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Passive armor

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Bowser not flinching from Kirby's rapid jab.

Passive armor is an umbrella term encompassing occasions where a character experiences continuous armor without any restrictions. Examples of this include Tough Guy, Tough Body, and continuous super armor seen on transformation-related Final Smashes. Spirit abilities such as Slow Super Armor and Armor Knight can provide the effect to any character, albeit with statistical downsides such as decreased movement speed. Bosses can also be considered to have something akin to passive armor.

Overview[edit]

Passive armor was first formally introduced in Super Smash Bros. Melee for Nana and Giga Bowser, where they have 5 and 20 units of subtractive knockback-based armor respectively. In Nana's case, the armor makes her slightly harder to launch than Popo, while for Giga Bowser it is intended to make him harder to launch, taking advantage of his massive weight value. As the armor is subtractive, attack that inflict knockback below the threshold won't launch either character (though in the case of Nana this is rarely seen outside of cases like Luigi's Super Jump Punch sourspot, because of the particularly low threshold and the Ice Climbers' below average weight), however crouch cancelling could slightly increase the effectiveness of the armor. Though Nana doesn't have any form of passive armor as of Super Smash Bros. Brawl, the introduction of Bowser's Giga Bowser Final Smash introduced passive super armor for the first time. Super Smash Bros. 4 would expand on this further, adding Giga Mac, Mega Charizard X, and Mega Lucario, albeit with significantly nerfed durations to transformation Final Smashes in general. Smash 4 also introduced the Tough Guy mechanic for Bowser, giving him 19 units of knockback-based armor permanently with no drawbacks. With Giga Bowser no longer being a fully-controllable character in Ultimate, he received 95 units of knockback-based armor for his boss incarnation, rather than super armor. Ultimate's DLC would also introduce Tough Body as an effective clone of Bowser's fighter ability for Kazuya, only it uses 14 units of knockback-based armor.

Passive armor follows the general rules of armor — for example, grabs and some attack effects will override it — but this nature also leads to some unique side-effects, such as being present during the buried and frozen states, which can lead to delayed reactions to their effects. Passive armor is most commonly seen in the form of knockback-based armor as an extremely minor mechanic, such as the case with Nana or Kazuya, where the threshold is so low that it's effectively nonexistent in many matchups. Passive armor will sometimes come in the form of "subtractive" armor, wherein the knockback is subtracted instead of requiring a threshold to be reached to deal full knockback.

Brawl includes stickers, where stickers with Flinch Resistance provide passive knockback-based armor to the user equal to that sticker's Flinch Resistance value. Ultimate includes spirits, which can provide passive armor effects; specifically, Slow Super Armor and Super Armor from the likes of Regigigas, Polar Bear, Walhart, and Gold Mario can provide passive knockback-based armor to any character. The thresholds are identical, though Slow Super Armor, as the name implies, comes with a significant drawback in reducing the user's movement speed.

List of instances of passive armor[edit]

Character Passive armor Subtractive? Game(s)
Bowser 19 KB No Super Smash Bros. 4Super Smash Bros. Ultimate
Flinch Resistance (sticker) 35-168 KB (varies by sticker) No Super Smash Bros. Brawl
Giga Bowser 20 KB Yes Super Smash Bros. Melee
Super armor No Super Smash Bros. BrawlSuper Smash Bros. 4
95 KB No Super Smash Bros. Ultimate
Giga Mac Super armor No Super Smash Bros. 4
Kazuya 14 KB No Super Smash Bros. Ultimate
Mega Charizard X Super armor No Super Smash Bros. 4
Mega Lucario Super armor No Super Smash Bros. 4
Metal Box 30 KB Yes Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate
Nana 5 KB Yes Super Smash Bros. Melee
Slow Super Armor (spirit skill) 132 KB No Super Smash Bros. Ultimate
Super Armor (spirit skill) 132 KB No Super Smash Bros. Ultimate

Tough Guy / Tough Body[edit]

Bowser using Tough Guy in the air to armor through a specific hitbox of Thunder Jolt in Smash 4.

Tough Guy and Tough Body are fighter abilities, originally introduced with Tough Guy in Smash 4. These specifically apply to Bowser and Kazuya, respectively, in the form of passive knockback-based armor, summing to 19 and 14 KB respectively. Giga Bowser also has the same mechanic in Ultimate, though it isn't named, and it has a threshold of 95 KB. This armor requires the armor threshold to be breached to deal hitstun and knockback. Nana and Giga Bowser both have abilities with similar effects in Melee, but it's subtractive, meaning that instead of requiring a threshold to be reached to deal full knockback, the knockback is subtracted by the value after calculation, preventing flinching if the value goes below 0.

Because Tough Guy and Tough Body's presence includes crouching, thanks to the 0.85× knockback reduction it provides, it improves the armor's ranges significantly; Kazuya particularly benefits from this thanks to his unique crouch-based attacks. Bowser's armored smash and tilt attacks, as well as Kazuya's armored smash attacks and Heaven's Door, also benefit from the passive armor in Ultimate, giving them effectively two layers of armor for attacks to break through. Because the armor is knockback-based, Tough Guy's effectiveness deteriorates as percentage builds. As the character using it takes more damage, they take more knockback, which gives Tough Guy a hard limit in every matchup. Additionally, effects that increase knockback, such as rage, will also affect Tough Guy. For a character-specific example, Hero's Psyche Up applies a 1.2× knockback multiplier directly onto his moves which, as a result, significantly decreases Tough Guy's effectiveness—if not neuter it outright—until it's used.

Due to Tough Guy's very low knockback threshold, its usefulness is highly specific to the point of being essentially nonexistent in some matchups. While characters like Luigi and Mega Man are noticeably impacted due to their reliance on weak, spammable projectiles in neutral, others such as Donkey Kong and Ganondorf are completely unaffected. This applies even moreso to Kazuya's Tough Body, having drastically lower damage ranges due to his lower base threshold and weight; for example, while Bowser can armor Pyra's Rapid Jab well until 174%, Kazuya can only armor it until around 12%. Like all armor, Tough Guy does not protect characters from grabs either, so characters that are noticeably affected by the ability can normally make up for it through a grab-heavy playstyle. Tough Guy was indirectly buffed in Ultimate thanks to the universal knockback reduction in all rapid jabs. The addition of damage-based armor into his moveset also assisted with this, adding a degree of safety at tighter percent ranges. Because Bowser himself gained more weight, it's common to see him armor rapid jabs to extremely high thresholds and punish them outright.

In the case of Giga Bowser, because he cannot be grabbed in any way and has gigantic weight, it is near-impossible to make him launch or even experience hitstun at first. Seeing Giga Bowser's Tough Guy break is extremely rare, but not impossible with charged smash attacks, strong items, or Final Smashes. However, whether the effort required to make him launch is a viable objective is very arguable.

List of attacks affected by Tough Guy / Tough Body[edit]

An icon for denoting incomplete things.
  • Bold percentages represent the damage limit if Bowser and Kazuya were crouching.
  • Moves with damages labeled "Limitless" means that Tough Guy will always trigger against the move.
  • Moves that are available as custom moves are in italics.
User/Item Move Part of Move Damage Limit Notes
By Characters
Banjo & Kazooie Neutral Attack Rapid Jab 83%/318%Bowser (SSBU) Closest hitbox
12%/168%Kazuya (SSBU) Mid hitbox
503%/737%Bowser (SSBU)
139%/295%Kazuya (SSBU)
Farthest hitbox
Egg Firing / Breegull Blaster Breegull Blaster 454%/615%(Eggs 1-6;long range), 628%/841%(Eggs 1-6; maximum range), 572%/753%(Eggs 7-12; mid range), 769%/Limitless(Eggs 7-12; long range)Bowser (SSBU) After the 13th egg, becomes Limitless for standing and crouching at all ranges except for point-blank
Bayonetta Neutral Attack Rapid Jab 116%Bowser (SSB4)
205%/333% Bowser (SSBU)
13%/99%Kazuya (SSBU)
Closest hitbox
282%/410% Bowser (SSBU)
82%/168%Kazuya (SSBU)
Farthest hitbox
Bullet Climax Entire move 116% Bowser (SSB4)
120%/157% Bowser (SSBU)
58%/83%Kazuya (SSBU)
Uncharged bullets
Bowser Up Throw Attack hitbox 6%/23%Bowser (SSBU) Applies to hits 1 - 7
Bowser Jr. Neutral Attack Jab 1 18%Bowser (SSB4)
Rapid Jab 617%/842% Bowser (SSBU)
255%/405%Kazuya (SSBU)
Dash attack Entire move 3%/18% Bowser (SSB4)
22%Bowser (SSBU)
Farthest hitbox; applies to hits 1 - 5
Forward smash Entire move 29% Bowser (SSB4)
LimitlessBowser (SSBU)
Applies to hits 1 - 5
Byleth Neutral Attack Rapid Jab 363%/597% Bowser (SSBU)
12%/168%Kazuya (SSBU)
Closest hitbox
503%/737%Bowser (SSBU)
139%/295%Kazuya (SSBU)
Farthest hitbox
Captain Falcon Neutral Attack Rapid Jab 356%/500% Bowser (SSBU)
128%/224%Kazuya (SSBU)
Charizard Down Throw Attack hitbox 4%/23% Bowser (SSBU) Collateral damage
Flamethrower Entire move 34%Bowser (SSB4)
35%Bowser (SSBU)
Weak hitbox
Fire Fang LimitlessBowser (SSB4) Embers
Fireball Cannon 46%/92%Bowser (SSB4) Weak hitbox
Chrom Double-Edge Dance 4th hit; angled down 279%/349%Bowser (SSBU)
157%/204%Kazuya (SSBU)
Applies to hits 1-4
Corrin Neutral Attack Rapid Jab 180%/293% Bowser (SSBU)
11%/86%Kazuya (SSBU)
Forward smash Yato hitboxes LimitlessBowser (SSBU)
Daisy Neutral Aerial Entire move 5%-6%Bowser (SSBU) Late hitbox
Down Aerial 6%/53%Bowser (SSBU) Applies to hits 1 - 3
Dark Pit Neutral Attack Rapid Jab LimitlessBowser (SSB4)
617%/842% Bowser (SSBU)
255%/405%Kazuya (SSBU)
Down Aerial Entire move 3%-5%Bowser (SSBU) Meteor hitbox
Silver Bow Entire move 3%Bowser (SSB4)
0%Bowser (SSBU)
Uncharged
Donkey Kong Neutral attack Jab 1 7%Bowser (SSB4)
Jumping Headbutt Entire move 81%/101%Bowser (SSB4) Tough Guy does not trigger if Bowser is hit while airborne
Dr. Mario Neutral Attack Jab 1 88%/145% Bowser (SSBU)
4%/46%Kazuya (SSBU)
Farthest hitbox
Jab 2 36%/136% Bowser (SSBU)
Duck Hunt Neutral Attack Rapid Jab 13%/169% Bowser (SSBU) Closest hitbox
363%/597% Bowser (SSBU)
12%/168%Kazuya (SSBU)
Farthest hitbox
Clay Shooting Reticle shots 306% Bowser (SSB4)
Falco Neutral Attack Rapid Jab 500%/663% Bowser (SSBU)
233%/342%Kazuya (SSBU)
Blaster Entire move LimitlessBowser (SSB4)
Explosive Blaster Applies to hits 1 - 4
Fox Neutral Attack Jab 1 7%/81% Bowser (SSBU) Farthest hitbox
Jab 2 30%Bowser (SSBU)
Rapid Jab 36%/143%Bowser (SSB4)
270%/378% Bowser (SSBU)
98%/171%Kazuya (SSBU)
Farthest hitbox in Smash 4
Neutral Aerial Entire move 2%Bowser (SSB4)
3%-4%Bowser (SSBU)
Late hitbox
Greninja Neutral Attack Rapid Jab 50%/94%Bowser (SSB4)
617%/842% Bowser (SSBU)
255%/405%Kazuya (SSBU)
Back Aerial Entire move 0%/11%Bowser (SSB4)
0%/12% Bowser (SSBU)
Applies to hit 1
1%/13%Bowser (SSB4)
1%/14% Bowser (SSBU)
Applies to hit 2
Water Shuriken 3%/28% Bowser (SSBU) Uncharged
Hero Magic Burst Entire move 368%/523%Bowser (SSBU)
147%/269%Kazuya (SSBU)
At MP 100; does not include the last hit
743%/LimitlessBowser (SSBU)
185%/336%, 313%/564%Kazuya (SSBU)
Bowser (SSBU) At lower to lowest MP; does not include the last hit
Kazuya (SSBU) At MP 50 and MP 1, respectively.
Whack 4%/23%Bowser (SSBU) Bowser can still get KO'd.
Ice Climbers Ice Shot Entire move 27%/47%Bowser (SSBU) Closest range
30%/53%Bowser (SSBU)
10%Kazuya (SSBU)
Farthest range
Blizzard Entire move 27%Bowser (SSBU) Closest hitbox
35%Bowser (SSBU)
9%/71%Kazuya (SSBU)
Middle Hitbox
Ike Aether Falling hit 54%/73%Bowser (SSBU)
27%/42%Kazuya (SSBU)
Doesn't apply for the last hit; must be grounded
Inkling Neutral Attack Rapid Jab 363%/597%Bowser (SSBU)
12%/168%Kazuya (SSBU)
Closest hitbox
712%/947%Bowser (SSBU)
329%/485%Kazuya (SSBU)
Farthest hitbox
Up Aerial Entire move 0%-1%/43%-44%Bowser (SSBU) Applies to hit 1 only; farthest hitbox
Ivysaur Neutral Attack Rapid Jab 147%/222%Bowser (SSBU)
31%/81%Kazuya (SSBU)
Side Tilt Entire move 8%/88% Bowser (SSBU) Applies to hits 1 - 6
Neutral Aerial 55%/130% Bowser (SSBU) Applies to hits 1 - 7
Bullet Seed 29%-31% Bowser (SSBU) All seeds, except the last
Jigglypuff Neutral attack Jab 1 5%Bowser (SSB4)
Spinphony Entire move LimitlessBowser (SSB4) Bowser is still turned around
Joker Gun/Gun Special Entire move 5%Bowser (SSBU) Close range
48%/67%Bowser (SSBU)
20%/35%Kazuya (SSBU)
Mid range
King Dedede Neutral Attack Rapid Jab LimitlessBowser (SSB4)
494%/681% Bowser (SSBU)
194%/319%Kazuya (SSBU)
Farthest hitbox
382%/569% Bowser (SSBU)
92%/218%Kazuya (SSBU)
Closest hitbox
Super Dedede Jump Stars 4%