Luigi player
Smash Master
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: sideB (after grabbing someone with it; grounded: 9-23; aerial: 18-32) - NEW (new with patch 1.1.3)
Charizard: fsmash (22-26, hits: 22-24)
Cloud: only with full limit: neutralB (10-17), sideB (6-11), upB (5-12,13?)
Dedede: neutralB (while inhaling someone)
Donkey Kong: upB (aerial, frame 3-6, first hit on frame 4), grab->cargo (while going from grab to cargo)
Fox: sideB (a short time while he's invisible)
Game&Watch: 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: downB (frame 1-27, until she closes her eyes, hitbox starts frame 2)
Kirby: neutralB (while sucking someone in)
Little Mac: sideB (grounded: frame 1-4), upB (frame 1-3, hitbox frame 3)
Lucas: usmash (frames 1-4)
Luigi: upB (grounded: 8-10 (hitbox frame 8), aerial: 7-9 (hitbox frame 7))
Mario: upB (frame 3-6, hitbox starts frame 3)
Marth/Lucina: upB (ground: frame 4-5, aerial: frame 1-5, strong hitbox frame 5)
Megaman: uptilt (frames 5-7; hitbox starts at frame 6), upB (frames 6-11; first few frames after he jumps off of rushcoil)
Ness: upB(2) (at the start of shooting himself: frame 1-9)
Palutena: dash attack (frame 4-15, hitbox frame 6-9)
Pikachu: downB (intangible while getting hit by his own thunder [if not moving frames 34-44, strong hit frame 34-36])
Pit/Dark Pit: upB (grounded: 9-19; aerial: 15-19) - NEW (frames)
Ryu: upB (normal: 3-5, true: 1-6; hitbox frame 6)
Samus: upB (grounded: 3-6 (hitbox frame 5); aerial: 3-5 (hitbox frame 5))
Sheik: downB (frame 3-4)
Shulk: 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: 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: neutralB (frames 5-23, while he tries to pocket something)
Wario: neutralB (while exploding from eating an explosive: frame 3-18) - NEW (frames)
Wii Fit Trainer: upsmash (frames 12-15, hitbox frame 14-15)
Yoshi: neutralB (while swallowing someone: grab active frames 21-24, invincible frames 31-53 / 61)
Zelda: neutralB (frames 5-12, hitbox frame 13)
Zero Suit Samus: downB (intangible frames 3-12)
Partial Invincibility (new section, work in progess):
Bowser: upsmash (shell; frame 14-27, hitbox starts frame 16) [note: seems fully invincible though]
Charizard: uptilt (wings), uair (head)
Cloud: dtilt (legs)
Dedede: utilt (head + left arm)
Donkey Kong: ftilt, dtilt, utilt, dsmash, neutralB(not fully charged), upB(grounded) (arms),
Falco: dsmash (legs)
Fox: usmash (foot), dsmash (legs)
Game&Watch: upsmash (upper body, frame 4-25) [note: does not matter if charged or not, will keep these frames]
Jigglypuff: dsmash (legs)
Kirby: utilt, usmash, dsmash (leg)
Little Mac: sideB (from 5 until 8 (earliest) or 14 (latest): legs, until shortly before he attacks)
Lucas: upsmash (head, frames 15-29)
Luigi: upsmash (head only, 9-13, hitbox 9-13)
Mario: upsmash (head only, 9-12, hitbox 9-12)
Doc: upsmash (head only, 9-13, hitbox 9-13)
Megaman: dtilt (legs, 3-12, hitbox 5-8)
Pacman: utilt (head, 6-10, hitbox 7-10)
Palutena: bair (shield, frame 3-10, hitbox frame 8-10)
Peach: dtilt (arm), usmash (head + arm)
Rosalina: utilt, usmash (head)
Ryu: ftilt (light: foot), utilt (strong: upper body)
Sheik: upsmash (head + arms, 8-15, hitbox 11-15)
Wario: utilt (head + hands), upsmash (head), neutralB (head)
Wii Fit Trainer: jab1
Yoshi: fsmash (head), usmash (leg)
Zero Suit Samus: utilt (legs)
Superarmor:
Charizard: upB (startup, frame 4-15), downB (startup, grounded frame 5-23,26?, aerial frame 5-23)
King Dedede: 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: neutralB (fully charged only; grounded 11-20, aerial 17-20), grounded upB (frame 8-17, first hit on frame 19)
Ganondorf: 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: 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: sideB (fully charged while he hits; grounded only)
Little Mac: 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: downB (frame 6-12 / 20)
Pacman: sideB (for a very short time after he went past/ate the "fruit")
Pit/Dark Pit: sideB (frame 11-26, while they're moving forward)
Roy: upB (grounded only, frame 4-10)
Wario: downB (fully charged, frame 5-10)
Heavy armor:
Everyone: while being burried (like from the pitfall item, DKs sideB, etc. | knockback-based)
Bowser: all the time (only for very very weak moves | knockback-based)
Bowser Jr.: sideB (only on clown car | %-based (<~ 6 %))
Charizard: sideB (starts at about halfway through until the end | %-based (<= 15 %))
Donkey Kong: during the cargo hold (knockback-based)
Little Mac: 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: 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: during his doublejump (frame 1-69) (knockback-based)
Wario: sideB (while he's on his bike | knockback-based)
Other:
Links/Toon Links shield: blocks projectiles that touch it
Pits/Dark Pits downB: after the short startup it can completely block attacks so that (Dark) Pit doesn't take any damage/knockback
Kirbys 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: upB 3 (aerial: during the initial hit (just like his normal aerial upB))
Mii Brawler: downB 2 (startup)
Palutena: downB 3 (from startup until the firework is about it's halfway point)
Shulk: 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: 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: sideB giant hammer (attacking? while fully charged)
Little Mac: sideB 3 (during the whole jump)
Mii Brawler: neutralB 2 (on startup, only when fully charged?); neutralB 3 (after the spin, right before the hitbox)
Shulk: 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)
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: sideB (after grabbing someone with it; grounded: 9-23; aerial: 18-32) - NEW (new with patch 1.1.3)
Charizard: fsmash (22-26, hits: 22-24)
Cloud: only with full limit: neutralB (10-17), sideB (6-11), upB (5-12,13?)
Dedede: neutralB (while inhaling someone)
Donkey Kong: upB (aerial, frame 3-6, first hit on frame 4), grab->cargo (while going from grab to cargo)
Fox: sideB (a short time while he's invisible)
Game&Watch: 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: downB (frame 1-27, until she closes her eyes, hitbox starts frame 2)
Kirby: neutralB (while sucking someone in)
Little Mac: sideB (grounded: frame 1-4), upB (frame 1-3, hitbox frame 3)
Lucas: usmash (frames 1-4)
Luigi: upB (grounded: 8-10 (hitbox frame 8), aerial: 7-9 (hitbox frame 7))
Mario: upB (frame 3-6, hitbox starts frame 3)
Marth/Lucina: upB (ground: frame 4-5, aerial: frame 1-5, strong hitbox frame 5)
Megaman: uptilt (frames 5-7; hitbox starts at frame 6), upB (frames 6-11; first few frames after he jumps off of rushcoil)
Ness: upB(2) (at the start of shooting himself: frame 1-9)
Palutena: dash attack (frame 4-15, hitbox frame 6-9)
Pikachu: downB (intangible while getting hit by his own thunder [if not moving frames 34-44, strong hit frame 34-36])
Pit/Dark Pit: upB (grounded: 9-19; aerial: 15-19) - NEW (frames)
Ryu: upB (normal: 3-5, true: 1-6; hitbox frame 6)
Samus: upB (grounded: 3-6 (hitbox frame 5); aerial: 3-5 (hitbox frame 5))
Sheik: downB (frame 3-4)
Shulk: 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: 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: neutralB (frames 5-23, while he tries to pocket something)
Wario: neutralB (while exploding from eating an explosive: frame 3-18) - NEW (frames)
Wii Fit Trainer: upsmash (frames 12-15, hitbox frame 14-15)
Yoshi: neutralB (while swallowing someone: grab active frames 21-24, invincible frames 31-53 / 61)
Zelda: neutralB (frames 5-12, hitbox frame 13)
Zero Suit Samus: downB (intangible frames 3-12)
Partial Invincibility (new section, work in progess):
Bowser: upsmash (shell; frame 14-27, hitbox starts frame 16) [note: seems fully invincible though]
jab1,2, ftilt, utilt, dtilt (arm), fsmash (legs), uair (head)
Cloud: dtilt (legs)
Dedede: utilt (head + left arm)
Donkey Kong: ftilt, dtilt, utilt, dsmash, neutralB(not fully charged), upB(grounded) (arms),
fsmash (head + arms), uair (head)
Fox: usmash (foot), dsmash (legs)
Game&Watch: upsmash (upper body, frame 4-25) [note: does not matter if charged or not, will keep these frames]
Jigglypuff: dsmash (legs)
Kirby: utilt, usmash, dsmash (leg)
Little Mac: sideB (from 5 until 8 (earliest) or 14 (latest): legs, until shortly before he attacks)
Lucas: upsmash (head, frames 15-29)
Luigi: upsmash (head only, 9-13, hitbox 9-13)
Mario: upsmash (head only, 9-12, hitbox 9-12)
Doc: upsmash (head only, 9-13, hitbox 9-13)
Megaman: dtilt (legs, 3-12, hitbox 5-8)
Pacman: utilt (head, 6-10, hitbox 7-10)
Palutena: bair (shield, frame 3-10, hitbox frame 8-10)
Peach: dtilt (arm), usmash (head + arm)
Rosalina: utilt, usmash (head)
Ryu: ftilt (light: foot), utilt (strong: upper body)
Sheik: upsmash (head + arms, 8-15, hitbox 11-15)
Wario: utilt (head + hands), upsmash (head), neutralB (head)
Wii Fit Trainer: jab1
Yoshi: fsmash (head), usmash (leg)
Zero Suit Samus: utilt (legs)
Superarmor:
Charizard: upB (startup, frame 4-15), downB (startup, grounded frame 5-23,26?, aerial frame 5-23)
King Dedede: 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: neutralB (fully charged only; grounded 11-20, aerial 17-20), grounded upB (frame 8-17, first hit on frame 19)
Ganondorf: 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: 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: sideB (fully charged while he hits; grounded only)
Little Mac: 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: downB (frame 6-12 / 20)
Pacman: sideB (for a very short time after he went past/ate the "fruit")
Pit/Dark Pit: sideB (frame 11-26, while they're moving forward)
Roy: upB (grounded only, frame 4-10)
Wario: downB (fully charged, frame 5-10)
Heavy armor:
Everyone: while being burried (like from the pitfall item, DKs sideB, etc. | knockback-based)
Bowser: all the time (only for very very weak moves | knockback-based)
Bowser Jr.: sideB (only on clown car | %-based (<~ 6 %))
Charizard: sideB (starts at about halfway through until the end | %-based (<= 15 %))
Donkey Kong: during the cargo hold (knockback-based)
Little Mac: 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: 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: during his doublejump (frame 1-69) (knockback-based)
Wario: sideB (while he's on his bike | knockback-based)
Other:
Links/Toon Links shield: blocks projectiles that touch it
Pits/Dark Pits downB: after the short startup it can completely block attacks so that (Dark) Pit doesn't take any damage/knockback
Kirbys 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: upB 3 (aerial: during the initial hit (just like his normal aerial upB))
Mii Brawler: downB 2 (startup)
Palutena: downB 3 (from startup until the firework is about it's halfway point)
Shulk: 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: 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: sideB giant hammer (attacking? while fully charged)
Little Mac: sideB 3 (during the whole jump)
Mii Brawler: neutralB 2 (on startup, only when fully charged?); neutralB 3 (after the spin, right before the hitbox)
Shulk: 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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