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List of armored attacks (SSB4)

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Bowser using Tough Guy to armor through an aerial Thunder Jolt.

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.