Tam
March 16, 2008, 11:54pm
1
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 *
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
Kyle Wattula of SmashBoards:
-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,
Kyle Wattula of Smashboards:
-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
[media=youtube]EBHLoR-SEfY&[/media] 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
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
Sonic
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
-Bowser’s Down+B
-Mr. Game and Watch’s Up Smash, after the initial start up
-Donkey Kong’s fully charged Giant Punch, its really hard to tell the points of AutoGuard
-Wario’s Foward Smash, all during it i believe.
Ike’s Up + B has it at the beginning, as he’s throwing Ragnell into the air.
subt-L
March 17, 2008, 12:59am
5
yeah, i was wondering about that. peach can use toad to edge guard ike’s up+b depending on the situation, so i know for sure it doesn’t have super armor for the full move…
oops, almost forgot the OG Smash autoguard
Yoshi’s second jump, during the time he is actually jumping.
Charizard >B, think during startup
It’s very situational, as most times there’s no way into an Aether with the possibilities being A: trying to hit him during the Super Armor Frames which does nothing or B: Trying to hit him on the way down and eating a sword to the face due to disjointed hitbox.
The best way to counter an Aether is to not fuck with Ike for the entire duration, or block it.
Shield grab usually works well when Ike does any super armor moves.
Which falls under the “or block” category.
Tam
March 17, 2008, 6:38am
13
post updated
if you guys find more let me know!!
Wouldn’t this just be auto-guard?
And it’s only on Ike’s up+B when he’s starting it up and going up. As he’s going down, he’s open to attack.
Tam
March 17, 2008, 8:00am
15
Yeah you could say so, lamewadd but… that’s more of a SNK term.
You can use either super armor or auto guard. I mean you can be more precise but I like super armor because that’s what is being given to you when you initiate these attacks.
I came from the capcom world but I can understand where SNK heads are coming from!
Super armor also goes through Final Smashes.
Video: [media=youtube]EBHLoR-SEfY&[/media]
That’s good to know. So now when I’m about to take a FS, I can just use a move that has super armor and I’m in the clear. Ike is my secondary, so I can just use Aether, but with Ganondorf, guess I’m screwed…
Tam
March 18, 2008, 9:08am
18
lol I see someone has posted my topic over here
well without further ado I’ll just update the content later tonight
Ganondorf has super armor the instant his >+B connects and he’s in his throw animation…
Oroman
March 18, 2008, 10:21pm
20
Shit he could have at least gave you credit?