Super Smash Bros. series

Invincibility

Revision as of 07:25, September 20, 2020 by Thecontributor22 (talk | contribs) (→‎Examples: Added respawn invincibility)
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Pac-Man demonstrates invincibility due to the Super Star.

Invincibility is a state during which a character cannot be attacked or damaged. Attacks will hit (so the attacker takes hitlag), but will not deal damage, knockback, or hitstun. Characters who are invincible can still be affected by certain windboxes, as well as Master Giant's grab attack in Smash 4.

Invincibility'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. They may occasionally also be KO'd if they are standing on the track on Port Town Aero Dive, and both the Melee Mute City and the Smash 3DS Mute City.

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

Invincibility should not be confused with intangibility. In invincibility, all knockback and damage is canceled when the character is hit. In intangibility, however, the character cannot be affected by either knockback or damage in the first place.

Examples

 
  • Smash attacks in this table are not charged.
User/Item Move Part of Character Invincibility Frames Notes
By Characters
All characters Throws Entire body Varies  
8  
18 
*In Ultimate, invincibility lasts until the opponent is thrown
Respawn 120      *Commences the moment the character dismounts from the Revival Platform
**As of Ultimate, the amount of invincibility frames decreases the longer it takes to dismount from the Revival Platform
Banjo & Kazooie Wonderwing Entire body 18-53   *Vulnerable to grabs
Bowser Back aerial Shell 3-15 
Forward smash Feet 20-25 
Up smash Shell 14-27   
Hero Forward tilt Left arm and leg 9-11  *Grants invincibility on just the left arm for frames 10-11
Kaclang Entire body 15-314  *Only vulnerable to another Hero using Metal Slash
Ice Climbers Belay Partner 16-33 
Incineroar Darkest Lariat Entire body 5-57  *Applies invincibility to:
**Entire body on frames 5-6
**Head and arms on frame 7
**Arms on frames 8-57
Lucas Up smash Entire body 1-4  
1-7 
Luigi Luigi Cyclone Entire body 4-8 (ground), 1-7 (midair) 
Mii Brawler Flashing Mach Punch Entire body 11-66  *Only if the attack lands
Mr. Game & Watch Up smash Head 
Head, arm, and foot 
Entire body 
24-28 
4-25 
21-25 
Ness PK Thunder Entire body 1-9 
1-17 (NTSC-J)
*Applies to PK Thunder 2 only
Palutena Dash attack Upper body 4-15 
5-16 
* After frame 6, invincibility applies to her left arm
Back aerial 3-10 
7-10 
* After frame 7, invincibility applies to her left arm
Ridley Skewer Entire body 4-47  *When sweetspotted
R.O.B. Diffusion Beam Entire body 1~   *Lasts while the beam is active
Rosalina & Luma Luma Shot Luma 4-20   *Only when fully charged
Samus Screw Attack Entire body 1-5 (ground) (NTSC-U/PAL); 1-11 (ground) (NTSC-J)
1-3 (midair) 
Snake Covering Fire Entire body 1~  *Lasts until Snake gets up from his kneeling posture
Sonic Super Sonic Entire body 1~   *Lasts for the entire duration
Squirtle Withdraw Entire body 22  *Unlike other instances of invincibility, instead of collision "bubbles" appearing when an attack lands and a blunt sound effect being heard, one can both hear and see the attack's visual effects as if there were no invincibility frames at all
Yoshi Shield Entire body 1-6 (activation)  
By Items
Dragoon 1-119    *After the attack, while descending back to the stage
Golden Hammer 1    *Also affects the opponent
*Lasts until hitstun ends
Hammer
Super Star 1-600       *
By Pokémon
Ditto Varies  *When performing any move or action that grants invincibility
By Stage Element
Mushroom Kingdom (SSB) (Warp Pipes) 1-49  *When emerging from a pipe
PictoChat 2 (Pipes) 1-51  *When emerging from a pipe