Invincibility
Invincibility is a state where a hurtbox cannot be attacked ordamaged. Attacks will connect, but will not dealdamage,knockback, orhitstun, though the attacker will still experiencehitlag. Invincibility should not be confused withintangibility orarmor, as all three are different mechanics with different effects.
Overview[edit]
If a player attacks an opponent while they are invincible, the player will receive the normal amount ofhitlag, but the opponent will otherwise be unaffected. Certain multi-hit attacks have enough hits to stuff out invincible players, but these are few and far between.
There are many ways to achieve invincibility: The most common way is to respawn, where the player is invincible for a certain amount of time after leaving therevival platform. Certain attacks also have invincibility, some covering the whole body and others only covering certain hurtboxes. Characters who are invincible can still be affected by certainwindboxes, as well asMaster Giant's grab attack inSmash 4. This can be useful for the opponent, as they can capitalize on the attacker still being in hitlag andpunish them or bait a certain reaction by using an attack with invincibility.
Invincibility does have a somewhat niche downside in that on thePlanet Zebes,Brinstar, andNorfairstages, invincible characters will fall straight through the stage's lower hazard, rather than sustaining damage and bouncing back up. They may occasionally also be KO'd if they are standing on the track onPort Town Aero Dive, and bothMute City andMute City SNES.
InSuper Smash Bros. Melee'sdebug menu, invincibility is displayed by affectedhurtboxes changing from their usual yellow color to a green color during the invincibility period. A similar feature is present inSuper Smash Bros. Ultimate'sTraining Mode via an invincibility toggle, which causes invincible parts of characters to acquire a green tint.
InSuper Smash Bros. Brawl, it is actually possible to hit an opponent normally out of invincibility. If an attack connects while the opponent is invincible and then the invincibility ends while the attacker is still in hitlag, the attack will actually hit the opponent when they become vulnerable due to the hitlag extending the duration of the hitbox. This is only the case inBrawl however, as in every other game the attack will not connect against the opponent once they become vulnerable.
Ultimate introducedSora, who possesses acounter that staggers any opponent that connects an attack. This can even stagger fully invincible characters, forcing them out of invincibility.
While the differences are seemingly minor, invincibility is different from both intangibility and armor. Intangibility is where a character cannot be hit at all, not even triggering hitlag. Armor is where a character sustains damage, but not knockback. Armor can also sometimes be broken with regular attacks outside of the Sora example.
List of invincible attacks[edit]
| This article or section is incomplete. You can help SmashWiki byexpanding or finishing it. The editor who added this tag elaborates:Item invincibility from past games, custom special moves, stage elements, and moves from past Smash Bros. games with undocumented invincibility |
- Smash attacks in this table are not charged.
- All attacks fromSmash 4 andUltimate display invincibility values as of their latest updates.
| User/Item | Move | Part of Character | Invincibility Frames | Notes |
|---|---|---|---|---|
| By Characters | ||||
| All characters | Throws | Entire body | Varies 1-8 1-18 | * |
| Respawn | 120 Varies (60-120) | *Commences the moment the character dismounts from the Revival Platform ** | ||
| Banjo &Kazooie | Wonderwing | Entire body | 18-53 | *Vulnerable to grabs |
| Bowser | Back aerial | Shell | 3-15 | |
| Forward smash | Feet | 20-25 | ||
| Up smash | Shell | 14-27 | ||
| Donkey Kong | Spinning Kong | Lower arms | 9-48 (midair) | |
| Fox | Fire Fox | Entire body | 29-42 | *Only grants invincibility in the NTSC-J version |
| Hero | Forward tilt | Left arm and leg | 9-11 | *Grants invincibility on just the left arm for frames 10-11 |
| Kaclang | Entire body | 15-314 | *Only vulnerable to another Hero using Metal Slash | |
| Hocus Pocus | Entire body | 1-600 | *One of the rare random effects of Hocus Pocus is giving Hero the effect of aSuper Star, doing so 1.22% of the time. | |
| Ice Climbers | Belay | Partner | 16-59 16-33 | |
| Ike | Counter | Entire body | 11-16 (startup), 1-6 (counterattack) 9-16 (startup); 1-5 (counterattack) | |
| Incineroar | Darkest Lariat | Entire body | 5-57 | *Applies invincibility to: **Entire body on frames 5-6 **Head and arms on frame 7 **Arms on frames 8-57 |
| Kazuya | Gates of Hell | Entire body | 1-81 | *Only if the attack lands |
| Lucas | Up smash | Entire body | 1-4 1-7 | |
| Luigi | Luigi Cyclone | Entire body | 4-8 (ground), 1-7 (midair) | |
| Mii Brawler | Flashing Mach Punch | Entire body | 11-66 | *Only if the attack lands |
| Counter Throw | Entire body | 1-13 | *Only if the attack lands | |
| Mr. Game & Watch | Up smash | Head, arm, and foot Entire body | 4-25 21-25 | * |
| Ness | PK Thunder | Entire body | 1-9 1-17 | *Applies to PK Thunder 2 only |
| Palutena | Dash attack | Upper body | 4-15 5-16 | * |
| Back aerial | 3-10 7-10 | * | ||
| Ridley | Skewer | Entire body | 4-47 | *When sweetspotted |
| R.O.B. | Diffusion Beam | Entire body | 1~ | *Lasts while the beam is active |
| Rosalina & Luma | Luma Shot | Luma | 4-20 | *Only when fully charged |
| Samus | Screw Attack | Entire body | 1-5 (ground) 1-11 (NTSC-J ground) 1-3 (midair) | |
| Snake | Covering Fire | Entire body | 1~ | *Lasts until Snake gets up from his kneeling posture |
| Sonic | Super Sonic | Entire body | 1~ | *Lasts for the entire duration |
| Squirtle | Withdraw | Entire body | 20~ 22~ | *Unlike other instances of invincibility, instead of collision "bubbles" appearing when an attack lands and a blunt sound effect being heard, one can both hear and see the attack's visual effects as if there were no invincibility frames at all |
| Yoshi | Shield | Entire body | 1-3 (activation) 1-6 (activation) | * |
| By Items | ||||
| Dragoon | Entire body | 1-119 | *After the attack, while descending back to the stage | |
| Golden Hammer | Entire body | 1 | *Also affects the opponent *Lasts until hitstun ends | |
| Hammer | ||||
| Super Star | Entire body | 1-600 | * | |
| By Pokémon | ||||
| Ditto | Varies | Varies | *When performing any move or action that grants invincibility | |
| By Stage Element | ||||
| Mushroom Kingdom (SSB) (Warp Pipes) | Entire body | 1-49 | *When emerging from a pipe | |
| PictoChat 2 (Pipes) | Entire body | 1-51 | *When emerging from a pipe | |
Trivia[edit]
- If theShadowAssist Trophy freezes a character while invincible, the character will remain invincible until being unfrozen. This offers some niche competitive strategies where an affected character can achieve invincibility before being frozen and get several seconds where they are unable to receive damage.

