Knockback resistance

Knockback resistance, also known as armor, is a property in Super Smash Flash 2 and Fraymakers that is applied to certain moves. It makes a character is fully or partially immune to knockback and flinching, though they still take damage and hitlag.
There are three types of knockback resistance, each of which is affected differently by knockback. Super armor is the strongest of these, in which a character is completely immune to knockback and flinching. Heavy armor makes a character immune to knockback and flinching only from moves that deal damage below a specific amount. Launch resistance reduces the knockback a character takes by a certain amount, receiving no knockback or flinching if the result reaches zero.
Various attacks can ignore certain forms of knockback resistance when hitting opponents. The most common example of this is grabs, which universally ignore all forms of it.
== List of moves with knockback resistance in Super Smash Flash 2 ==
Below is a list of all instances of knockback resistance in Super Smash Flash 2.
Character	Move 	Type 	Notes
 	Dash attack 	Super armor 	Only during stone transformation.
 	Giga Bowser 	Heavy armor 	Lasts throughout transformation. Sustains moves dealing 15% damage or less.
 	Giga Bowser 	Launch resistance	Lasts throughout transformation. Reduces knockback by 10000 units.
 	Giant Punch 	Super armor 	Only if fully charged.
 	Spinning Kong 	Super armor 	Only before spinning.
 	Warlock Punch 	Super armor 	Only before punching.
 	Flame Choke 	Super armor 	Only after grabbing an opponent.
 	Inhale 	Super armor 	Only when copying Giant Punch or Warlock Punch.
 	Gum-Gum Balloon	Heavy armor 	Sustains moves dealing 13% damage or less while inflating and 8% damage or less before deflating.
 	Beat 	Heavy armor 	Sustains moves dealing 8% damage or less.
 	Focus Attack 	Super armor 	Sustains only one hit. Only before punching.
 	Wario-Man 	Heavy armor 	Lasts throughout transformation. Sustains moves dealing 1000% damage or less.
 	Wario-Man 	Launch resistance	Lasts throughout transformation. Reduces knockback by 10000 units.
 	Midair jumping 	Launch resistance	Reduces knockback by 16.1 units.
Category:Terms
Category:Game physics
Category:Smash physics
Category:Super Smash Flash 2
Category:Super Smash Flash series
Category:Fraymakers