List of armored attacks (SSBU): Difference between revisions

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| [[Ore Club]] || 13~ || Lasts during charge and attack; ceases when the hitbox ends.
| [[Ore Club]] || 13~ || Lasts during charge and attack; ceases when the hitbox ends.
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| {{SSBU|Charizard}} || [[Fly]] || 4-15 || Activates quickly for 12 frames, covering part of the the startup and lasting until the second set of hitboxes is active.
| {{SSBU|Charizard}} || [[Fly]] || 4-15 || Activates quickly for 12 frames, covering part of the startup and lasting until the second set of hitboxes is active.
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| {{SSBU|Chrom}} || [[Soaring Slash]] || 10-30 || Active for 21 frames, starting as soon as the first hitbox is active and lasting until the start of the rise.
| {{SSBU|Chrom}} || [[Soaring Slash]] || 10-30 || Active for 21 frames, starting as soon as the first hitbox is active and lasting until the start of the rise.
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| {{SSBU|Pit}} || [[Upperdash Arm]] (Dash) || 11-26 || The armor stops as soon as the move detects an opponent and transitions into the swing, which can happen starting frame 16 while grounded and 19 while airborne. This cuts the armor frames short and leaves 1 frame of vulnerability before the swing's first active hitbox. Ergo, the move can lose to long-lasting active hitboxes if the armor doesn't absorb all the hits.
| {{SSBU|Pit}} || [[Upperdash Arm]] (Dash) || 11-26 || The armor stops as soon as the move detects an opponent and transitions into the swing, which can happen starting frame 16 while grounded and 19 while airborne. This cuts the armor frames short and leaves 1 frame of vulnerability before the swing's first active hitbox. Ergo, the move can lose to long-lasting active hitboxes if the armor doesn't absorb all the hits.
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| {{SSBU|Roy}} || [[Blazer]] (Grounded) || 4-10 || Active for 6 frames total, covering part the the startup and lasting until the second set of hitboxes is active. Additionally, the move grants full body [[intangibility]] on frame 9 while the first hitbox is active, technically replacing the armor during that singular frame. This single frame of intangibility is also present in the aerial version of the move.
| {{SSBU|Roy}} || [[Blazer]] (Grounded) || 4-10 || Active for 6 frames total, covering part of the startup and lasting until the second set of hitboxes is active. Additionally, the move grants full body [[intangibility]] on frame 9 while the first hitbox is active, technically replacing the armor during that singular frame. This single frame of intangibility is also present in the aerial version of the move.
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| {{SSBU|Wario}} || [[Wario Waft]] (Fully Charged) || 4-13 || Active for 10 frames during both the startup and the active frames of the first hit of the move. Because of its fast nature, it has niche use as an [[out of shield]] option.
| {{SSBU|Wario}} || [[Wario Waft]] (Fully Charged) || 4-13 || Active for 10 frames during both the startup and the active frames of the first hit of the move. Because of its fast nature, it has niche use as an [[out of shield]] option.