess intangibility, either for the whole body or on specific [[hitboxes]]/body parts, with the intention of guaranteeing the attack will connect without trading with the opponent; this can make certain moves good for anti-airing or spacing. A [[shield jump]] will also grant intangibility to the victim until they land, to prevent external factors from interrupting the [[stun]] state of a [[shield break]]. | ||
Intangibility does have a somewhat niche downside in that on the [[Planet Zebes]], [[Brinstar]], and [[Norfair]] [[stage]]s, 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). | Intangibility does have a somewhat niche downside in that on the [[Planet Zebes]], [[Brinstar]], and [[Norfair]] [[stage]]s, intangible characters will fall straight through the stage's lower hazard rather than sustaining damage and bouncing back up, possibly 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 {{SSBM|debug menu}}, intangibility is displayed by affected [[hurtbox]]es 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. | In ''[[Super Smash Bros. Melee]]''{{'}}s {{SSBM|debug menu}}, intangibility is displayed by affected [[hurtbox]]es 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. | ||