Editing List of armored attacks (SSBB)

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[[File:DKPunchArmorSSBB.gif|thumb|300px|{{SSBU|Donkey Kong}} using [[Giant Punch]]'s super armor to beat a charged [[Super Scope]].]]
{{image|Needs an image of armor in action in Brawl.}}
''Brawl'' added [[armor]] to a variety of moves rather than keeping it exclusive to [[Fighter ability|fighter abilities]] and [[Stone]]. This was most frequently super armor; however, there are also unique cases such as [[Wario Bike]], which has multiple thresholds for its knockback-based armor that causes different interactions. Brawl also introduced non-cumulative damage-based armor for Snake's [[Cypher]], which would be further distributed come ''Smash 4''.
''Brawl'' added [[armor]] to moves rather than keeping them as [[Fighter ability|fighter abilities]]. This was most, frequently, Super Armor. However there are also unique cases such as [[Wario Bike]], having multiple thresholds for its knockback-based armor that have different interactions. Brawl also introduced damage-based armor specifically for Snake's [[Cypher]], which would be further distributed come ''Smash 4''.


==Damage-based armor==
==Damage-based Armor==
Characters under the effect of damage-based armor will suffer hitlag and damage when hit, but not flinch or take knockback unless the attack deals enough percentage to go over a defined threshold. These are non-cumulative by default, meaning multiple weaker hits will not add up to reach the threshold and break the armor; if an attack's armor is cumulative, it'll be specified.
{| class="wikitable"
{| class="wikitable"
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! Character !! Move !! Active Armor Frames !! % Threshold !! Notes
! Character !! Move !! Active Armor Frames !! % Threshold !! Notes
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| {{SSBB|Kirby}} || [[Stone]] || 14-162 (grounded), 29-162 (aerial) || 29% || The armor is active regardless of if initiated on the ground or in the air, though it will become active in less than half the time when the grounded version is initiated. The armor remains as long as Kirby remains in Stone form, though if Kirby untransforms early, the armor will cease the frame the untransformation is initiated. Stone's armor can sustain up to 29% and Kirby will not take any damage, but the damage it can withstand in each transformation is cumulative; once Kirby sustains more than a cumulative 29% in a single transformation, Kirby will be launched out of his Stone form with the full knockback of the hitbox that broke it, though strangely he will not take any damage from the launching blow.
| {{SSBB|Snake}} || [[Cypher]] || 8-96 || 7% || If the armor is broken, Snake will release Cypher and it will become a hitbox dealing 6%. Deals 1 HP of bonus shield damage.  
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| {{SSBB|Snake}} || [[Cypher]] || 8-96 || 7% || Armor is active regardless of if initiated while grounded or airborne. Snake can interrupt the move and release the Cypher starting on frame 47, though the armor will cease the frame he interrupts it. Unlike Stone, Cypher's armor is non-cumulative, so a single hitbox must be able to deal more than 7% to break through it; a multi-hitting move that deals more than 7% total but has no individual hitbox that exceeds the value will fail to break the armor. If the armor is broken, Snake will release the Cypher as he is launched, and it will become a [[projectile]] hitbox dealing 6% and 1 HP of bonus [[shield damage]].
|}
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==Knockback-based armor==
==Knockback-based Armor==
These are attacks that have armor up to a certain knockback threshold. This means that armor can be more easily broken the more damaged the player is and is effectively non-existent against a strong enough attack.
{| class="wikitable"
{| class="wikitable"
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! Character !! Move !! Active Armor Frames !! KB Threshold !! Notes
! Character !! Move !! Active Armor Frames !! KB Threshold !! Notes
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| {{SSBB|Donkey Kong}} || [[Fighter ability|Kong Karry]] || Passive || 80 KB || The knockback threshold is the same knockback that would send DK into [[tumble]]. It additionally gives the opponent super armor, but the armor for both DK and the opponent ceases the frame he initiates a throw.
| {{SSBB|Donkey Kong}} || [[Fighter ability|Kong Karry]] || Passive || 80 KB || Same percent that would send into [[tumble]]. Gives the opponent Super Armor. Armor is removed once DK throws the opponent.  
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| {{SSBB|Wario}} || [[Wario Bike]] || 1- || 60/30 KB || Wario can jump off the bike from Frame 27, although turning too hard can have Wario immediately dismount; either action will have the armor cease the frame its initiated. The bike is [[invincible]] during the duration of the move, enabling a wheelie to protect Wario from most forms of attack. If a 30 KB threshold is reached when hitting Wario, he will passively get off the bike instead. If 60 KB is reached, the armor is broken and Wario will be launched as normal, while the bike will continue on its trajectory. The bike has 26 HP when not being ridden by Wario.
| {{SSBB|Wario}} || [[Wario Bike]] || 1- || 60/30 KB || Can jump off from Frame 27, although turning too hard can have Wario immediately dismount. The bike is [[invincible]] during the duration of the move, enabling a wheelie to protect Wario from most forms of attack. If a 30 KB is reached when hitting Wario, he will passively get off the bike instead. If 60 KB is reached, the armor is fully broken. The bike has 26 HP when not being ridden by Wario.
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| {{SSBB|Yoshi}} || [[Fighter ability|Midair jump]] || 1-89 || 120 KB || Passive [[fighter ability]]. Takes the knockback difference if the threshold is exceeded.
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| {{SSBB|Yoshi}} || [[Fighter ability|Midair jump]] || 1-89 || 120 KB || Passive [[fighter ability]] that grants knockback-based armor throughout the entirety of Yoshi's [[midair jump]]. Yoshi can interrupt his midair jump at any time with any airborne action, but doing so will cause the armor to cease the frame he initiates any action. Unlike in prior games, Yoshi sustains the full knockback of a hitbox that exceeded the 120 KB threshold.
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==Super armor==
==Super Armor==
Characters under the effect of super armor will suffer hitlag and damage when hit, but not flinch nor take knockback. Super armor, by default, does not break, no amount of percentage or launch force is enough to beat it.
<!--Do not list Wario Man here, he is invincible and does not have any Super Armor.-->
<!--Do not list Wario Man here, he is invincible and does not have any super armor.-->
{| class="wikitable"
{| class="wikitable"
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! Character !! Move !! Active Armor Frames !! Notes
! Character !! Move !! Active Armor Frames !! Notes
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| {{SSBB|Bowser}} || {{b|Giga Bowser|Final Smash}} || 16 seconds (Passive) || Armor is active during the entirety of when Bowser is in his Giga Bowser form.
| {{SSBB|Bowser}} || {{b|Giga Bowser|Final Smash}} || 16 seconds (Passive) || Changing back takes 60 frames.  
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| {{SSBB|Charizard}} || [[Fly]] || 4-15 || Armor is active regardless of if initiated while grounded or airborne. Fly's first hitbox becomes active on frame 9, so the move can armor through an opponent's move while simultaneously hitting them.
| {{SSBB|Charizard}} || [[Fly]] || 4-15 ||  
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| rowspan="2" | {{SSBB|Donkey Kong}} || [[Giant Punch]] (fully charged) || 17-20 || Armor is active regardless of if initiated while grounded or airborne, and only if the move was in its fully charged state. The move's hitbox becomes active on frame 19, so the move can armor through an opponent's move while simultaneously hitting them.
| rowspan="2" | {{SSBB|Donkey Kong}} || [[Giant Punch]] || 17-20 || Regardless of whether he is in the air or on the ground.  
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| [[Spinning Kong]] || 10-16 || Armor is active during the grounded-version only. The move's first hitbox becomes active on frame 19, so there is still a brief window between frames 17-18 where DK can be hit out of grounded Spinning Kong despite its super armor.
| [[Spinning Kong]] || 10-16 || Grounded only.
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| {{SSBB|Ganondorf}} || [[Flame Choke]] || 17-40 (Throw) || Armor is active only when Ganondorf has someone grabbed during the grounded version of Flame Choke. The grabbed character on the other hand will have super armor during the grounded version until they're launched, and will have super armor during the entirety of the aerial version until Ganondorf lands. The latter can lead to strange interactions where Ganondorf can be interrupted when he has someone grabbed during an aerial Flame Choke, but the grabbed character will armor through the hit and keep flying downward until they hit the ground, are hit by another hitbox, or are KO'd via falling into the bottom [[blast zone]].
| {{SSBB|Ganondorf}} || [[Flame Choke]] || 17-40 (Throw) || Grounded only. Grab hitbox is active frames 16-30. Provides super armor to the opponent in both the air and on the ground, which means if Ganondorf is hit during a [[sacrificial KO]] the opponent will continue falling.  
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| rowspan="2" | {{SSBB|Ike}} || [[Eruption]] || 25-29 (Uncharged), 6-10 (On Charge Release) || Armor is active regardless of if initiated while grounded or airborne. The move's charging begins on frame 20. The uncharged variation's hitbox becomes first active on frame 30, the frame immediately after the super armor ceases, so it is possible for an opponent to trade with Eruption and launch Ike out of the move while they're being hit by it. The charged variation's hitbox becomes first active on frame 11 after release, so like the uncharged variation it doesn't protect against trades either.
| rowspan="2" | {{SSBB|Ike}} || [[Eruption]] || 25-29 (Uncharged), 6-10 (On Charge Release) || Charge hold begins on Frame 20.
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| [[Aether]] || 18-38 || Armor is active regardless of if initiated while grounded or airborne, with it lasting until just before Ike descends. Aether's first hitbox becomes active on frame 18, so the move can armor through an opponent's move while simultaneously hitting them.
| [[Aether]] || 18-38 || Lasts until just before Ike descends.  
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| {{SSBB|King Dedede}} || [[Super Dedede Jump]] || 26-45 || Armor is active regardless of if initiated while grounded or airborne, with it lasting until Dedede reaches the peak of the jump. The move can be cancelled starting on frame 27, which will immediately interrupt its momentum and send Dedede falling in a [[helpless]] animation, though the armor will cease the frame he cancels the move. Super Dedede Jump's first hitbox becomes active on frame 73, so there is a very wide window of 27 frames after the move's armor ceases where Dedede can be hit out of it without retaliation.
| {{SSBB|King Dedede}} || [[Super Dedede Jump]] || 26-45 || Lasts until he reaches the peak.
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| {{SSBB|Kirby}} || [[Copy]] || Varies || If Kirby copies a [[neutral special]] that has armor, such as Giant Punch and Eruption, Kirby's variants will possess the same exact armor properties.
| {{SSBB|Olimar}} || [[Pikmin Order]] || 2-16 ||  
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| {{SSBB|Olimar}} || [[Pikmin Order]] || 2-16 || Armor is active regardless of if initiated while grounded or airborne. This move's on-demand fast armor is often exploited to defend Olimar when trying to land after being launched into the air and to defend against [[edgeguard]]ing offstage, as the armor activates faster than his [[air dodge]] gains intangibility (frame 2 vs. frame 4), and the move has less ending lag plus duration than his air dodge (with Pikmin Order having 4 frames of endlag after the armor wears off and lasting 20 frames total, while Olimar's air dodge has 10 frames of end lag and lasts 39 frames), making it much harder to punish than air dodging.
| {{SSBB|Pit}} || [[Mirror Shield]] || 4-5 || Grounded only.  
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| {{SSBB|Pit}} || [[Mirror Shield]] || 4-5 || Armor activates only when the move is initiated on the ground.
| {{SSBB|Squirtle}} || {{mvsub|Squirtle|SSBB|Forward smash}} || 17-21 || Hitbox comes out after 11 frames on release.
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| {{SSBB|Squirtle}} || {{mvsub|Squirtle|SSBB|Forward smash}} || 17-21 || When the move is charged, the armor becomes active 10 frames after release. The move's hitbox becomes first active on frame 18 (and frame 11 on release after being charged), so the move can armor through an opponent's move while simultaneously hitting them.
| rowspan="2" | {{SSBB|Wario}} || {{mvsub|Wario|SSBB|Forward smash}} || 8-11 || Cannot rebound. Hitbox comes out after 5 frames on release.  
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| rowspan="2" | {{SSBB|Wario}} || {{mvsub|Wario|SSBB|Forward smash}} || 8-11 || When the move is charged, the armor becomes active 4 frames after release. The move's hitbox becomes first active on frame 9 (and frame 5 on release after being charged), so the move can armor through an opponent's move while simultaneously hitting them.
| [[Wario Waft]] || 5-10 || Takes 110 seconds (1 minute 50 secs) to charge.
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| [[Wario Waft]] (fully charged) || 5-10 || Super armor is active regardless of if initiated while grounded or airborne, and only if the move was fully charged. It takes 110 seconds (1 minute 50 seconds) for Waft to reach its fully-charged state. Its first hitbox becomes active on frame 9, so the move can armor through an opponent's move while simultaneously hitting them.
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[[Category:Lists]]
[[Category:Game physics]]

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