List of armored attacks (SSBB): Difference between revisions

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[[File:DKPunchArmorSSBB.gif|thumb|300px|{{SSBU|Donkey Kong}} using [[Giant Punch]]'s super armor to beat a charged [[Super Scope]].]]
{{image|Needs an image of armor in action in Brawl.}}
''Brawl'' added [[armor]] to a variety of moves rather than keeping it exclusive to [[Fighter ability|fighter abilities]] and [[Stone]]. This was most frequently super armor; however, there are also unique cases such as [[Wario Bike]], which has multiple thresholds for its knockback-based armor that causes different interactions. Brawl also introduced non-cumulative damage-based armor for Snake's [[Cypher]], which would be further distributed come ''Smash 4''.
 
''Brawl'' added [[armor]] to a variety of moves rather than keeping it exclusive to [[Fighter ability|fighter abilities]] and [[Stone]]. This was most frequently super armor, however there are also unique cases such as [[Wario Bike]], which has multiple thresholds for its knockback-based armor that causes different interactions. Brawl also introduced non-cumulative damage-based armor specifically for Snake's [[Cypher]], which would be further distributed come ''Smash 4''.


==Damage-based Armor==
==Damage-based Armor==
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! Character !! Move !! Active Armor Frames !! % Threshold !! Notes
! Character !! Move !! Active Armor Frames !! % Threshold !! Notes
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| {{SSBB|Kirby}} || [[Stone]] || 14-162 (grounded version), 29-162 (aerial version) || 29% || Armor is active regardless of if initiated on the ground or in the air, though the armor will become active in less than half the time when the grounded version is initiated. The armor remains as long as Kirby remains in Stone form, though if Kirby untransforms early, the armor will cease the frame the untransformation is initiated. Stone's armor can sustain up to 29% and Kirby will not take any damage, but the damage it can withstand in each transformation is cumulative; once Kirby sustains more than a cumulative 29% in a single transformation, Kirby will be launched out of his Stone form with the full knockback of the hitbox that broke it, though strangely he will not take any damage from the launching blow.
| {{SSBB|Kirby}} || [[Stone]] || 14-162 (grounded), 29-162 (aerial) || 29% || The armor is active regardless of if initiated on the ground or in the air, though it will become active in less than half the time when the grounded version is initiated. The armor remains as long as Kirby remains in Stone form, though if Kirby untransforms early, the armor will cease the frame the untransformation is initiated. Stone's armor can sustain up to 29% and Kirby will not take any damage, but the damage it can withstand in each transformation is cumulative; once Kirby sustains more than a cumulative 29% in a single transformation, Kirby will be launched out of his Stone form with the full knockback of the hitbox that broke it, though strangely he will not take any damage from the launching blow.
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| {{SSBB|Snake}} || [[Cypher]] || 8-96 || 7% || Armor is active regardless of if initiated while grounded or airborne. Snake can interrupt the move and release the Cypher starting on frame 47, though the armor will cease the frame he interrupts it. Unlike the aforementioned Stone, Cypher's armor is not cumulative-based, so a single hitbox must be able to deal more than 7% to break through it; a multi-hitting move that deals more than 7% total but has no individual hitbox that exceeds the value will fail to break the armor. If the armor is broken, Snake will release the Cypher as he is launched, and it will become a [[projectile]] hitbox dealing 6% and 1 HP of bonus [[shield damage]].  
| {{SSBB|Snake}} || [[Cypher]] || 8-96 || 7% || Armor is active regardless of if initiated while grounded or airborne. Snake can interrupt the move and release the Cypher starting on frame 47, though the armor will cease the frame he interrupts it. Unlike Stone, Cypher's armor is non-cumulative, so a single hitbox must be able to deal more than 7% to break through it; a multi-hitting move that deals more than 7% total but has no individual hitbox that exceeds the value will fail to break the armor. If the armor is broken, Snake will release the Cypher as he is launched, and it will become a [[projectile]] hitbox dealing 6% and 1 HP of bonus [[shield damage]].  
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| {{SSBB|Ganondorf}} || [[Flame Choke]] || 17-40 (Throw) || Armor is active only when Ganondorf has someone grabbed during the grounded version of Flame Choke. The grabbed character on the other hand will have super armor during the grounded version until they're launched, and will have super armor during the entirety of the aerial version until Ganondorf lands. The latter can lead to strange interactions where Ganondorf can be interrupted when he has someone grabbed during an aerial Flame Choke, but the grabbed character will armor through the hit and keep flying downward until they hit the ground, are hit by another hitbox, or are KO'd via falling into the bottom [[blast zone]].
| {{SSBB|Ganondorf}} || [[Flame Choke]] || 17-40 (Throw) || Armor is active only when Ganondorf has someone grabbed during the grounded version of Flame Choke. The grabbed character on the other hand will have super armor during the grounded version until they're launched, and will have super armor during the entirety of the aerial version until Ganondorf lands. The latter can lead to strange interactions where Ganondorf can be interrupted when he has someone grabbed during an aerial Flame Choke, but the grabbed character will armor through the hit and keep flying downward until they hit the ground, are hit by another hitbox, or are KO'd via falling into the bottom [[blast zone]].
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| rowspan="2" | {{SSBB|Ike}} || [[Eruption]] || 25-29 (Uncharged), 6-10 (On Charge Release) || Armor is active regardless of if initiated while grounded or airborne. The move's charging begins on frame 20. The uncharged variation's hitbox becomes first active on frame 30, the frame immediately after the super armor ceases, so it is possible for an opponent to [[trade]] with Eruption and launch Ike out of the move while they're being hit by it. The charged variation's hitbox becomes first active on frame 11 after release, so like the uncharged variation it doesn't protect against trades either.
| rowspan="2" | {{SSBB|Ike}} || [[Eruption]] || 25-29 (Uncharged), 6-10 (On Charge Release) || Armor is active regardless of if initiated while grounded or airborne. The move's charging begins on frame 20. The uncharged variation's hitbox becomes first active on frame 30, the frame immediately after the super armor ceases, so it is possible for an opponent to trade with Eruption and launch Ike out of the move while they're being hit by it. The charged variation's hitbox becomes first active on frame 11 after release, so like the uncharged variation it doesn't protect against trades either.
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| [[Aether]] || 18-38 || Armor is active regardless of if initiated while grounded or airborne, with it lasting until just before Ike descends. Aether's first hitbox becomes active on frame 18, so the move can armor through an opponent's move while simultaneously hitting them.
| [[Aether]] || 18-38 || Armor is active regardless of if initiated while grounded or airborne, with it lasting until just before Ike descends. Aether's first hitbox becomes active on frame 18, so the move can armor through an opponent's move while simultaneously hitting them.