Editing List of armored attacks (SSBB)

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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 || 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.
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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|Kirby}} || [[Copy]] || Varies || If Kirby copies a [[neutral special]] that has armor, such as Giant Punch and Eruption, Kirby's variants will duplicate the same exact armor properties.
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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|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.

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