Armor: Difference between revisions

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(→‎Knockback-based armor: added more info)
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===Knockback-based armor===
===Knockback-based armor===
Knockback-based armor was introduced in ''64'' as a [[fighter ability]] for {{SSB|Yoshi}}'s double jump. This mechanic is used to prevent opponents from being knocked back unless it reaches a certain threshold in units. Some forms subtract the amount from the knockback received during calculation (Known as subtractive knockback-based armor), such as the aforementioned Yoshi's double jump. Others, however, follow damage-based armor's system, not sustaining knockback until the threshold is surpassed. This tends to be given as a passive fighter ability to characters rather than attached to attacks, however there are exceptions such as the [[Wario Bike]]. [[Crouch cancelling]] also gives a form of knockback resistance, although in ''Smash 4'' and ''Ultimate'', this has changed to be a 0.85* knockback multiplier.
Knockback-based armor was introduced in ''64'' as a [[fighter ability]] for {{SSB|Yoshi}}'s double jump. This mechanic is used to prevent opponents from being knocked back unless it reaches a certain threshold in units. Some forms subtract the amount from the knockback received during calculation (known as subtractive knockback-based armor), such as the aforementioned Yoshi's double jump. Others, however, follow damage-based armor's system, not sustaining knockback until the threshold is surpassed. This tends to be given as a passive [[fighter ability]] to characters rather than attached to attacks, however there are exceptions such as the [[Wario Bike]]. [[Crouch cancelling]] also gives a form of knockback resistance, although in ''Smash 4'' and ''Ultimate'', this has changed to be a 0.85× knockback multiplier. Because of this, crouch cancelling improves {{SSB4|Bowser}}'s [[Tough Guy]].
 
This armor's nature means that its effectiveness directly correlates to the user's [[percentage]]. As they take more damage, their received knockback increases; ergo, knockback-based armor becomes harder to use as a game goes on. This also means that there will be a distinct cap on the armor in every matchup, and against characters that hit harder, such as [[heavyweight]]s, the armor can even be completely ineffective. Effects that increase knockback, such as [[rage]], will also further reduce the armor's effectiveness. Some characters can also increase their knockback by way of multipliers, such as {{SSBU|Hero}}'s [[Psyche Up]], which will assist greatly in breaking through.  


{{incomplete|Would appreciate a table of which games have subtractive or non-subtractive systems for the armor, more sources, possibly an image.}}
{{incomplete|Would appreciate a table of which games have subtractive or non-subtractive systems for the armor, more sources, possibly an image.}}