Super Smash Bros. series

Intangibility: Difference between revisions

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[[File:Intangibility.jpg|270px|thumb|{{SSB4|Kirby}} successfully avoiding a Teal Coupe in [[Onett]] with his [[sidestep]].]]
[[File:Intangibility.jpg|270px|thumb|{{SSB4|Kirby}} successfully avoiding a Teal Coupe in [[Onett]] with his [[sidestep]].]]
'''Intangibility''' is a state in which characters will not be hit by attacks. This is different from [[invincibility]] because, instead of attacks' [[damage]] and [[knockback]] simply being cancelled, it won't hit at all. For example, a projectile will travel right through them. Intangibility is often attributed to [[dodge]]s, [[tech]]s, edge-grabbing, [[get-up attacks and animations]], and certain body parts during certain moves. Since the character is not hit, a long-lasting attack (or very short intangibility time) may still hit the character once it ends.
'''Intangibility''' is a state in which characters will not be hit by attacks. This is different from [[invincibility]] because, instead of attacks' [[damage]] and [[knockback]] simply being canceled, it won't hit at all. For example, a projectile will travel right through them. Intangibility is often attributed to [[dodge]]s, [[tech]]s, edge-grabbing, [[get-up attacks and animations]], and certain body parts during certain moves. Since the character is not hit, a long-lasting attack (or very short intangibility time) may still hit the character once it ends.


Intangibility's negative aspect is that on the [[Planet Zebes]], [[Brinstar]], and [[Norfair]] [[stage]]s, characters will fall straight through the stage's lower hazard rather than sustaining damage and bouncing back up, possibly causing an otherwise preventable [[KO]]. They may occasionally also be KO'd if they are standing on the track on [[Port Town Aero Dive]], {{SSBM|Mute City}} and {{SSB4|Mute City}}. In ''Smash 4'', Master Giant's "glowing hands" attack also completely ignores any form of intangibility as well as invincibility (including respawn).
Intangibility's negative aspect is that on the [[Planet Zebes]], [[Brinstar]], and [[Norfair]] [[stage]]s, characters will fall straight through the stage's lower hazard rather than sustaining damage and bouncing back up, possibly causing an otherwise preventable [[KO]]. They may occasionally also be KO'd if they are standing on the track on [[Port Town Aero Dive]], {{SSBM|Mute City}} and {{SSB4|Mute City}}. In ''Smash 4'', Master Giant's "glowing hands" attack also completely ignores any form of intangibility as well as invincibility (including respawn).

Revision as of 14:36, June 23, 2019

Kirby successfully avoiding a Teal Coupe in Onett with his sidestep.

Intangibility is a state in which characters will not be hit by attacks. This is different from invincibility because, instead of attacks' damage and knockback simply being canceled, it won't hit at all. For example, a projectile will travel right through them. Intangibility is often attributed to dodges, techs, edge-grabbing, get-up attacks and animations, and certain body parts during certain moves. Since the character is not hit, a long-lasting attack (or very short intangibility time) may still hit the character once it ends.

Intangibility's negative aspect is that on the Planet Zebes, Brinstar, and Norfair stages, characters will fall straight through the stage's lower hazard rather than sustaining damage and bouncing back up, possibly causing an otherwise preventable KO. They may occasionally also be KO'd if they are standing on the track on Port Town Aero Dive, Mute City and Mute City. In Smash 4, Master Giant's "glowing hands" attack also completely ignores any form of intangibility as well as invincibility (including respawn).

In Super Smash Bros. Melee's debug menu, intangibility is displayed by affected hurtboxes changing from their usual yellow color to a blue color during the intangibility period. A similar feature is present in Super Smash Bros. Ultimate's Training Mode via an invincibility toggle, which causes intangible parts of characters to acquire a blue tint.

Examples

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