Tam
03-16-2008, 12:54 PM
INVINCIBILITY--You have no vulnerable hit-box, period. You pass through all attacks as if they aren't even there.
(Ex. Most of the start-up frames of the old-school Dragon Punch (Shoryuken), Starman in Smash)
SUPER ARMOR--A property that some characters have standing AND in certain moves. You can take a single minor hit without going into hit stun (flinching and being knocked out of your attack). You always take full damage from any hit you absorb, and you can't absorb throws or unblockable attacks.
(Ex. Hulk in the Marvel Versus series, Zangief's Running Powerbomb in the Marvel Versus series)
AUTOGUARD--A property ONLY found in certain moves and ONLY for a certain amount of frames. During those frames you can take an unlimited number of hits without flinching or going into hitstun (your move will always continue to execute until you reach non-autoguard frames or you take enough damage to get KOed). In most cases, you only take block damage from hits you absorb although in some instances you can take full damage and you can't absorb throws and most unblockable attacks.
(Ex. Maxima's Vapor Cannon in most KOFs, Chang's ch + in KOFs and CvS2)
Updated Definitions
Who has Invincibility?
All Shield+A/Z button grabs
Jigglypuff
Jigglypuff's Down B contributed by Corner-Trap
Jigglypuff's Rest DOES NOT have SAF, it has invincibility frames(confirmed this last night
Uses of Invincibility
Who has Auto Guard?
Squirtle, part of PT
- Forward B, while Squirtle is in the shell
Uses of Auto Guard
Who has Super Armor?
Bowser
- Bowser's down+B contributed by Raph_Stryker
Charizard, part of PT
- Charizard's up+B, the initial frames of the move.
- Charizard's Forward+B, during startup contributed by crazymasterhand
Donkey Kong
- Donkey Kong's fully charged Giant Punch, not sure when it has super armor contributed by Raph_Stryker
More on the fully charged Punch
-Full Charged Donkey Punch- Super Armor is the Donkey Punch itself, about ~25 frames after startup of a full charge DK punch you are in Super Armor sate. It is set-up such that, it will never trade hits. In a trade situation DK will always win. But, you will still be hit OUT of a DonkeyPunch early.
- Donkey Kong's start up of his winding up of fist
- DK's up+B on ground, -upB (Grounded)- Super Armor frames on start-up, this is the BIGGEST SA window DK has, it's now as effective as Bowser fortress with Invulnerable start-up, the window is the whole entire time his elbow is raised before it's active, BUT, additionally, there is a small window after invulnerability, and before it's active where you can STILL be hit out of the move. This means that upB is very effective against single strike moves (IKE COUGH COUGH) and not multi stuff like most Dsmashes. on ground, the trajectory is enough to be safe on guard but don't expect much horizontal movement, it only has enough. Finally, the grounded version has AMAZING almost instant recovery, while the last hit has the most knockback of the entire move. contributed by Kyle Wattula of Smashboards
Ganondolf
- side B, after he grabs 'em and chokes or slams contributed by Ganny of smash boards
Ice Climbers
- Forward+B, start up contributed by Som of smashboards
Ike
- Ike's AAA combo, has super armor after initial jab contributed by Miracle Matter
- Ike's neutral+B, when executing the move but not charing contributed by Miracle Matter
- Ike's down-tilt, after the start up frames. contributed by Miracle Matter
- Ike's up+B, after he throws his sword
http://www.youtube.com/watch?v=EBHLoR-SEfY& contributed by Miracle Matter
King Dedede
- King Dedede's up+B, on his way upward, not at start up or after the peak fall. contributed by Nicktendo and UTD Zac of Smashboards
- B neutral, only the duration when characters enter his mouth contributed by SamuraiPanda of Smashboards
Kirby
- B neutral, only the duration when characters enter his mouth contributed by SamuraiPanda of Smashboards
Marth
- Up B, upon initiation contributed by SamuraiPanda of smashboards.com
Mr. Game and Watch
- Mr. Game and Watch's up smash, after the initial start up contributed by Raph_Stryker
Olimar
- Olimar's down+B, initial frames of the move.
Pit
- Down+B, has super armor while pulling shield out contributed by Brown Paper Sack from Smash Boards
Snake
- Snake's Up+B, during the initial frames of the move contributed by Miracle Matter
- Snake's down tilt, after the initial hit as he's spinning on the ground stolen from http://forums.shoryuken.com/showthread.php?t=151641&page=3
Sonic
- Side B, It lasts from the start until the top of the little arch when it kinda hops.
Squirtle, part of PT
- Forward Smash, in the beginning contributed by Serpit of Smashboards, while he's in the shell contributed by -Aether of Smashboards
- Forward+B, upon initiation contributed by SamuraiPanda of Smashboards
Wario
- Wario's Forward Smash, contributed by Raph_Stryker
- Wario's Bite contributed by 3GOD
The Bite completely OWNS most character's f-smash. I was playing MookieRah's Sonic, and he started to f-smash me, only to find himself getting chomped. I've tested, and pretty much any character who leans in or uses part of their body to attack for their f-smash gets eaten by the Bite. Even Marth's f-smash gets eaten if it's not spaced well.
An interesting aspect of this is that for some moves, Wario still takes damage while at the same time chomping on the opponent. Taking damage could have something to do with super armor frames (for your opponents attack) since I took damage from another Wario's f-smash and a fully charged Donkey Punch. But I think it more likely has something to do with the hitbox connecting on the same frame as the "Bite Box" since I also took damage from a NON-charged Donkey Punch (I don't think it has super armor if not charged).
Yoshi
- Yoshi's second jump, during the time he's jumping, note that at high percents he does not have it any more contributed by Raph_Stryker
Uses of Super Armor
(Ex. Most of the start-up frames of the old-school Dragon Punch (Shoryuken), Starman in Smash)
SUPER ARMOR--A property that some characters have standing AND in certain moves. You can take a single minor hit without going into hit stun (flinching and being knocked out of your attack). You always take full damage from any hit you absorb, and you can't absorb throws or unblockable attacks.
(Ex. Hulk in the Marvel Versus series, Zangief's Running Powerbomb in the Marvel Versus series)
AUTOGUARD--A property ONLY found in certain moves and ONLY for a certain amount of frames. During those frames you can take an unlimited number of hits without flinching or going into hitstun (your move will always continue to execute until you reach non-autoguard frames or you take enough damage to get KOed). In most cases, you only take block damage from hits you absorb although in some instances you can take full damage and you can't absorb throws and most unblockable attacks.
(Ex. Maxima's Vapor Cannon in most KOFs, Chang's ch + in KOFs and CvS2)
Updated Definitions
Who has Invincibility?
All Shield+A/Z button grabs
Jigglypuff
Jigglypuff's Down B contributed by Corner-Trap
Jigglypuff's Rest DOES NOT have SAF, it has invincibility frames(confirmed this last night
Uses of Invincibility
Who has Auto Guard?
Squirtle, part of PT
- Forward B, while Squirtle is in the shell
Uses of Auto Guard
Who has Super Armor?
Bowser
- Bowser's down+B contributed by Raph_Stryker
Charizard, part of PT
- Charizard's up+B, the initial frames of the move.
- Charizard's Forward+B, during startup contributed by crazymasterhand
Donkey Kong
- Donkey Kong's fully charged Giant Punch, not sure when it has super armor contributed by Raph_Stryker
More on the fully charged Punch
-Full Charged Donkey Punch- Super Armor is the Donkey Punch itself, about ~25 frames after startup of a full charge DK punch you are in Super Armor sate. It is set-up such that, it will never trade hits. In a trade situation DK will always win. But, you will still be hit OUT of a DonkeyPunch early.
- Donkey Kong's start up of his winding up of fist
- DK's up+B on ground, -upB (Grounded)- Super Armor frames on start-up, this is the BIGGEST SA window DK has, it's now as effective as Bowser fortress with Invulnerable start-up, the window is the whole entire time his elbow is raised before it's active, BUT, additionally, there is a small window after invulnerability, and before it's active where you can STILL be hit out of the move. This means that upB is very effective against single strike moves (IKE COUGH COUGH) and not multi stuff like most Dsmashes. on ground, the trajectory is enough to be safe on guard but don't expect much horizontal movement, it only has enough. Finally, the grounded version has AMAZING almost instant recovery, while the last hit has the most knockback of the entire move. contributed by Kyle Wattula of Smashboards
Ganondolf
- side B, after he grabs 'em and chokes or slams contributed by Ganny of smash boards
Ice Climbers
- Forward+B, start up contributed by Som of smashboards
Ike
- Ike's AAA combo, has super armor after initial jab contributed by Miracle Matter
- Ike's neutral+B, when executing the move but not charing contributed by Miracle Matter
- Ike's down-tilt, after the start up frames. contributed by Miracle Matter
- Ike's up+B, after he throws his sword
http://www.youtube.com/watch?v=EBHLoR-SEfY& contributed by Miracle Matter
King Dedede
- King Dedede's up+B, on his way upward, not at start up or after the peak fall. contributed by Nicktendo and UTD Zac of Smashboards
- B neutral, only the duration when characters enter his mouth contributed by SamuraiPanda of Smashboards
Kirby
- B neutral, only the duration when characters enter his mouth contributed by SamuraiPanda of Smashboards
Marth
- Up B, upon initiation contributed by SamuraiPanda of smashboards.com
Mr. Game and Watch
- Mr. Game and Watch's up smash, after the initial start up contributed by Raph_Stryker
Olimar
- Olimar's down+B, initial frames of the move.
Pit
- Down+B, has super armor while pulling shield out contributed by Brown Paper Sack from Smash Boards
Snake
- Snake's Up+B, during the initial frames of the move contributed by Miracle Matter
- Snake's down tilt, after the initial hit as he's spinning on the ground stolen from http://forums.shoryuken.com/showthread.php?t=151641&page=3
Sonic
- Side B, It lasts from the start until the top of the little arch when it kinda hops.
Squirtle, part of PT
- Forward Smash, in the beginning contributed by Serpit of Smashboards, while he's in the shell contributed by -Aether of Smashboards
- Forward+B, upon initiation contributed by SamuraiPanda of Smashboards
Wario
- Wario's Forward Smash, contributed by Raph_Stryker
- Wario's Bite contributed by 3GOD
The Bite completely OWNS most character's f-smash. I was playing MookieRah's Sonic, and he started to f-smash me, only to find himself getting chomped. I've tested, and pretty much any character who leans in or uses part of their body to attack for their f-smash gets eaten by the Bite. Even Marth's f-smash gets eaten if it's not spaced well.
An interesting aspect of this is that for some moves, Wario still takes damage while at the same time chomping on the opponent. Taking damage could have something to do with super armor frames (for your opponents attack) since I took damage from another Wario's f-smash and a fully charged Donkey Punch. But I think it more likely has something to do with the hitbox connecting on the same frame as the "Bite Box" since I also took damage from a NON-charged Donkey Punch (I don't think it has super armor if not charged).
Yoshi
- Yoshi's second jump, during the time he's jumping, note that at high percents he does not have it any more contributed by Raph_Stryker
Uses of Super Armor