List of armored attacks (SSBB)
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Brawl added armor to moves rather than keeping them as fighter abilities. This was most, frequently, Super Armor. However there are also unique cases such as Wario Bike, having multiple thresholds for its knockback-based armor that have different interactions. Brawl also introduced damage-based armor specifically for Snake's Cypher, which would be further distributed come Smash 4.
Damage-based Armor
Character | Move | Active Armor Frames | % Threshold | Notes |
---|---|---|---|---|
Snake | Cypher | 8-96 | 7% | If the armor is broken, Snake will release Cypher and it will become a hitbox dealing 6%. Deals 1 HP of bonus shield damage. |
Knockback-based Armor
Character | Move | Active Armor Frames | KB Threshold | Notes |
---|---|---|---|---|
Donkey Kong | Kong Karry | Passive | 80 KB | Same percent that would send into tumble. Gives the opponent Super Armor. Armor is removed once DK throws the opponent. |
Wario | Wario Bike | 1- | 60/30 KB | Can jump off from Frame 27, although turning too hard can have Wario immediately dismount. The bike is invincible during the duration of the move, enabling a wheelie to protect Wario from most forms of attack. If a 30 KB is reached when hitting Wario, he will passively get off the bike instead. If 60 KB is reached, the armor is fully broken. The bike has 26 HP when not being ridden by Wario. |
Yoshi | Midair jump | 1-89 | 120 KB |
Super Armor
Character | Move | Active Armor Frames | Notes |
---|---|---|---|
Bowser | Giga Bowser | 16 seconds (Passive) | Changing back takes 60 frames. |
Charizard | Fly | 4-15 | |
Donkey Kong | Giant Punch | 17-20 | Regardless of whether he is in the air or on the ground. |
Spinning Kong | 10-16 | Grounded only. | |
Ganondorf | Flame Choke | 17-40 (Throw) | Grounded only. Grab hitbox is active frames 16-30. Provides super armor to the opponent in both the air and on the ground, which means if Ganondorf is hit during a sacrificial KO the opponent will continue falling. |
Ike | Eruption | 25-29 (Uncharged), 6-10 (On Charge Release) | Charge hold begins on Frame 20. |
Aether | 18-38 | Lasts until just before Ike descends. | |
King Dedede | Super Dedede Jump | 26-45 | Lasts until he reaches the peak. |
Olimar | Pikmin Order | 2-16 | |
Pit | Mirror Shield | 4-5 | Grounded only. |
Squirtle | Forward smash | 17-21 | Hitbox comes out after 11 frames on release. |
Wario | Forward smash | 8-11 | Cannot rebound. Hitbox comes out after 5 frames on release. |
Wario Waft | 5-10 | Takes 110 seconds (1 minute 50 secs) to charge. |