List of armored attacks (SSB4)
Smash 4 distributed damage-based armor to more characters, rather than keeping it to Snake like in Brawl. It also added a large amount of super armor to characters - more than any game in the series - particularly through Custom Specials.
Damage-based armor[edit]
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.
Character | Move | Active Armor Frames | % Threshold | Notes |
---|---|---|---|---|
Bowser Jr. | Clown Kart Dash | 20- | 7% | Only for the Clown Kart Hurtbox. Lasts until Jr either jumps or swerves, giving minor use as a counterattack in tandem with the jump. |
Charizard | Flare Blitz | 23-53 | 14% | Deals 5% in recoil damage and an additional 5% on hit. |
Blast Burn | 28-53 | 14% | Custom Special. Deals 6% in recoil damage on use and takes an additional 10% on contact. | |
Little Mac | Straight Lunge | 1- | 8% | Lasts until release. Automatically releases for Full Charge on Frame 123. |
1- | 14% | Increased armor over the charge, ending once the hitbox ends. Also applies in the air. | ||
Ryu | Focus Attack | 1-20 (Charge), 1-59 (Level 3) | 22-39% | The armor lasts for a single hit and accumulates by a set amount per active frame until it gets to 39%. |
Knockback-based armor[edit]
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.
Character | Move | Active Armor Frames | KB Threshold | Notes |
---|---|---|---|---|
Bowser | Tough Guy | Passive | 19 KB | Passive Fighter ability. |
Donkey Kong | Kong Karry | Passive | 16 KB | Fighter ability, applies during throw startup as well. |
Wario | Wario Bike | 1- | 20 KB | Wario only. The bike has 18 HP, and unlike in Brawl, it is not invincible during the attack. |
Yoshi | Midair jump | 1-69 | 120 KB | Passive fighter ability. Takes the full knockback if the threshold is exceeded. |
Super armor[edit]
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.
Character | Move | Active Armor Frames | Notes |
---|---|---|---|
Bowser | Giga Bowser | Passive (8 seconds) | |
Bowser Jr. | Grounding Dash | 1-31 | Clown Kart hurtbox only. |
Meteor Ejection | 9-20 | ||
Captain Falcon | Heavy Raptor Boost | 1-17 (On release) | Proximity detection hitbox from frame 16-35 on the ground, 19-35 in the air. Because of the proximity detection and initial startup, using it to break through projectiles and the like often ends in failure, making it difficult to utilize. |
Charizard | Fly | 4-15 | |
Rising Cyclone | 13-18 | Hitboxes activated as soon as the armor ends. | |
Fly High | 11-19 | No hitbox. | |
Rock Smash | 5-23 | ||
Rock Hurl | 1-20 | ||
Mega Charizard X | Passive (12 seconds) | Takes 0.5× damage for the duration. Sustaining damage makes the Final Smash end sooner. | |
Dark Pit | Electroshock Arm | 11-26 | Proximity detection hitbox from frame 16-35 on the ground, 19-35 in the air. Identical to Pit's, making it often lose to lingering hitboxes and multi-hit attacks. |
Electrocut Arm | 7-40 (Preparation), 1-8 (Attack) | ||
Donkey Kong | Giant Punch | 11-20 (Grounded), 17-20 (Aerial) | Only when fully charged. If used in the air, the Super Armor will be cancelled if he hits the ground. |
Stubborn Headbutt | 1-54 | Lasts until hitbox comes out. | |
Spinning Kong | 8-17 | Grounded only. | |
Kong Cyclone | 20-45 (Grounded), 15-35 (Aerial) | ||
Ganondorf | Warlock Punch | 11-65, 21-67 (Reverse) | Grounded only. Reverse lacks armor Pre-1.1.3. |
Warlock Blade | 8-52, 11-54 (Reverse) | Grounded only. Reverse lacks armor Pre-1.1.3. | |
Flame Choke | 17-40 | Grounded only, upon grabbing. Grab hitbox is active frames 16-30. | |
Flame Wave | 17-41 | Grounded only, upon grabbing. | |
Dark Fists | 6-16 | ||
Ike | Eruption | 6-10 (On release) | From 3/4 charge onwards only. 10% recoil damage upon releasing full charge. |
Tempest | 5-8 (On release) | From 3/4 charge onwards only. | |
Furious Eruption | 6-10 (On release) | From 3/4 charge onwards only. Deals more recoil damage. | |
Unyielding Blade | 15- (Charging), 1- (Dash), 1-5 (Attack) | Dash armor lasts until Ike turns helpless or enters endlag. | |
Aether | 18-21 | ||
Aether Drive | 18-21 | ||
Aether Wave | 12-15, 1-15 (Landing) | ||
King Dedede | Super Dedede Jump | 26-32, 73-80 | Body is intangible from frames 22-25. Feet intangible from frame 73. |
Rising Dedede | 23-27 | ||
Quick Dedede Jump | 3-8, 25-33 | ||
Armored Jet Hammer | 1- (Charging), 1-10 (Release), 1-12 (Release, Full Charge) | ||
Kirby | Hammer Flip | 11-13 | Full charge only. Takes self damage until release. Intangible frames 2-10. |
Giant Hammer | 1- (Charging), 5-13 (Release) | ||
Little Mac | Forward smash | 8-15 (High/Mid angle), 9-15 (Low angle) | Charge Hold is frame 4. Boosted damage when hit during the attack. |
Up smash | 8-11 | Charge Hold is frame 6. Boosted damage when hit during the attack. | |
Down smash | 7-10, 15-17 | Charge Hold is frame 5. Boosted damage when hit during the attack. | |
KO Uppercut | 8-9 | Requires a filled Power Meter to use. Lost if sent into tumble after 4 seconds of obtaining it. | |
Guard Breaker | 12-34, 1-17 (Attack) | ||
Giga Mac | Passive (11 seconds) | ||
Lucario | Mega Lucario | Passive (14 seconds) | Gains immunity to footstool jumps. Takes 0.5× the damage for the duration, but sustaining damage causes the transformation to end sooner. |
Olimar | Pikmin Order | 6-12 | Applies even if there are no Pikmin. |
PAC-MAN | Power Pellet | 1-8 | Begins after PAC-MAN eats the Pellet. |
Distant Power Pellet | 1-4 | Begins after PAC-MAN eats the Pellet. No hitbox. | |
Enticing Power Pellet | 1-4 | Begins after PAC-MAN eats the Pellet. No hitbox. | |
Pit | Upperdash Arm | 11-26 | Proximity detection hitbox from frame 16-35 on the ground, 19-35 in the air. Often loses to lingering hitboxes and multi-hit attacks due to the gap between proximity detection and the actual attack. |
Interception Arm | 7-40 (Preparation), 1-8 (Attack) | ||
Roy | Blazer | 4-10 | Intangible on Frame 9 only, also when the hitbox begins. |
Toon Link | Flying Spin Attack | 42-48 | Just as Toon Link begins the jump. |
Wario | Wario Waft | 5-10 | Full Waft only, takes 110 seconds (1 min 50 seconds) to charge. |
Wario-Man | Passive (12 Seconds) | Armor is active during the entirety of when Wario is in his Wario-Man form. | |
Wii Fit Trainer | Volatile Breathing | 1- | Ends as soon as the B button is next pressed, regardless of timing. |
Steady Breathing | 1-21 | Begins upon activation. | |
Yoshi | Heavy Egg Roll | 10- | Begins as soon as Yoshi completely enters the egg, and ends upon coming out. |
All characters | Home Run Bat | 41-50 (Forward smash input) | Just when the bat is swung. |
Ore Club | 1- (Charge Hold) | From charge until the hitbox comes out. Standardized across the cast. | |
1-13 (dash attack) | Active as soon as the dash attack is inputted. |