Intangibility
Intangibility is a state in which a hurtbox will not be hit by attacks at all. Intangibility should not be confused with invincibility, as both are different mechanics with different effects.
Overview[edit]
While a character is intangible, attacks will simply not affect them, as if they are not there at all. Unlike invincibility, intangibility does not cause hitlag to attackers since the intangible character is not physically hit. As a result, a long-lasting attack (or very short intangibility time) may still hit the character once it ends.
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 stages, 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).
In Super Smash Bros. Melee's debug menu, intangibility is displayed by affected hurtboxes 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.
List of intangible attacks[edit]
- Smash attacks in this table are not charged.
- All attacks from Smash 4 and Ultimate display intangibility values as of their latest updates.
| User/Item | Move | Part of Character | Intangibility Frames | Notes |
|---|---|---|---|---|
| By Characters | ||||
| All characters | Spot dodge/Roll/Air dodge Edge grab Techs (Standard, Rolling, Wall, Ceiling) Edge recovery actions (Climb, Attack, Roll, Jump) Floor recovery options (Get up, Roll, Attack) Perfect shield |
Entire body | Varies | |
| Shield break animation | * * * | |||
| Shield jump | 1-2 |
|||
| Shield platform drop | 1 |
|||
| Wall jump | 1-14 |
* | ||
| Tripping | 1-6 (soft trip), 1-7 (dashing trip), 1-8 (turning trip), 1-17 (hard trip) 1-5 (soft trip), 1-13 (hard trip) |
|||
| Footstool jump | 9-12 (regular footstool), 1-4 (phantom footstool) |
|||
| Banjo & Kazooie | Shield | Arms | 1-2 |
*Activation |
| Shock Spring Jump | Entire body | 15-17 (uncharged), 31-33 (fully charged) |
||
| Bayonetta | Witch Time | Entire body | 5-16 8-23 |
|
| Bowser | Shield | Head; Arms | 1 (head), 3-5 (arms) |
*Activation |
| Shell based animations | Head, Arms and legs | Varies | ||
| Neutral attack | Arms | 6-8 (hit 1); 8-10 (hit 2) 7-9 (hit 1); 9-11 (hit 2) 7-8 (hit 1); 9-11 (hit 2) |
||
| Forward tilt | Arm | 10-14 |
*Applies to the attacking arm | |
| Up tilt | 8-13 11-16 | |||
| Down tilt | Arms | 10-12, 20-22 10-12, 15-17 |
*Applies to the first and second attacking arm, respectively | |
| Up smash | Entire body | 16-17 |
||
| Up aerial | Head | 10-20 3-13 |
||
| Flying Slam | Entire body | 1-23 |
*Only when opponent is grabbed | |
| Whirling Fortress | 1-4 1-5 |
*Only when used on the ground | ||
| Captain Falcon | Up tilt | Leg | 14-17 |
*Applies to the attacking leg |
| Up smash | Legs | 22-23, 28-29 |
*Applies to the first and second attacking leg, respectively | |
| Charizard | Shield | Head | 1-4 |
*Activation |
| Up tilt | Wings | 7-23 |
||
| Forward smash | Entire body | 22-26 22-25 20-24 |
||
| Up aerial | Head | 6-11 11-15 |
||
| Chrom | Up smash | Arm | 10-23 |
*Applies to the sword arm |
| Counter | Entire body | 7-9 (startup), 1-6 (counterattack) |
||
| Cloud | Down tilt | Leg | 7-17 |
*Applies to the bent leg |
| Blade Beam | Entire body | 10-17 |
*Limit Break version only | |
| Cross Slash | 6-11 | |||
| Climhazzard | 5-12 | |||
| Corrin | Shield | Head | 1 |
*Activation |
| Dragon Lunge | Entire body | 2-5 2-7 |
*Jumping | |
| Dragon Ascent | 10-17 7-17 |
|||
| Counter Surge | 6-7 (startup) 1-49 (counterattack) | |||
| Daisy | Up smash | Arms and head | 14-20 |
|
| Toad | Entire body | 8-10 (startup); 1-3 (counterattack) |
||
| Dark Pit | Shield | Head | 1-3 |
*Activation |
| Power of Flight | Entire body | 9-19 (ground); 15-19 (midair) |
||
| Dark Samus | Shield | Head and right arm | 1-5 (activation); 3-5 (deactivation) |
|
| Screw Attack | Entire body | 3-6 (ground); 3-4 (midair) |
||
| Diddy Kong | Shield | Rear-most arm | 3-5 |
*Deactivation |
| Donkey Kong | Shield | Head | 1-4 (activation); 3-5 (deactivation) |
|
| Forward tilt | Arm | 8-37 (up); 8-11 (non angled/down) 7-11 (up); 1-25 (non angled/down) 6-9 |
*Applies to the attacking arm | |
| Up tilt | 5-11 5-25 | |||
| Down tilt | 1-9 5-7 | |||
| Forward smash | Arms and head | 20-26 |
||
| Up smash | 14-18 12-16 12-15 |
|||
| Down smash | Arms | 10-14 11-14 |
||
| Up aerial | Head | 1-10 5-10 | ||
| Giant Punch | Entire body Arm |
23-24 17-18 4-22 4-20 |
* * * | |
| Spinning Kong | Entire body Arm/arms |
1-5 (startup); 9-48 (midair arms) 3-5 (ground); 2-5 (midair); 11-42 (midair arms) 4-6 (midair); 12-43 (midair arms) 19-24 (ground arm); 3-6 (midair); 12-43 (midair arms) 19-24 (ground arm); 10-38 (midair arms) |
* *When used in the air, applies to both arms | |
| Hand Slap | Entire body | 1-2 |
||
| Dr. Mario | Up smash | Head | 9-11 9-13 |
|
| Super Jump Punch | Entire body | 3 | ||
| Duck Hunt | Shield | Head | 3-5 |
*Deactivation |
| Falco | Up smash | Head Legs |
1-10 7-12, 13-20 7-12, 13-18 |
*Applies to each attacking leg, respectively |
| Down smash | Legs | 1-6 3-7 3-8 |
||
| Reflector | Entire body | 1 |
||
| Fox | Up smash | Head | 1-9 1-10 |
* |
| Down smash | Legs | 1-6 6 6-7 |
||
| Reflector | Entire body | 1 1-3 2-3 |
||
| Ganondorf | Shield | Head Arm |
1-4 (activation) 3-5 (deactivation) |
*When deactivating, applies to the front-most arm |
| Greninja | Shield | Arm | 3-5 |
*Applies to the front-most arm |
| Substitute | Entire body; head and foot | 8-18 (startup); 1-9 (activation); 1-3 (counterattack) | ||