Super Smash Bros. series

Intangibility

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Kirby successfully avoiding a Teal Coupe in Onett with his spot dodge.

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]

An icon for denoting incomplete things.
  • 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 *Super Smash Bros.Super Smash Bros. MeleeSuper Smash Bros. 4Super Smash Bros. Ultimate Lasts until the character lands and gets back up
*Super Smash Bros. Brawl Lasts from frames 1-36 on most characters, with the exception of Kirby and Jigglypuff.
*Super Smash Bros. Ultimate Shield break intangibility lasts for 300 frames.
Shield jump 1-2Super Smash Bros.
Shield platform drop 1Super Smash Bros.
Wall jump 1-14Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 *Super Smash Bros. BrawlSuper Smash Bros. 4 Only applies when a wall jump tech is performed.
Tripping 1-6 (soft trip), 1-7 (dashing trip), 1-8 (turning trip), 1-17 (hard trip)Super Smash Bros. Brawl
1-5 (soft trip), 1-13 (hard trip)Super Smash Bros. 4Super Smash Bros. Ultimate
Footstool jump 9-12 (regular footstool), 1-4 (phantom footstool)Super Smash Bros. Ultimate
Banjo & Kazooie Shield Arms 1-2Super Smash Bros. Ultimate *Activation
Shock Spring Jump Entire body 15-17 (uncharged), 31-33 (fully charged)Super Smash Bros. Ultimate
Bayonetta Witch Time Entire body 5-16Super Smash Bros. 4
8-23Super Smash Bros. Ultimate
Bowser Shield Head; Arms 1 (head), 3-5 (arms)Super Smash Bros. Ultimate *Activation
Shell based animations Head, Arms and legs Varies
Neutral attack Arms 6-8 (hit 1); 8-10 (hit 2)Super Smash Bros. Brawl
7-9 (hit 1); 9-11 (hit 2)Super Smash Bros. 4
7-8 (hit 1); 9-11 (hit 2)Super Smash Bros. Ultimate
Forward tilt Arm 10-14 Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate *Applies to the attacking arm
Up tilt 8-13Super Smash Bros. Brawl
11-16 Super Smash Bros. Ultimate
Down tilt Arms 10-12, 20-22Super Smash Bros. BrawlSuper Smash Bros. 4
10-12, 15-17 Super Smash Bros. Ultimate
*Applies to the first and second attacking arm, respectively
Up smash Entire body 16-17Super Smash Bros. Melee
Up aerial Head 10-20Super Smash Bros. Brawl
3-13 Super Smash Bros. 4Super Smash Bros. Ultimate
Flying Slam Entire body 1-23Super Smash Bros. 4Super Smash Bros. Ultimate *Only when opponent is grabbed
Whirling Fortress 1-4Super Smash Bros. Melee
1-5Super Smash Bros. Brawl
*Only when used on the ground
Captain Falcon Up tilt Leg 14-17 Super Smash Bros. Ultimate *Applies to the attacking leg
Up smash Legs 22-23, 28-29Super Smash Bros. Ultimate *Applies to the first and second attacking leg, respectively
Charizard Shield Head 1-4Super Smash Bros. 4Super Smash Bros. Ultimate *Activation
Up tilt Wings 7-23Super Smash Bros. Brawl
Forward smash Entire body 22-26Super Smash Bros. Brawl
22-25Super Smash Bros. 4
20-24 Super Smash Bros. Ultimate
Up aerial Head 6-11Super Smash Bros. Brawl
11-15Super Smash Bros. 4Super Smash Bros. Ultimate
Chrom Up smash Arm 10-23Super Smash Bros. Ultimate *Applies to the sword arm
Counter Entire body 7-9 (startup), 1-6 (counterattack)Super Smash Bros. Ultimate
Cloud Down tilt Leg 7-17Super Smash Bros. 4Super Smash Bros. Ultimate *Applies to the bent leg
Blade Beam Entire body 10-17Super Smash Bros. 4Super Smash Bros. Ultimate *Limit Break version only
Cross Slash 6-11Super Smash Bros. 4Super Smash Bros. Ultimate
Climhazzard 5-12Super Smash Bros. 4Super Smash Bros. Ultimate
Corrin Shield Head 1 Super Smash Bros. Ultimate *Activation
Dragon Lunge Entire body 2-5Super Smash Bros. 4
2-7Super Smash Bros. Ultimate
*Jumping
Dragon Ascent 10-17Super Smash Bros. 4
7-17Super Smash Bros. Ultimate
Counter Surge 6-7 (startup)Super Smash Bros. 4Super Smash Bros. Ultimate
1-49 (counterattack)Super Smash Bros. 4
Daisy Up smash Arms and head 14-20Super Smash Bros. Ultimate
Toad Entire body 8-10 (startup); 1-3 (counterattack)Super Smash Bros. Ultimate
Dark Pit Shield Head 1-3Super Smash Bros. Ultimate *Activation
Power of Flight Entire body 9-19 (ground); 15-19 (midair)Super Smash Bros. 4Super Smash Bros. Ultimate
Dark Samus Shield Head and right arm 1-5 (activation); 3-5 (deactivation) Super Smash Bros. Ultimate
Screw Attack Entire body 3-6 (ground); 3-4 (midair)Super Smash Bros. Ultimate
Diddy Kong Shield Rear-most arm 3-5 Super Smash Bros. Ultimate *Deactivation
Donkey Kong Shield Head 1-4 (activation); 3-5 (deactivation)Super Smash Bros. Ultimate
Forward tilt Arm 8-37 (up); 8-11 (non angled/down) Super Smash Bros. Brawl
7-11 (up); 1-25 (non angled/down) Super Smash Bros. 4
6-9 Super Smash Bros. Ultimate
*Applies to the attacking arm
Up tilt 5-11 Super Smash Bros. BrawlSuper Smash Bros. Ultimate
5-25 Super Smash Bros. 4
Down tilt 1-9 Super Smash Bros. 4
5-7 Super Smash Bros. Ultimate
Forward smash Arms and head 20-26 Super Smash Bros. 4Super Smash Bros. Ultimate
Up smash 14-18Super Smash Bros.
12-16Super Smash Bros. MeleeSuper Smash Bros. Brawl
12-15Super Smash Bros. 4Super Smash Bros. Ultimate
Down smash Arms 10-14Super Smash Bros. Brawl
11-14 Super Smash Bros. 4Super Smash Bros. Ultimate
Up aerial Head 1-10 Super Smash Bros. 4
5-10 Super Smash Bros. Ultimate
Giant Punch Entire bodySuper Smash Bros.Super Smash Bros. Melee
ArmSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate
23-24Super Smash Bros.
17-18Super Smash Bros. Melee
4-22Super Smash Bros. Brawl
4-20Super Smash Bros. 4Super Smash Bros. Ultimate
*Super Smash Bros.Super Smash Bros. MeleeOnly occurs when fully charged
*Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. UltimateApplies to the attacking arm
*Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. UltimateDoes not occur when fully charged
Spinning Kong Entire body Super Smash Bros.Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4
Arm/arms
1-5 (startup); 9-48 (midair arms)Super Smash Bros.
3-5 (ground); 2-5 (midair); 11-42 (midair arms) Super Smash Bros. Melee
4-6 (midair); 12-43 (midair arms) Super Smash Bros. Brawl
19-24 (ground arm); 3-6 (midair); 12-43 (midair arms) Super Smash Bros. 4
19-24 (ground arm); 10-38 (midair arms)Super Smash Bros. Ultimate
*Super Smash Bros. 4Super Smash Bros. UltimateWhen used on the ground, applies on the rear-most arm only
*When used in the air, applies to both arms
Hand Slap Entire body 1-2 Super Smash Bros.
Dr. Mario Up smash Head 9-11Super Smash Bros. Melee
9-13Super Smash Bros. 4Super Smash Bros. Ultimate
Super Jump Punch Entire body 3Super Smash Bros. Melee
Duck Hunt Shield Head 3-5 Super Smash Bros. Ultimate *Deactivation
Falco Up smash Head Super Smash Bros. Melee
Legs Super Smash Bros. 4Super Smash Bros. Ultimate
1-10Super Smash Bros. Melee
7-12, 13-20 Super Smash Bros. 4
7-12, 13-18 Super Smash Bros. Ultimate
*Applies to each attacking leg, respectively
Down smash Legs 1-6 Super Smash Bros. Melee
3-7 Super Smash Bros. BrawlSuper Smash Bros. 4
3-8 Super Smash Bros. Ultimate
Reflector Entire body 1Super Smash Bros. Melee
Fox Up smash Head 1-9 Super Smash Bros.Super Smash Bros. MeleeSuper Smash Bros. 4
1-10Super Smash Bros. Brawl
*Super Smash Bros. Melee Snout is exposed
Down smash Legs 1-6 Super Smash Bros.
6 Super Smash Bros. Melee
6-7 Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate
Reflector Entire body 1 Super Smash Bros.Super Smash Bros. Melee
1-3Super Smash Bros. Brawl
2-3Super Smash Bros. Ultimate
Ganondorf Shield Head
Arm
1-4 (activation)Super Smash Bros. Ultimate
3-5 (deactivation)Super Smash Bros. Ultimate
*When deactivating, applies to the front-most arm
Greninja Shield Arm 3-5 Super Smash Bros. Ultimate *Applies to the front-most arm
Substitute Entire body; head and foot 8-18 (startup); 1-9 (activation); 1-3 (counterattack)