Invincibility: Difference between revisions

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*[[Banjo & Kazooie]]'s [[Wonderwing]], for the entire duration that the hitboxes are active (Frames 18-53). Unlike other forms of invincibility, this move can be beaten by [[grab]]s, including [[command grab]]s, in which the opponent takes 0.25x damage.
*[[Banjo & Kazooie]]'s [[Wonderwing]], for the entire duration that the hitboxes are active (Frames 18-53). Unlike other forms of invincibility, this move can be beaten by [[grab]]s, including [[command grab]]s, in which the opponent takes 0.25x damage.
*{{SSBU|Luigi}}'s [[Luigi Cyclone]], frames 4-8 while grounded and frames 1-7 while airborne (''Ultimate'').
*{{SSBU|Luigi}}'s [[Luigi Cyclone]], frames 4-8 while grounded and frames 1-7 while airborne (''Ultimate'').
*The first frame of Jigglypuff's rest.
* When your shield is broken, you perform a shield jump. While you are in the air, you have invincibility. You are perfectly vulnerable when you enter your dizzy animation.
* The first frames while a counter is active. While you are performing the attack, you are vulnerable. Characters with counters include Marth, Lucina, Roy, Chrom, Ike, Lucario, Greninja, Corrin, Bayonetta, and Incineroar. Joker's counter only gives invincibility when Arsene is out.


[[Category:Game physics]]
[[Category:Game physics]]
[[Category:Special conditions]]
[[Category:Special conditions]]