Passive armor: Difference between revisions

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[[File:SSBUBowserToughGuy.png|thumb|300px|{{SSBU|Bowser}} not flinching from {{SSBU|Kirby}}'s [[rapid jab]].]]
[[File:SSBUBowserToughGuy.png|thumb|300px|{{SSBU|Bowser}} not flinching from {{SSBU|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 Smash]]es. [[Spirit]] abilities such as Super Slow Armor and Armor Knight can provide the effect to any character, albeit with statistical downsides such as decreased movement speed. [[Boss]]es can also be considered to have something akin to passive armor.  
'''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 Smash]]es. [[Spirit]] abilities such as Super Slow Armor and Armor Knight can provide the effect to any character, albeit with statistical downsides such as decreased movement speed. [[Boss]]es can also be considered to have something akin to passive armor.  
==Overview==
==Overview==
Passive armor was first formally introduced in ''Melee'' for [[Nana]] and [[Giga Bowser]], where they have 5 and 20 units of [[Armor#Knockback-based armor|knockback-based armor]] respectively. Because of the low threshold, it generally had little effect outside of using [[crouch canceling]] to effectively increase the thresholds. Both of these would be erased in ''Brawl'', though the introduction of {{SSBB|Bowser}}'s [[Giga Bowser (Final Smash)|Giga Bowser]] Final Smash introduced passive super armor for the first time. ''Smash 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 {{SSB4|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 {{SSBU|Bowser}}'s [[fighter ability]] for {{SSBU|Kazuya}}, only it uses 14 units of knockback-based armor.
Passive armor was first formally introduced in ''Melee'' for [[Nana]] and [[Giga Bowser]], where they have 5 and 20 units of subtractive [[Armor#Knockback-based armor|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 {{SSBM|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 ''Brawl'', the introduction of {{SSBB|Bowser}}'s {{b|Giga Bowser|Final Smash}} Final Smash introduced passive super armor for the first time. ''Smash 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 {{SSB4|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 {{SSBU|Bowser}}'s [[fighter ability]] for {{SSBU|Kazuya}}, only it uses 14 units of knockback-based armor.


Passive armor follows the general rules of armor — for example, [[grab]]s 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.
Passive armor follows the general rules of armor — for example, [[grab]]s 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.
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! Character !! Passive armor !! Subtractive?
! Character !! Passive armor !! Subtractive?
|-
|-
| {{SSB4|Bowser}} || 19 KB{{gameIcon|SSB4}}{{gameIcon|SSBU}} || {{n}}
| [[Bowser]] || 19 KB{{gameIcon|SSB4}}{{gameIcon|SSBU}} || {{n}}
|-
|-
| rowspan="3" | [[Giga Bowser]] || 20 KB{{gameIcon|SSBM}} || {{y}}
| rowspan="3" | [[Giga Bowser]] || 20 KB{{gameIcon|SSBM}} || {{y}}
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| [[Metal Box]] || 30 KB{{gameIcon|SSBM}}{{gameIcon|SSBB}}{{gameIcon|SSB4}}{{gameIcon|SSBU}} || {{y}}
| [[Metal Box]] || 30 KB{{gameIcon|SSBM}}{{gameIcon|SSBB}}{{gameIcon|SSB4}}{{gameIcon|SSBU}} || {{y}}
|-
|-
| [[Nana]] || 5 KB{{gameIcon|SSBM}} || {{y}}
| [[Ice Climbers (SSBM)|Nana]] || 5 KB{{gameIcon|SSBM}} || {{y}}
|-
|-
| Super Slow Armor (spirit skill) || 132 KB{{gameIcon|SSBU}} || {{n}}
| Super Slow Armor (spirit skill) || 132 KB{{gameIcon|SSBU}} || {{n}}
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<!-- To paraphrase Lattie, regarding whether Tough Guy isn't always active: "The belief that it isn't really active at all time stems from certain moves behaving differently against airborne or grounded opponents, leading to the same attack being armored in certain situations but not others. The threshold is tied to KB, so as Bowser and Kazuya's percentage goes up, the opponent's attacks start dealing more KB, and thus moves that were armored at low percent start bypassing the armor later into the stock.". Moves often deal more knockback against aerial opponents by their very nature. -->
<!-- To paraphrase Lattie, regarding whether Tough Guy isn't always active: "The belief that it isn't really active at all time stems from certain moves behaving differently against airborne or grounded opponents, leading to the same attack being armored in certain situations but not others. The threshold is tied to KB, so as Bowser and Kazuya's percentage goes up, the opponent's attacks start dealing more KB, and thus moves that were armored at low percent start bypassing the armor later into the stock.". Moves often deal more knockback against aerial opponents by their very nature. -->


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, 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. Thus, it isn't quite the same in practice.
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, 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 them to flinch if the value goes below 0.


Because Tough Guy's presence includes [[crouch]]ing, thanks to the 0.85× knockback reduction it provides, it improves the armor's ranges significantly. Bowser's armored smash and tilt attacks also benefit from Tough Guy in ''Ultimate'', giving him 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, {{SSBU|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 goes away.  
Because Tough Guy and Tough Body's presence includes [[crouch]]ing, thanks to the 0.85× knockback reduction it provides, it improves the armor's ranges significantly; Kazuya in particular benefits from this as he will be crouching more often than most characters because of 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 him 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, {{SSBU|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 goes away.  


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 {{SSBU|Luigi}} and {{SSBU|Mega Man}} are greatly impacted due to their reliance on weak, spammable projectiles in neutral, others such as {{SSBU|Donkey Kong}} and {{SSBU|Ganondorf}} are completely unaffected. This applies even moreso to Kazuya, having drastically lower damage ranges; for example, while Bowser can armor {{SSBU|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 [[grab]]s 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.
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 {{SSBU|Luigi}} and {{SSBU|Mega Man}} are noticeably impacted due to their reliance on weak, spammable projectiles in neutral, others such as {{SSBU|Donkey Kong}} and {{SSBU|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 {{SSBU|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 [[grab]]s 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 [[grab]]bed 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 attack]]s, strong [[item]]s, or [[Final Smash]]es. However, whether the effort required to make him launch is a viable objective is very arguable.
In the case of Giga Bowser, because he cannot be [[grab]]bed 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 attack]]s, strong [[item]]s, or [[Final Smash]]es. However, whether the effort required to make him launch is a viable objective is very arguable.
{{SSBU|Kazuya}}'s addition to ''Ultimate'' came with a weaker variant of Tough Guy dubbed "Tough Body", which guards against 14 units of knockback, but is otherwise the same. Combined with Kazuya's lower [[weight]], Tough Body is far more situational than Tough Guy, being largely useless in many matchups. On the other hand, because of his crouch-based attacks like [[Kazuya (SSBU)/Uncrouching attack|Demon God Fist]], he can make better use of it in some situations, as [[crouch canceling]] applies.
==List of attacks affected by Tough Guy/Tough Body==
{{incomplete|Item damage data from Super Smash Bros. 4, including percents when crouching. Also Kazuya data.}}
* '''Bold''' percentages represent the damage limit if Bowser were crouching.
* Moves with damages labeled "Limitless" means that Tough Guy will always trigger against the move.
* Moves that are available as [[custom move]]s are in ''italics''.


==List of attacks affected by Tough Guy/Tough Body==
==List of attacks affected by Tough Guy/Tough Body==
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[[Category:Bowser (SSB4)]]
[[Category:Bowser (SSB4)]]
[[Category:Bowser (SSBU)]]
[[Category:Bowser (SSBU)]]
[[Category:Ice Climbers]]
[[Category:Ice Climbers (SSBM)]]
[[Category:Kazuya]]
[[Category:Kazuya]]
[[Category:Kazuya (SSBU)]]
[[Category:Kazuya (SSBU)]]