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Data Invincibility and armor list

Luigi player

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Here's what I've tested and has been contributed so far, not sure how much is still missing, but there is more.

Invincibility: can't be grabbed nor attacked (doesn't receive damage or knockback)
Superarmor: receives damage, but no knockback (can still be grabbed)
Heavy armor: like superarmor, but you'll get knockback if an attack is strong enough
Other: there are other armors like Kirbys downB or Links shield

Previously we also had Trample, which is a little different from armor, so it's in a different thread.
You can go there by clicking here (Special Properties of Moves) if you want to know more about it.

Invincibility and Intangibility:
During the former the opponent can still clash / collide with the "hurtbox" of the invincible character and receive hitlag on his moves, this also stops most projectiles (if they disappear when touching someone).
The latter doesn't even have that (it's almost like the character wasn't there, though some things still effect it; ZSS' downB can still footstool them for example).
That said, I didn't test all invincibility for intangibility in my list, since it's both invulnerability anyway and I didn't want to seperate it further. It would also be a pain to test everything for it. Though some moves might have it noted if it was mentioned to me as a contribution. :)


Here's most of the Super and Heavy Armor in video form: https://www.youtube.com/watch?v=a18CXwpJU_o
Also shoutouts to http://kuroganehammer.com !

Invincibility:

General:
- grab ledge (only once, until you've touched the ground or got hit)
- ledge getup (roll, attack, jump, normal)
- teching
- grounded getup (attack, roll, normal)
- airdodge, spotdodge, rolls
- a little while after you got KO'd and came back from the revival platform
- counters (counter moves have short invincibility while they can counter, and during they counter a move)
- while throwing someone (from a grab) -> NEW: this seems to be universal for all characters (though not all were tested): all throws (any direction) seem to be invincible from frame 1-18
- while hatching from Yoshis egg (frames 1-10, can act from frame 1) - NEW (frames)
- teleport moves (where characters are invisible; many or all of them have a little invincibility frames even before or after they dis/reappear)
- during the 'jump/fall' of a shieldbreak (immediately (frame 1) after the shieldbreak, and 57 additional frames upon landing/wakeup)
- getting off the "revival platform": invincibility on frames 1-120 (might not be 100 % accurate?)

Characters:
Bowser:4bowser:: sideB (after grabbing someone with it; grounded: 9-23; aerial: 18-32) - NEW (new with patch 1.1.3)
Charizard:4charizard:: fsmash (22-26, hits: 22-24)
Cloud:4cloud:: only with full limit: neutralB (10-17), sideB (6-11), upB (5-12,13?)
Dedede:4dedede:: neutralB (while inhaling someone)
Donkey Kong:4dk:: upB (aerial, frame 3-6, first hit on frame 4), grab->cargo (while going from grab to cargo)
Fox:4fox:: sideB (a short time while he's invisible)
Game&Watch:4gaw:: upB (frames 5-13, startup until about half of upBs height), downB (fill up: 2-25, can still absorb on frame 1; attack: 1-6, hitbox on 2-7) - NEW (downB)
Jigglypuff:4jigglypuff:: downB (frame 1-27, until she closes her eyes, hitbox starts frame 2)
Kirby:4kirby:: neutralB (while sucking someone in)
Little Mac:4littlemac:: sideB (grounded: frame 1-4), upB (frame 1-3, hitbox frame 3)
Lucas:4lucas:: usmash (frames 1-4)
Luigi:4luigi:: upB (grounded: 8-10 (hitbox frame 8), aerial: 7-9 (hitbox frame 7))
Mario:4mario:: upB (frame 3-6, hitbox starts frame 3)
Marth:4marth:/Lucina:4lucina:: upB (ground: frame 4-5, aerial: frame 1-5, strong hitbox frame 5)
Megaman:4megaman:: uptilt (frames 5-7; hitbox starts at frame 6), upB (frames 6-11; first few frames after he jumps off of rushcoil)
Ness:4ness:: upB(2) (at the start of shooting himself: frame 1-9)
Palutena:4palutena:: dash attack (frame 4-15, hitbox frame 6-9)
Pikachu:4pikachu:: downB (intangible while getting hit by his own thunder [if not moving frames 34-44, strong hit frame 34-36])
Pit:4pit:/Dark Pit:4darkpit:: upB (grounded: 9-19; aerial: 15-19) - NEW (frames)
Ryu:4ryu:: upB (normal: 3-5, true: 1-6; hitbox frame 6)
Samus:4samus:: upB (grounded: 3-6 (hitbox frame 5); aerial: 3-5 (hitbox frame 5))
Sheik:4sheik:: downB (frame 3-4)
Shulk:4shulk:: neutralB (while activating a monado art (activates 46 frames after stopping on an art): frames 1-14; can act at frame 6) [Note: if he's acting out of the invincibility he isn't invincible anymore]
Sonic:4sonic:: upsmash (frame 18-20, first hitbox frame 19), sideB (upon fully charge release: frame 1-6, hitbox starts frame 1), upB (frames 5-13, until he reached about half of upBs height)
Villager:4villager:: neutralB (frames 5-23, while he tries to pocket something)
Wario:4wario2:: neutralB (while exploding from eating an explosive: frame 3-18) - NEW (frames)
Wii Fit Trainer:4wiifit:: upsmash (frames 12-15, hitbox frame 14-15)
Yoshi:4yoshi:: neutralB (while swallowing someone: grab active frames 21-24, invincible frames 31-53 / 61)
Zelda:4zelda:: neutralB (frames 5-12, hitbox frame 13)
Zero Suit Samus:4zss:: downB (intangible frames 3-12)


Partial Invincibility (new section, work in progess):

Bowser:4bowser:: upsmash (shell; frame 14-27, hitbox starts frame 16) [note: seems fully invincible though]
jab1,2, ftilt, utilt, dtilt (arm), fsmash (legs), uair (head)​
Charizard:4charizard:: uptilt (wings), uair (head)
Cloud:4cloud:: dtilt (legs)
Dedede:4dedede:: utilt (head + left arm)
Donkey Kong:4dk:: ftilt, dtilt, utilt, dsmash, neutralB(not fully charged), upB(grounded) (arms),
fsmash (head + arms), uair (head)​
Falco:4falco:: dsmash (legs)
Fox:4fox:: usmash (foot), dsmash (legs)
Game&Watch:4gaw:: upsmash (upper body, frame 4-25) [note: does not matter if charged or not, will keep these frames]
Jigglypuff:4jigglypuff:: dsmash (legs)
Kirby:4kirby:: utilt, usmash, dsmash (leg)
Little Mac:4littlemac:: sideB (from 5 until 8 (earliest) or 14 (latest): legs, until shortly before he attacks)
Lucas:4lucas:: upsmash (head, frames 15-29)
Luigi:4luigi:: upsmash (head only, 9-13, hitbox 9-13)
Mario:4mario:: upsmash (head only, 9-12, hitbox 9-12)
Doc:4drmario:: upsmash (head only, 9-13, hitbox 9-13)
Megaman:4megaman:: dtilt (legs, 3-12, hitbox 5-8)
Pacman:4pacman:: utilt (head, 6-10, hitbox 7-10)
Palutena:4palutena:: bair (shield, frame 3-10, hitbox frame 8-10)
Peach:4peach:: dtilt (arm), usmash (head + arm)
Rosalina:rosalina:: utilt, usmash (head)
Ryu:4ryu:: ftilt (light: foot), utilt (strong: upper body)
Sheik:4sheik:: upsmash (head + arms, 8-15, hitbox 11-15)
Wario:4wario2:: utilt (head + hands), upsmash (head), neutralB (head)
Wii Fit Trainer:4wiifit:: jab1
Yoshi:4yoshi:: fsmash (head), usmash (leg)
Zero Suit Samus:4zss:: utilt (legs)


Superarmor:

Charizard:4charizard:: upB (startup, frame 4-15), downB (startup, grounded frame 5-23,26?, aerial frame 5-23)
King Dedede:4dedede:: upB (for a short time at about halfway through his jump (frames 5-13), and while decending at the start (frames 52-59))
Donkey Kong:4dk:: neutralB (fully charged only; grounded 11-20, aerial 17-20), grounded upB (frame 8-17, first hit on frame 19)
Ganondorf:4ganondorf:: neutralB (only if initiated on the ground: frames 11-66, hitbox on frame 70; B-reversed: frames 11-58, hitbox frame 80), sideB (only grounded, if he has someone in his grab (frame 17-40); if aerial and he has someone in his grab the opponent has superarmor (Ganon will freeze if the opponent is hit, if Ganondorf is hit he'll be knocked away)) - changes patch 1.1.3 (neutralB SA frames 11-62 -> 11-66; B-reverse now has SA too)
Ike:4myfriends:: neutralB (only 3/4 to fully charged: shortly before the release (ends before hitbox appears), frame 234-238, hitbox 239-243), upB (while his sword is thrown upwards, frames 18-21)
Kirby:4kirby:: sideB (fully charged while he hits; grounded only)
Little Mac:4littlemac:: fsmash (high/normal: frame 8-15; low: frame 9-15), upsmash (frame 8-11), dsmash (frame 7-10, 15-17) (for all: shortly before and until the hitbox appeared) KOpunch (grounded only; frame 8-9)
Olimar:4olimar:: downB (frame 6-12 / 20)
Pacman:4pacman:: sideB (for a very short time after he went past/ate the "fruit")
Pit:4pit:/Dark Pit:4darkpit:: sideB (frame 11-26, while they're moving forward)
Roy:4feroy:: upB (grounded only, frame 4-10)
Wario:4wario2:: downB (fully charged, frame 5-10)


Heavy armor:

Everyone: while being burried (like from the pitfall item, DKs sideB, etc. | knockback-based)
Bowser:4bowser:: all the time (only for very very weak moves | knockback-based)
Bowser Jr.:4bowserjr:: sideB (only on clown car | %-based (<~ 6 %))
Charizard:4charizard:: sideB (starts at about halfway through until the end | %-based (<= 15 %))
Donkey Kong:4dk:: during the cargo hold (knockback-based)
Little Mac:4littlemac:: neutralB (while charging it up (frame 1-? (at least 123, maybe longer) , and if fully charged: while moving forward (until he reaches ~half the way he goes | %-based (<= ~8.05 %)) - NEW (endframe)
Ryu:4ryu:: downB (frame 1-?; halves damage taken; at the start Ryu will armor through attacks that do <=20 %, and as he charges longer this goes up in small steps until about 39 % | %-based (<~20-39 %))
Yoshi:4yoshi:: during his doublejump (frame 1-69) (knockback-based)
Wario:4wario2:: sideB (while he's on his bike | knockback-based)


Other:

Links:4link:/Toon Links:4tlink: shield: blocks projectiles that touch it
Pits:4pit:/Dark Pits:4darkpit: downB: after the short startup it can completely block attacks so that (Dark) Pit doesn't take any damage/knockback
Kirbys:4kirby: downB: the rock seems to be able to absorb 24 % damage. Once he goes above that number Kirby will take half the % the move would do that hits him out of it (he still receives normal knockback when hit out of it though)



Custom Moves:

Invincibility:
Donkey Kong:4dk:: upB 3 (aerial: during the initial hit (just like his normal aerial upB))
Mii Brawler:4miibrawl:: downB 2 (startup)
Palutena:4palutena:: downB 3 (from startup until the firework is about it's halfway point)
Shulk:4shulk:: neutralB 2 (frames 1-14 [can act on frame 6], short window while he's activating a decisive art (activates 90 frames after stopping on an art)), neutralB 3 (frames 1-14 [can act on frame 6], short window while activating a hyper art (activates 46 frames after stopping on an art)) [Note: if he's acting out of the invincibility he isn't invincible anymore]

Superamor:
Donkey Kong:4dk:: sideB 3; upB 3 (grounded: ~from the 2nd hit in front till shortly before the last 2-3 swings; aerial seems to be the same)
Kirby:4kirby:: sideB giant hammer (attacking? while fully charged)
Little Mac:4littlemac:: sideB 3 (during the whole jump)
Mii Brawler:4miibrawl:: neutralB 2 (on startup, only when fully charged?); neutralB 3 (after the spin, right before the hitbox)
Shulk:4shulk:: sideB 3 (frame 1-30)


Todo-list / Needs testing:

- Miis
- seperate invincibility and intangibility? (or note it somewhere / different color?)
- other stuff
- custom moves
Note: if you have information about a custom special, please add the number of that special (e.g. sideB 2, upB 3)
 
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ZSS down-b still has intangibility frames (not the same as invincible). She is literally not affected by the environment in any way during down-b.
 

BJN39

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Zelda should still have a short intangibility period at the start of Nayru's Love and, of course the invisible intangibility on FW.
 
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mimgrim

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Palutena has intangibility on her 3rd Down Special Celstial Firework, starts at start-up and lasts when the firework gets to the half-way point from what I could tell.
 

Conda

aka COBBS - Content Creator (Toronto region)
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Pretty sure Greninja gets some special invulnerability frames during his down B counter (he teleports), as well as his side B (teleports).
 

Luigi player

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Thanks for the input, guys.


Pacman sideB superarmor: for a very short time after he went past the "fruit"

Pit and Pittwo have super armor while starting their Dspecial, but not immediately.
I couldn't get any SA to work, are you sure it is superarmor and not just their reflecting/attackblocking shield? I think you thought of the blocking, but he doesn't get any damage so it's not superarmor. I'll add it to the "others" section, though!

Zelda should still have a short intangibility period at the start of Nayru's Love and, of course the invisible intangibility on FW.
I couldn't get any invincibility during her neutralB. The upB is obvious though, I listed teleport moves as "general invincible moves" since the character isn't visible/even there.

I think there's super armor on Dedede's dash attack and his up-b.
I got superarmor at about the middle of his upB jump, but none on the dash attack.

I believe Ike has super armor during his neutral b as well.
I tested this already since he had it in Brawl, but I couldn't get it to work. It has a disjoint, but doesn't seem to have any armor anymore...

Pretty sure Greninja gets some special invulnerability frames during his down B counter (he teleports), as well as his side B (teleports).
Counter and teleport moves are covered since they're pretty much all the same.

Note: if I couldn't get something to work that doesn't have to mean that there's no armor. I can't test every frame, but usually it works after a few tries or something. I'm testing with bob-ombs/smart bombs/x-bombs.

Zelda never gets hit by the explosion of a bob-omb during her neutralB, but I always get hit by the other two bombs, and I tried to do it at different times. If someone can test it thoroughly themselves I can still add it, if you're 100% sure it's the armor we're talking about.

I've tested Charizards sideB as well and it's only heavy armor (starting at about half it's length until the end).
 
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BJN39

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Thanks for the input, guys.


Pacman sideB superarmor: for a very short time after he went past the "fruit"


I couldn't get any SA to work, are you sure it is superarmor and not just their reflecting/attackblocking shield? I think you thought of the blocking, but he doesn't get any damage so it's not superarmor. I'll add it to the "others" section, though!


I couldn't get any invincibility during her neutralB. The upB is obvious though, I listed teleport moves as "general invincible moves" since the character isn't visible/even there.


I got superarmor at about the middle of his upB jump, but none on the dash attack.


I tested this already since he had it in Brawl, but I couldn't get it to work. It has a disjoint, but doesn't seem to have any armor anymore...


Counter and teleport moves are covered since they're pretty much all the same.

Note: if I couldn't get something to work that doesn't have to mean that there's no armor. I can't test every frame, but usually it works after a few tries or something. I'm testing with bob-ombs/smart bombs/x-bombs.

Zelda never gets hit by the explosion of a bob-omb during her neutralB, but I always get hit by the other two bombs, and I tried to do it at different times. If someone can test it thoroughly themselves I can still add it, if you're 100% sure it's the armor we're talking about.

I've tested Charizards sideB as well and it's only heavy armor (starting at about half it's length until the end).
Which part of Nayru's are you testing? The intangibility in the previous games happens frames 4-11 and 5-11, so not at the very start. I'm CERTAIN there still is intangibility, as I'm pretty sure I've beat out attacks using it.
 

Luigi player

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Which part of Nayru's are you testing? The intangibility in the previous games happens frames 4-11 and 5-11, so not at the very start. I'm CERTAIN there still is intangibility, as I'm pretty sure I've beat out attacks using it.
Alright, I've got it to work (on an opponent with a star so I'm sure it's not just outbeating his attack). It's pretty late during the neutralB.

Edit: Yoh pointed out that Ikes neutralB has superamor when 3/4 or fully charged. I've only tested it without charging (since that worked in Brawl). The superarmor doesn't last till the hitbox appears though, it's shortly before the hit.
 
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LancerStaff

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Thanks for the input, guys.


Pacman sideB superarmor: for a very short time after he went past the "fruit"


I couldn't get any SA to work, are you sure it is superarmor and not just their reflecting/attackblocking shield? I think you thought of the blocking, but he doesn't get any damage so it's not superarmor. I'll add it to the "others" section, though!


I couldn't get any invincibility during her neutralB. The upB is obvious though, I listed teleport moves as "general invincible moves" since the character isn't visible/even there.


I got superarmor at about the middle of his upB jump, but none on the dash attack.


I tested this already since he had it in Brawl, but I couldn't get it to work. It has a disjoint, but doesn't seem to have any armor anymore...


Counter and teleport moves are covered since they're pretty much all the same.

Note: if I couldn't get something to work that doesn't have to mean that there's no armor. I can't test every frame, but usually it works after a few tries or something. I'm testing with bob-ombs/smart bombs/x-bombs.

Zelda never gets hit by the explosion of a bob-omb during her neutralB, but I always get hit by the other two bombs, and I tried to do it at different times. If someone can test it thoroughly themselves I can still add it, if you're 100% sure it's the armor we're talking about.

I've tested Charizards sideB as well and it's only heavy armor (starting at about half it's length until the end).
Hm, I'm pretty sure it had armor. Maybe it was just the lag getting to me... Well, I'll test myself sometime.
 

Novaseer

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The easiest way to discover and test invincibility is by going into training, setting the speed to 1/4, and letting the CPU grab a Timer. While researching invincibility I've made a couple of observations. One: On most of the moves I've found with invincibility, the character's body blinked white while they were invincible (the same effect that happens when a character rolls or dodges). Two: Namco-Bandai has been good about not creating frame-1 invincible moves, the invincible frames are usually a little later from the start. Exceptions are Jigglypuff's rest, possibly Fox's shine, and possibly Little Mac's Up-B.

Here are the moves I've found with invincibility not on your list:
Megaman's Down-Taunt (when he teleports)
Metaknight's Up-Taunt (when he disappears within his cape)
Megaman's Up-Tilt (just as he leaves the ground)
Samus' Up-B (Aerial version, not grounded)
And the Up-B for Mario, Pit, Dark Pit, Luigi, Megaman, and Little Mac. (All these have invincibility for only a couple frames near the point when they take off)

I don't have someone to help me test these, so it would be good for someone to double check my list. Also I don't think Fox has invincibility during his side-B anymore. When time is slowed down enough you see no point during which he disappears.
 
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dddragon

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People in the Ganondorf sub-forum say that his dash attack has superarmor.
 

san.

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I can confirm Ike has super armor on a nearly fully charged to fully charged eruption (neutral B).
 
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Luigi player

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The easiest way to discover and test invincibility is by going into training, setting the speed to 1/4, and letting the CPU grab a Timer. While researching invincibility I've made a couple of observations. One: On most of the moves I've found with invincibility, the character's body blinked white while they were invincible (the same effect that happens when a character rolls or dodges). Two: Namco-Bandai has been good about not creating frame-1 invincible moves, the invincible frames are usually a little later from the start. Exceptions are Jigglypuff's rest, possibly Fox's shine, and possibly Little Mac's Up-B.

Here are the moves I've found with invincibility not on your list:
Megaman's Down-Taunt (when he teleports)
Metaknight's Up-Taunt (when he disappears within his cape)
Megaman's Up-Tilt (just as he leaves the ground)
Samus' Up-B (Aerial version, not grounded)
And the Up-B for Mario, Pit, Dark Pit, Luigi, Megaman, and Little Mac. (All these have invincibility for only a couple frames near the point when they take off)

I don't have someone to help me test these, so it would be good for someone to double check my list. Also I don't think Fox has invincibility during his side-B anymore. When time is slowed down enough you see no point during which he disappears.
You're right about the flashing and that it's easier to see with a slower time, that's how I found out about some invincibility. ^^

Are you sure Megaman has invincibility on his uptilt? Is it on hit or always? I guess I'll test around with these myself too.
I think I saw Samus' grounded upB have invincibility, but maybe that was aerial...

Kirby has invincibility while swallowing someone. So probably Dedede too.
Charizard seems to have invincibility on his fsmash if he's hitting someone. (like D3 uptilt in Brawl)

Edit:

- Alright I've tested Megamans uptilt. He always has invincibility and if he hits someone the invincibility prolongs (the hit happens exactly during his invi frames; and because of the long hitlag he has while hitting someone with it).
- Charizard REALLY has invincibility during his fsmash (while the hitbox is out), wow. If he hits someone it prolongs like with Megamans uptilt.
- Samus has invincibility on her upB, aerial like you said, but grounded too (grounded: during the first hit it seems, aerial: before it hits).
- Little Mac has invincibility on his upB: ground and aerial (both: hitbox comes out while invincibility is still active)
- Marios has invincibility on his upB: grounded and aerial (both: hitbox comes out while invi still active)
- Luigi has invincibility on his upB: grounded and aerial (both: hitbox comes out while invi still active)
- Megaman has invincibility on his upB: grounded and aerial (only for the first few frames after he jumps off of rushcoil)
- Pit and Dark Pit have invi on their upBs (first few frames of the flight)
- Kirby and Dedede have invi while they suck someone in (neutralB)
- Yoshi has invi while he swallows someone too (not while pulling someone in with the tongue, only while the opponent is in his stomach and turned into an egg)

I couldn't get the taunt invincibility for Megaman or MK to work, how did you test it?

Btw as for Fox' sideB: I think he does have a point where he can't be hit. If I sideB through a smart bomb explosion I'm suddenly teleporting to a way further place. This doesn't work for Falco. There seems to be a point where Fox can't be hit, and since it isn't obvious as other teleporting moves I thought it's better to list it.

How did you find out about his downB invincibility? I don't really know how I should test it since it blocks bomb-explosions (except smart and X bomb), but it's impossible to test on the smart bomb and I didn't get it to work on the X bomb (or maybe you still get all the damage anyway since it's hitboxes is out longer).

Btw it seems like a character also gets some invincibility when getting hit by a move, not sure on that though, but they always flash for a bit like if they have invincibility. As for jab combos: it seems they give such few invi frames that the next jab hits will connect. Other moves give a little more. But it's never too much so you can pretty much always follow up with the next move. It might help in doubles/with items though.
 
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Dragoomba

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Game and Watch's upsmash is a unique case. He has armor at the beginning of it, but he doesn't take any damage, instead it's the shield effect. So I guess it's a parry of sorts? It would probably go under "other".
 

Novaseer

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Aw, I was just coming in to post about Charizard's F-smash too. =p

Good catch with Samus's Up-B, I wasn't confident enough if the grounded version had invin. I should've clarified that when I said possibly Fox's shine, I meant I don't know if it has invincibility or not. If it's like past versions it might have invincibility for only one or two frames.

As for Megaman's and Metaknight's taunts, they don't have the invincibility flash, but there's a moment when I've seen projectiles pass through them. Maybe it's not complete invincibility but something else.

For general invincibility, character's gain it for a moment after their shield breaks.
 
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JimmyHedgehog

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Dunno if it's been mentioned, but for customs Kirby's Giant Hammer has Superarmour once it's fully charged. Grabbing seems to be the only way to stop it.
 

Yogehi

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tried to grab an ike during his first few frames of his counter; went right through him. don't have another 3ds to test
 

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Please do correct me if I'm wrong but, I'm pretty sure Game & Watch gets super armor when doing his up smash (the divers helmet attack).
 

Unknownkid

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Kirby's Hammer Flip has super armor on the During the Full Charged Hammer Swing.
 

MegaGuy

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Mega Man's utilt has invincibility on startup. We Ultra now
 

Novaseer

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Btw it seems like a character also gets some invincibility when getting hit by a move, not sure on that though, but they always flash for a bit like if they have invincibility. As for jab combos: it seems they give such few invi frames that the next jab hits will connect. Other moves give a little more. But it's never too much so you can pretty much always follow up with the next move. It might help in doubles/with items though.
I think the flash in this case just means hitstun or tumble state. The white flashing also appears when Samus stores a charge shot, or while DK charges his giant punch.

A few more invincible moves not on the list:
- During the start of Sheik's down-B (bouncing fish), air and ground.
- I think Diddy's side-B, air and ground, just as he performs his first flip.
- Kirby's attack invincibility as a rock is mentioned in the beginning of the opening post, but isn't officially listed yet.
 
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Luigi player

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I think the flash in this case just means hitstun or tumble state. The white flashing also appears when Samus stores a charge shot, or while DK charges his giant punch.

A few more invincible moves not on the list:
- During the start of Sheik's down-B (bouncing fish), air and ground.
- I think Diddy's side-B, air and ground, just as he performs his first flip.
- Kirby's attack invincibility as a rock is mentioned in the beginning of the opening post, but isn't officially listed yet.
You could be right about that. I tried testing it and it seems it's just random flashing.
As for Diddys sideB flashing: that is also just 'random move flashing', there's no invincibility during the flip. :p
Don't worry about Kirbys rock, you probably read my op where I said Kirbys rock is an example of 'other armor', but then forgot. :p

I've tested a little bit with Kirbys downB:

If he gets hit out of the rock he will take half the damage the move would normalle do.
I can't test it 100%, but I'm pretty sure the limit is 20 now. If he took 20 % during the transformation to a rock he will get hit ouf of it and take half the damage of the move that hit him out of it.

Nice find with Sheik, I'll add her.
 

Zelkam

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Concerning Fox's sideB, I believe I was able to confirm that it has invincibility for a very short time after he starts moving. Maybe for about the first 1/4 of the distance he travels. I tested this by placing a motion sensor bomb and going over it at different distances. I also managed to zip right through pikachu's thunder jolts (making it disappear in the process) when I timed it right.
 

Unbounded

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DK's third up special has super armor right after the startup.

G&W's upsmash has what looks like a "block" hitbox. It seems to just cancel out attacks completely, no damage taken.
 

Novaseer

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Glad someone's double checking my observations, or I'd be handing a lot of misinformation.

I've found a few things from reading the various smash tips and trophy descriptions:
- Pikachu once again has invincibility during his down-B when the lightning hits him.
- Mii brawler's legs are invulnerable during up-Ssash.
- Charizard's wings are invulnerable during up-tilt (can you ever hit his wings?).

I'm working on getting all the customs, so I'll have more soon.
 
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JamietheAuraUser

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Mii Brawler:
Intangibility: Up Smash (legs), Feint Jump (for a short time on startup).
Super Armour: Ultimate Uppercut (fully charged, on startup but not immediately frame 1 or even frame 2 or 3 because I keep getting hit out of it by CPU Lucina's Dancing Blade), Exploding Side Kick (after the spin into place, right before the hitbox comes out).

Mr. Game & Watch's Up Smash has true invincibility rather than the standard intangibility. They're distinct in Smash Bros. Intangibility means the attack passes right through your location without registering a hit. Invincibility means the attack hits and does no damage, symbolized by a little white circle effect on hit. If your intangibility ends while the hitbox is still there, you'll get hit. The same is not true of invincibility.
 

Jaxas

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Btw as for Fox' sideB: I think he does have a point where he can't be hit. If I sideB through a smart bomb explosion I'm suddenly teleporting to a way further place. This doesn't work for Falco. There seems to be a point where Fox can't be hit, and since it isn't obvious as other teleporting moves I thought it's better to list it.
I know that in Brawl, Falco's phantasm technically lasted 3 frames, meaning that Falco only ever had a hurtbox in 3 locations (start, middle, end). Due to this, if you spaced it right you could have pseudo-invulnerability because you weren't there to be hit in the first place. Could it be that? (No idea why Falco wouldn't have it anymore, though)
 
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For a short window, Shulk's intangible while doing his monado activation animation

Also, Enduring back slash (Custom move) has super armor
 

Dr.Peace

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I have something to add to the Invincibility List
Captain falcon has invincibility frames right after he does his side B. It fades off rather quickly but being attacked with a Pikachu's side smash in I noticed I was not hit at all after doing my side B. I saw this even more so with the large amounts of lag causing it to be almost slow motion.
Side Note: It was in an Online Game which is the reason for lag.
 

EraOfGames

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For custom moves, Little Mac's 3rd side special, the one that goes through shields, has super armor I believe.
 

Luigi player

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DK's third up special has super armor right after the startup.

G&W's upsmash has what looks like a "block" hitbox. It seems to just cancel out attacks completely, no damage taken.
Thanks.
I've tested DKs 3rd upB to make sure when and where (grounded / aerial) he has it:
grounded: somewhere from the 2nd hit in front + till shortly before the last 2-3 swings.
aerial: still has invincibility during the first hit AND the superarmor during somewhere through the middle of the move (probably like the grounded version)

I guess GaW really has something there, but it doesn't seem to be protecting him from bombs (that's how I tried to test it). And most attacks can also clank with/beat projectiles so that wouldn't be anything special.
Edit: alright I've tested it against cpu attacks and It seems he has that block hitbox during the startup of his upsmash (before the hit).

I believe Yoshi's Up Smash has invincibility for the feet.
Hmm... I'm not sure how I should deal with these. It might just be disjointed, and I don't think I should list all disjointed moves in here. Might be a project for something else. Not sure how I should deal with all these invincible parts...

Glad someone's double checking my observations, or I'd be handing a lot of misinformation.

I've found a few things from reading the various smash tips and trophy descriptions:
- Pikachu once again has invincibility during his down-B when the lightning hits him.
- Mii brawler's legs are invulnerable during up-Ssash.
- Charizard's wings are invulnerable during up-tilt (can you ever hit his wings?).

I'm working on getting all the customs, so I'll have more soon.
Is there a way to see all tips listed somewhere? I remember seeing the one with Charizard...

I know that in Brawl, Falco's phantasm technically lasted 3 frames, meaning that Falco only ever had a hurtbox in 3 locations (start, middle, end). Due to this, if you spaced it right you could have pseudo-invulnerability because you weren't there to be hit in the first place. Could it be that? (No idea why Falco wouldn't have it anymore, though)
I tried to test it better with the motion sensor bomb method from Zelkam and I could go through them sometime.. but then I remembered I had to wait for it to make the activationsound and then I always got hit. There might be a very specific position somwhere from midde to the end of his sideB where he teleports (and can't get hit), but I'm not sure.

For a short window, Shulk's intangible while doing his monado activation animation

Also, Enduring back slash (Custom move) has super armor
That must be a really short window for his neutralB, lol. I think I got it to work.
I can't test the custom move since I don't have it. Which number is it (2 or 3)?

I have something to add to the Invincibility List
Captain falcon has invincibility frames right after he does his side B. It fades off rather quickly but being attacked with a Pikachu's side smash in I noticed I was not hit at all after doing my side B. I saw this even more so with the large amounts of lag causing it to be almost slow motion.
Side Note: It was in an Online Game which is the reason for lag.
I could not see any invincibility on his sideB... maybe it's just because his hurtbox is moving away a little bit because of his movement? And what do you mean with "right after he does his sideB"? Would that be on startup or during the hit?

Mii Brawler:
Intangibility: Up Smash (legs), Feint Jump (for a short time on startup).
Super Armour: Ultimate Uppercut (fully charged, on startup but not immediately frame 1 or even frame 2 or 3 because I keep getting hit out of it by CPU Lucina's Dancing Blade), Exploding Side Kick (after the spin into place, right before the hitbox comes out).
Can you list the moves by tilt/smash/etc for the superarmor please?

For custom moves, Little Mac's 3rd side special, the one that goes through shields, has super armor I believe.
You "believe"? Are you sure? I can't test it, because I don't have that custom.
Edit: I got it through Smashrun and he has superarmor during the whole jump it seems.
 
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JamietheAuraUser

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Thanks.
I've tested DKs 3rd upB to make sure when and where (grounded / aerial) he has it:
grounded: somewhere from the 2nd hit in front + till shortly before the last 2-3 swings.
aerial: still has invincibility during the first hit AND the superarmor during somewhere through the middle of the move (probably like the grounded version)

I guess GaW really has something there, but it doesn't seem to be protecting him from bombs (that's how I tried to test it). And most attacks can also clank with/beat projectiles so that wouldn't be anything special.
Edit: alright I've tested it against cpu attacks and It seems he has that block hitbox during the startup of his upsmash (before the hit).


Hmm... I'm not sure how I should deal with these. It might just be disjointed, and I don't think I should list all disjointed moves in here. Might be a project for something else. Not sure how I should deal with all these invincible parts...


Is there a way to see all tips listed somewhere? I remember seeing the one with Charizard...


I tried to test it better with the motion sensor bomb method from Zelkam and I could go through them sometime.. but then I remembered I had to wait for it to make the activationsound and then I always got hit. There might be a very specific position somwhere from midde to the end of his sideB where he teleports (and can't get hit), but I'm not sure.


That must be a really short window for his neutralB, lol. I think I got it to work.
I can't test the custom move since I don't have it. Which number is it (2 or 3)?


I could not see any invincibility on his sideB... maybe it's just because his hurtbox is moving away a little bit because of his movement? And what do you mean with "right after he does his sideB"? Would that be on startup or during the hit?


Can you list the moves by tilt/smash/etc for the superarmor please?


You "believe"? Are you sure? I can't test it, because I don't have that custom.
Edit: I got it through Smashrun and he has superarmor during the whole jump it seems.
Very well. Ultimate Uppercut is Neutral Special 2, while Exploding Side Kick is Neutral Special 3. Feint Jump is Down Special 2.
 
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