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Super Armor - Allows you to not flinch or disrupt your attack duration. You take the damage percentage, but you do not flinch.... it's kinda like a phantom hit, only it's not a glitch.
I found this list on Shoryuken (lawlz). It's funny seeing big names in Street Fighter and Guilty Gear learning this game, despite the general distaste the SRK board had for Melee.
Originally Posted by game_tip Hi I'm the actual poster from SRK from this list. I'm a little appalled by the user not posting at least my name for the list.
it's in the process of going through changes. But thanks to the people here I've given the credit where due for allowing others to see this information
I'm sorry I didn't cite you. But now I'm making up for it.
Who has Super Armor? If something is not on this list please contribute. I need more information, specifically what part or frames have 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
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 charging contributed by Miracle Matter
- Ike's down-tilt, after the start up frames. contributed by Miracle Matter
- Ike's up+B, I believe from when he throws his sword up until he grabs it.
Jigglypuff
Jigglypuff's Down B contributed by Corner-Trap
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.
Snake
- Snake's Up+B, during the initial frames of the move contributed by Miracle Matter
-Snake's Down tilt, as the hit ends. Wario
- Wario's Forward Smash, contributed by Raph_Stryker
- Wario's down+b
Yoshi
- Yoshi's second jump, during the time he's jumping contributed by Raph_Stryker
King DeeDeeDee
-Up+B, until the peak?
Pit
-Pit's Down+B, the Shield. Confirmed in the video by Ryanarius
This is incorrect. I've gimped ike numerous times by simply spamming thundershock (pikachu main) down the ledge, which interrupts his upB before he can rise, but after he initially throws his sword. If he had SA during this time it wouldn't so much as faze him. He probably has it when he's rising, and maybe at the beginning of the move - I haven't tested this extensively to know, but it definitely isn't the whole time.
I'm thinking DK's startup for his up-b have super armor based on experience, but I was in the middle of a game and didn't ask for better testing. Somebody check this.
Location: In the Air, Using Up b as an offensive move ON A ****ING MOTORCYCLE
Wii #: 4503 5984 6650 6668
Posts: 4,604
Are you sure Jiggs' Down B isn't just an invincibility frame? In melee, the exact frame the attack came out was also an invincibility frame, it could be the same for Brawl. Also, does Kirby get SA frames from Ike/DK's attacks?
do you think after you get a full list of who has super armor, you might list the frame length of each attack and what frames gain super armor? (after testing of course)
Let’s discuss Super Armor. DK has two options, and thankfully, the SA windows are at different places, so you have multiple options to be effective. Learn the two windows and apply them effectively as an attacking defensive strategy.
-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.
-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.
It's also been stated by other DK players that Fair has SA frames, nut I have yet to find it.