List of armored attacks (SSB4)
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Smash 4 distributed damage-based armor to more characters, rather than keeping it to Snake like in Brawl. It also added a large amount of Super Armor to characters - more than any game in the series - particularly through Custom Specials.
Damage-based Armor
Character | Move | Active Armor Frames | % Threshold | Notes |
---|---|---|---|---|
Bowser Jr. | Clown Kart Dash | 20- | 7% | Only for the Clown Kart Hurtbox. Lasts until Jr either jumps or swerves. |
Charizard | Flare Blitz | 23-53 | 14% | Deals 5% in recoil damage, and an additional 5% on hit. |
Blast Burn | 28-53 | 14% | Custom Special. Deals 6% in recoil damage on use, and takes an additional 10% on contact. | |
Little Mac | Straight Lunge | 1- | 8% | Lasts until release. Automatically releases for Full Charge on Frame 123. |
1- | 14% | Increased armor over the charge, ending once the hitbox ends, and also applying in the air. | ||
Ryu | Focus Attack | 1-20 (Charge), 1-59 (Level 3) | 22-39% | Lasts for a single hit, and accumulates by a set amount per active frame until it gets to 39%. |
Knockback-based Armor
Character | Move | Active Armor Frames | KB Threshold | Notes |
---|---|---|---|---|
Bowser | Tough Guy | Passive | 19 KB | Passive Fighter ability |
Donkey Kong | Kong Karry | Passive | 16 KB | Fighter ability, applies during throw startup as well. |
Wario | Wario Bike | 1- | 20 KB | Wario only. The bike has 18 HP, and unlike in Brawl it is not invincible. |
Yoshi | Midair jump | 1-69 | 120 KB | Passive fighter ability. Takes the knockback difference if the threshold is exceeded. |
Super Armor
Character | Move | Active Armor Frames | Notes |
---|---|---|---|
Bowser | Giga Bowser | Passive | |
Bowser Jr. | Grounding Dash | 1-31 | |
Meteor Ejection | 9-20 | ||
Captain Falcon | Heavy Raptor Boost | 1-17 (On release) | Proximity detection hitbox from frame 16-35 on the ground, 19-35 in the air. |
Charizard | Fly | 4-15 | |
Rising Cyclone | 13-18 | Hitboxes activated as soon as the armor ends. | |
Fly High | 11-19 | No hitbox. | |
Rock Smash | 5-23 | ||
Rock Hurl | 1-20 | ||
Mega Charizard X | Passive | ||
Dark Pit | Electroshock Arm | 11-26 | Proximity detection hitbox from frame 16-35 on the ground, 19-35 in the air. Identical to Pit's. |
Electrocut Arm | 7-40 (Preparation), 1-8 (Attack) | ||
Donkey Kong | Giant Punch | 11-20 (Grounded), 17-20 (Aerial) | Only when fully charged. If used in the air, the Super Armor will be cancelled if he hits the ground. |
Stubborn Headbutt | 1-54 | Lasts until hitbox comes out. | |
Spinning Kong | 8-17 | Grounded only. | |
Kong Cyclone | 20-45 (Grounded), 15-35 (Aerial) | ||
Ganondorf | Warlock Punch | 11-65, 21-67 (Reverse) | Grounded only. Reverse lacks armor Pre-1.1.3. |
Warlock Blade | 8-52, 11-54 (Reverse) | Grounded only. Reverse lacks armor Pre-1.1.3. | |
Flame Choke | 17-40 | Grounded only, upon grabbing. Grab hitbox is active frames 16-30. | |
Flame Wave | 17-41 | Grounded only, upon grabbing. | |
Dark Fists | 6-16 | ||
Ike | Eruption | 6-10 (On release) | From 3/4 charge onwards only. 10% recoil damage upon releasing full charge. |
Tempest | 5-8 (On release) | From 3/4 charge onwards only. | |
Furious Eruption | 6-10 (On release) | From 3/4 charge onwards only. Deals more recoil damage. | |
Unyielding Blade | 15- (Charging), 1- (Dash), 1-5 (Attack) | Dash armor lasts until Ike turns helpless or enters endlag. | |
Aether | 18-21 | ||
Aether Drive | 18-21 | ||
Aether Wave | 12-15, 1-15 (Landing) | ||
King Dedede | Super Dedede Jump | 26-32, 73-80 | Body is intangible from frames 22-25. Feet intangible from frame 73. |
Rising Dedede | 23-27 | ||
Quick Dedede Jump | 3-8, 25-33 | ||
Armored Jet Hammer | 1- (Charging), 1-10 (Release), 1-12 (Release, Full Charge) | ||
Kirby | Hammer Flip | 11-13 | Full charge only. Takes self damage until release. Intangible frames 2-10. |
Giant Hammer | 1- (Charging), 5-13 (Release) | ||
Little Mac | Forward smash | 8-15 (High/Mid angle), 9-15 (Low angle) | Charge Hold is frame 4. Boosted damage when hit during the attack. |
Up smash | 8-11 | Charge Hold is frame 6. Boosted damage when hit during the attack. | |
Down smash | 7-10, 15-17 | Charge Hold is frame 5. Boosted damage when hit during the attack. | |
KO Uppercut | 8-9 | Requires a filled Power Meter to use. Lost if sent into tumble after 4 seconds of obtaining it. | |
Guard Breaker | 12-34, 1-17 (Attack) | ||
Giga Mac | Passive | ||
Lucario | Mega Lucario | Passive | |
Olimar | Pikmin Order | 6-13 | Applies even if there are no Pikmin. |
PAC-MAN | Power Pellet | 1-8 | Begins after PAC-MAN eats the Pellet. |
Distant Power Pellet | 1-4 | Begins after PAC-MAN eats the Pellet. No hitbox. | |
Enticing Power Pellet | 1-4 | Begins after PAC-MAN eats the Pellet. No hitbox. | |
Pit | Upperdash Arm | 11-26 | Proximity detection hitbox from frame 16-35 on the ground, 19-35 in the air. |
Interception Arm | 7-40 (Preparation), 1-8 (Attack) | ||
Roy | Blazer | 4-10 | Intangible on Frame 9 only, also when the hitbox begins. |
Toon Link | Flying Spin Attack | 42-48 | Just as Toon Link begins the jump. |
Wario | Wario Waft | 5-10 | Full Waft only, takes 110 seconds (1 min 50 seconds) to charge. |
Wii Fit Trainer | Volatile Breathing | 1- | Ends as soon as the B button is next pressed, regardless of timing. |
Steady Breathing | 1-21 | Begins upon activation. | |
Yoshi | Heavy Egg Roll | 10- | Begins as soon as Yoshi completely enters the egg, and ends upon coming out. |
All characters | Home Run Bat | 41-50 (Forward smash input) | Just when the bat is swung. |
Ore Club | 1- (Charge Hold) | From charge until the hitbox comes out. Standardized across the cast. | |
1-13 (Dash Attack) | Active as soon as the Dash Attack is inputted. |