Intangibility

Intangibility is a state in which a hurtbox will not be hit by attacks at all. Intangibility should not be confused with invincibility, as both are different mechanics with different effects. 
==Overview==
There are many ways to achieve intangibility. Many universal actions such as spot dodge, roll, edge grab, the shield breaking process, among others have intangibility. Certain attacks also possess intangibility, either full body or only specific hitboxes. While a character is intangible, attacks will simply not affect them, as if they are not there at all. Since the character is not hit, a long-lasting attack (or very short intangibility time) may still hit the character once it ends. This state can be incredibly useful, as it can be used to dodge attacks and make a retreat or capitalize on a reckless opponent and punish them. Some attacks intentionally make certain body parts intangible in order to make the attack guaranteed to connect without trading with the opponent.
Intangibility does have a somewhat niche downside in that on the Planet Zebes, Brinstar, and Norfair stages, intangible characters will fall straight through the stage's lower hazard rather than sustaining damage and bouncing back up, causing an otherwise preventable KO. They may occasionally also be KO'd if they are standing on the track on Mute City (SSBM), Port Town Aero Dive or Mute City SNES. In Smash 4, Master Giant's "glowing hands" attack also completely ignores any form of intangibility as well as invincibility (including respawn).
In Super Smash Bros. Melees , intangibility is displayed by affected hurtboxes changing from their usual yellow color to a blue color during the intangibility period. A similar feature is present in Super Smash Bros. Ultimates Training Mode via an invincibility toggle, which causes intangible parts of characters to acquire a blue tint.
While the differences are seemingly minor, intangibility is different from invincibility. Invincibility does cause hitlag, but causes no damage or knockback.
==List of intangible attacks==
* Smash attacks in this table are not charged.
* All attacks from Smash 4 and Ultimate display intangibility values as of their latest updates.
User/Item 	Move 	Part of Character 	Intangibility Frames 	Notes
By Characters 	By Characters 	By Characters 	By Characters 	By Characters
All characters 	Spot dodge/Roll/Air dodgeEdge grabTechs (Standard, Rolling, Wall, Ceiling)Edge recovery actions (Climb, Attack, Roll, )Floor recovery options (Get up, Roll, Attack)Perfect shield	Entire body 	Varies 	
All characters 	Shield break animation 	Entire body 	Varies 	* Lasts until the character lands and gets back up * Lasts from frames 1-36 on most characters, with the exception of Kirby and Jigglypuff. * Shield break intangibility lasts for 300 frames.
All characters 	Shield jump 	Entire body 	1-2 	
All characters 	Shield platform drop 	Entire body 	1 	
All characters 	Wall jump 	Entire body 	1-14 	* Only applies when a wall jump tech is performed.
All characters 	Tripping 	Entire body 	1-6 (soft trip), 1-7 (dashing trip), 1-8 (turning trip), 1-17 (hard trip)1-5 (soft trip), 1-13 (hard trip) 	
All characters 	Footstool jump 	Entire body 	9-12 (regular footstool), 1-4 (phantom footstool) 	
Banjo & Kazooie 	Shield 	Arms 	1-2 	*Activation
Banjo & Kazooie 	Shock Spring Jump 	Entire body 	15-17 (uncharged), 31-33 (fully charged) 	
Bayonetta 	Witch Time 	Entire body 	5-168-23 	
Bowser 	Shield 	Head; Arms 	1 (head), 3-5 (arms) 	*Activation
Bowser 	Shell based animations 	Head, Arms and legs 	Varies 	
Bowser 	Netural attack 	Arms 	6-8 (hit 1); 8-10 (hit 2)7-9 (hit 1); 9-11 (hit 2)7-8 (hit 1); 9-11 (hit 2) 	
Bowser 	Forward tilt 	Arm 	10-14 	*Applies to the attacking arm
Bowser 	Up tilt 	Arm 	8-1311-16 	*Applies to the attacking arm
Bowser 	Down tilt 	Arms 	10-12, 20-2210-12, 15-17 	*Applies to the first and second attacking arm, respectively
Bowser 	Up smash 	Entire body 	16-17 	
Bowser 	Up aerial 	Head 	10-203-13 	
Bowser 	Flying Slam 	Entire body 	1-23 	*Only when opponent is grabbed
Bowser 	Whirling Fortress 	Entire body 	1-41-5 	*Only when used on the ground
Captain Falcon 	Up tilt 	Leg 	14-17 	*Applies to the attacking leg
Captain Falcon 	Up smash 	Legs 	22-23, 28-29 	*Applies to the first and second attacking leg, respectively
Charizard 	Shield 	Head 	1-4 	*Activation
Charizard 	Up tilt 	Wings 	7-23 	
Charizard 	Forward smash 	Entire body 	22-2622-2520-24 	
Charizard 	Up aerial 	Head 	6-1111-15 	
Chrom 	Up smash 	Arm 	10-23 	*Applies to the sword arm
Chrom 	Counter 	Entire body 	7-9 (startup), 1-6 (counterattack) 	
Cloud 	Down tilt 	Leg 	7-17 	*Applies to the bent leg
Cloud 	Blade Beam 	Entire body 	10-17 	*Limit Break version only
Cloud 	Cross Slash 	Entire body 	6-11 	*Limit Break version only
Cloud 	Climhazzard 	Entire body 	5-12 	*Limit Break version only
Corrin 	Shield 	Head 	1 	*Activation
Corrin 	Dragon Lunge 	Entire body 	2-52-7 	*Jumping
Corrin 	Dragon Ascent 	Entire body 	10-177-17 	
Corrin 	Counter Surge 	Entire body 	6-7 (startup)1-49 (counterattack) 	
Daisy 	Up smash 	Arms and head 	14-20 	
Daisy 	Toad 	Entire body 	8-10 (startup); 1-3 (counterattack) 	
Dark Pit 	Shield 	Head 	1-3 	*Activation
Dark Pit 	Power of Flight 	Entire body 	9-19 (ground); 15-19 (midair) 	
Dark Samus 	Shield 	Head and right arm 	1-5 (activation); 3-5 (deactivation) 	
Dark Samus 	Screw Attack 	Entire body 	3-6 (ground); 3-4 (midair) 	
Diddy Kong 	Shield 	Rear-most arm 	3-5 	*Deactivation
Donkey Kong 	Shield 	Head 	1-4 (activation); 3-5 (deactivation) 	
Donkey Kong 	Forward tilt 	Arm 	8-37 (up); 8-11 (non angled/down) 7-11 (up); 1-25 (non angled/down) 6-9 	*Applies to the attacking arm
Donkey Kong 	Up tilt 	Arm 	5-11 5-25 	*Applies to the attacking arm
Donkey Kong 	Down tilt 	Arm 	1-9 5-7 	*Applies to the attacking arm
Donkey Kong 	Forward smash 	Arms and head 	20-26 	
Donkey Kong 	Up smash 	Arms and head 	14-1812-1612-15 	
Donkey Kong 	Down smash 	Arms 	10-1411-14 	
Donkey Kong 	Up aerial 	Head 	1-10 5-10 	
Donkey Kong 	Giant Punch 	Entire bodyArm 	23-2417-184-224-20 	*Only occurs when fully charged*Applies to the attacking arm*Does not occur when fully charged
Donkey Kong 	Spinning Kong 	Entire body Arm/arms 	1-5 (startup); 9-48 (midair arms)3-5 (ground); 2-5 (midair); 11-42 (midair arms) 4-6 (midair); 12-43 (midair arms) 19-24 (ground arm); 3-6 (midair); 12-43 (midair arms) 19-24 (ground arm); 10-38 (midair arms) 	*When used on the ground, applies on the rear-most arm only*When used in the air, applies to both arms
Donkey Kong 	Hand Slap 	Entire body 	1-2 	
Dr. Mario 	Up smash 	Head 	9-119-13 	
Dr. Mario 	Super Jump Punch 	Entire body 	3 	
Duck Hunt 	Shield 	Head 	3-5 	*Deactivation
Falco 	Up smash 	Head Legs 	1-107-12, 13-20 7-12, 13-18 	*Applies to each attacking leg, respectively
Falco 	Down smash 	Legs 	1-6 3-7 3-8 	
Falco 	Reflector 	Entire body 	1 	
Fox 	Up smash 	Head 	1-9 1-10 	* Snout is exposed
Fox 	Down smash 	Legs 	1-6 6 6-7 	
Fox 	Reflector 	Entire body 	1 1-3 2-3 	
Ganondorf 	Shield 	HeadArm 	1-4 (activation)3-5 (deactivation) 	*When deactivating, applies to the front-most arm
Greninja 	Shield 	Arm 	3-5 	*Applies to the front-most arm
Greninja 	Substitute 	Entire body; head and foot 	8-18 (startup); 1-9 (activation); 1-3 (counterattack)7-34 (startup); 1-5 (activation); 1-33 (counterattack) 	* After frame 17 of startup, intangibility only occurs on its head and front-most foot *Counterattack intangibilty frames do not include the hitlag prior to the counterattack
Hero 	Kamikazee 	Entire body 	1-42 	
Hero 	Zoom 	Entire body 	30~ 	Intangibility disappears as soon as Hero starts descending
Ice Climbers 	Belay 	Partner 	5-161-651-15 	
Ike 	Counter 	Entire body; head 	8-33 (startup); 1-4 (counterattack) 	*After frame 15 of startup, intangibility occurs on his head
Incineroar 	Shield 	Arms 	1-3 	*Activation
Incineroar 	Down tilt 	Legs 	8-11 	*Intangibility occurs on the non-attacking leg on frame 8; occurs on both legs for remaining frames
Incineroar 	Up tilt 	Head 	6-11 	
Incineroar 	Up smash 	Arms 	13-18 	
Incineroar 	Cross Chop 	Arms 	13-26 	
Incineroar 	Revenge 	Entire body 	1-19 (counterattack) 	
Isabelle 	Pocket 	Entire body 	5-23 	
Ivysaur 	Up smash 	Flower 	26-29 	
Ivysaur 	Up aerial 	Flower 	12-13 	
Ivysaur 	Bullet Seed 	Entire body 	1-3 	
Jigglypuff 	Down smash 	Feet 	7-269-1014-1514-16 	
Jigglypuff 	Rest 	Entire body 	1-291-261-27 	
Joker 	Summoning 	Entire body 	2-62 	*Only triggered when not moving on the ground
Joker 	Gun/Gun Special 	Entire body 	4-13 (forward dodge, ground); 5-14 (backward dodge, ground); 1-6 (jump); 5-16 (forward/backward dodge, midair) 	*Applies for both versions
Joker 	Wings of Rebellion 	Entire body 	1-25 (ground); 3-25 (midair) 	
Joker 	Rebel's Guard 	Entire body 	1-14 	Counterattack
Joker 	Tetrakarn/Makarakarn 	Entire body; head, arm 	3-4 (startup); 1-8 (counterattack); 1-29 (reflection) 	*When reflecting, gains intangibility on his head at frame 1, and on his front-most arm for the remaining frames
Kazuya 	Forward Tilt 	lower leg 	12-16 	
Kazuya 	Back tilt 	Upper body; leg 	7-13 (upper body), 10-13 (leg) 	*Applies to the attacking leg
Kazuya 	Up tilt 	Upper body; arm 	4-10 (upper body; hit 1), 11-24 (upper body; hit 2), 25 & 26 (arm; hit 2) 	*applies to the attacking arm
Kazuya 	Down tilt 	Entire body 	13-15 	
Kazuya 	Up-forward tilt 	Legs 	4-7 (entire legs), 8-16 (lower legs) 	
Kazuya 	Down-forward tilt 	Leg 	8-11 (hit 1), 25-27 (hit 2) 	*Applies to the attacking leg
Kazuya 	Down-back tilt 	Leg 	13-15 	*Applies to the attacking leg
Kazuya 	Up-back tilt 	Legs 	7-17 (both legs), 18-21 (non-kicking leg) 	
Kazuya 	Crouch Attack 	Lower arm 	6-8 	*Applies to the attacking arm
Kazuya 	Forward crouch attack 	Entire body; leg; arm 	5-14 (entire body), 15 & 16 (arm and leg), 17-19 (arm) 	*Applies to right arm and leg
Kazuya 	Back crouch attack 	Leg 	11-16 	*Applies to the attacking leg
Kazuya 	Uncrouching attack 	Upper body; arm 	2-6 (upper body), 13 & 14 (arm) 	*Applies to the attacking arm
Kazuya 	Dash attack 	Lower legs 	4-7 (both legs), 13-19 (non-kicking leg) 	
Kazuya 	Double dash attack 	Leg 	7-15 	*Applies to the attacking leg
Kazuya 	Up smash 	Arm 	12-17 	*Applies to the attacking arm
Kazuya 	Down smash 	Arm 	17-19 	*Applies to the attacking arm
Kazuya 	Up aerial 	Leg 	4-9 	*Applies to the attacking leg
Kazuya 	Crouch Dash 	Entire/upper body 	1, 5-12 (upper body); 2-4 (entire body) 	
Kazuya 	Wind God Fist 	Upper body; arm 	1-7 (upper body), 8-11 (arm) 	*Applies to the attacking arm
Kazuya 	Electric Wind God Fist 	Entire/upper body; arm 	1-3 (upper body), 4-8 (entire body), 9-12 (arm) 	*Applies to the attacking arm
Kazuya 	Dragon Uppercut 	Entire/upper body 	4 & 5, 12-19 (entire body); 1-3, 7-11, 20-22 (upper body) 	
Kazuya 	Spinning Demon to Left Hook 	Entire body 	4-9 	
Ken 	Neutral attack (held, close) 	Upper body 	4-10 	
Ken 	Forward tilt (tapped, far) 	Leg 	7-12 	*Applies to the attacking leg
Ken 	Up tilt (held) 	Upper body 	4-10 	
Ken 	Up smash 	Arm 	9-12 	*Applies to the attacking arm
Ken 	Up throw 	Leg 	27-32 	*Applies to the attacking leg
Ken 	Oosoto Mawashi Geri 	Leg 	7-8 	*Applies to the attacking leg*When canceling into the Inazuma Kick, applies intangibility on frame 1
Ken 	Tatsumaki Senpukyaku 	Leg 	13-22 (ground, tapped); 13-42 (ground, held; midair) 	*Applies to both standard and input versions*Applies intangibility to the pivoting leg on the ground, and to the attacking leg in midair
Ken 	Shoryuken 	Entire body; arm 	5 (standard), 4-6 (input), 1-14 (arm, input) 	
King Dedede 	Up tilt 	Entire body Head and left arm 	7-89-157-13 	
King Dedede 	Inhale 	Entire body 	4-18 	*Occurs when inhaling opponents only*Inhaled opponent gains intangibility on frames 4-7
King Dedede 	Super Dedede Jump 	Entire body, feet 	22-25 (body), 77- (feet)22-25 (body), 73- (feet)18-21 (body), 69- (feet) 	
King K. Rool 	Shield 	Arm 	1-2 	*Applies to the front-most arm
King K. Rool 	Up tilt 	Arm 	4-9 	*Applies to the attacking arm
King K. Rool 	Up smash 	Head 	6-11 	
King K. Rool 	Up aerial 	Head 	7-13 	
King K. Rool 	Blunderbuss 	Entire body 	1-8 (capture); Launch intangibility varies based on the amount of hitstun received 	*Intangibility applies to the opponent only
King K. Rool 	Gut Check 	Entire body 	4-15 (startup); 1-7 (counterattack); 1-14 (reversed counterattack) 	
Kirby 	Shield 	Arm 	3-5 	*Deactivation*Applies to the front-most arm
Kirby 	Up tilt 	Foot 	4-104-9 	*Applies to the attacking foot
Kirby 	Up smash 	Foot 	14-2414-1912-17 	*Applies to the attacking foot
Kirby 	Down smash 	Feet 	7-267-95-142-11 	
Kirby 	Inhale 	Entire body 	4-18 	*Occurs when inhaling opponents only*Inhaled opponent gains intangibility on frame 4 and stays intangible until they either escape the Inhale, or once they turn back to normal after being swallowed/spat out
Kirby 	Hammer Flip 	Entire body 	2-10 	*When fully charged
Link 	Shield 	Head 	1-3 	*Activation
Little Mac 	Shield 	Right arm 	3 	
Little Mac 	Jolt Haymaker 	Entire body 	1-4 (body), 5-14 (lower body)1-3 (body), 4-17 (lower body) 	**Only when used on the ground
Little Mac 	Rising Uppercut 	Entire body 	1-3 	
Little Mac 	Slip Counter 	Entire body 	5-6 (startup); 1-18 (counterattack)4-5 (startup); 1-20 (counterattack) 	
Lucario 	Double Team 	Entire body 	6-35 (startup), 1-66 (ground counterattack), 1-58 (air counterattack),5-39 (startup), 1-35 (counterattack), 40-68 (ground counterattack ending), 40-61 (air counterattack ending)4-13 (startup), 1-29 (counterattack) 	
Lucas 	Up smash 	HeadHead and arms 	15-29 	
Lucas 	PK Thunder 	Entire body 	1-171-9 	*Applies to PK Thunder 2 only
Lucina 	Dolphin Slash 	Entire body 	4-5 (ground), 1-5 (air) 	
Lucina 	Counter 	Entire body 	5-6 (startup); 1-7 (counterattack) 	*Counterattack intangibilty frames do not include the hitlag prior to the counterattack
Luigi 	Up smash 	Head 	7-109-119-13 	*Nose is exposed
Luigi 	Green Missile 	Entire body 	18-22 (normal)18-22 (misfire)18-22 (normal/misfire) 	*Occurs for the first 5 frames upon releasing the charge
Luigi 	Super Jump Punch 	Entire body 	25-86-88-10 (ground), 6-8 (midair) 	
Mario 	Up smash 	Head 	7-109-119-149-12 	
Mario 	Super Jump Punch 	Entire body 	2-53-6 	
Marth 	Dolphin Slash 	Entire body 	51-54-5 (ground), 1-5 (air) 	
Marth 	Counter 	Entire body 	1-5 (counterattack)5-6 (startup), 1-8 (counterattack)5-6 (startup), 1-7 (counterattack) 	*Counterattack intangibilty frames do not include the hitlag prior to the counterattack
Mega Man 	Up tilt 	Entire body 	5-7 	
Mega Man 	Down tilt 	Legs 	3-12 	
Mega Man 	Rush Coil 	Entire body 	6-9 7-10 	
Meta Knight 	Shuttle Loop 	Entire body 	5-8 	*Only when used on the ground
Meta Knight 	Dimensional Cape 	Entire body 	18-26 12-39 (no attack),12-28 (attack)12-39 (no attack), 12-32 (ground attack, no direction/backward; aerial attack, no direction/backward), 12-29 (ground attack, forward; aerial attack, forward) 	
Mewtwo 	Shield 	Head and tail 	1-5 	*Deactivation
Mewtwo 	Teleport 	Entire body 	8-179-179-19 	
Mewtwo 	Disable 	Entire body 	10-16 	
Mii Brawler 	Up smash 	Leg 	8-12 	*Applies to the attacking leg
Mii Brawler 	Helicopter Kick 	Legs 	8-37 	
Mii Brawler 	Thrust Uppercut 	Arm 	3-7 	*Applies to the attacking arm
Mii Brawler 	Feint Jump 	Entire body 	2-4 	*Applies same frames of intangibility when jumping off of a wall
Mii Brawler 	Counter Throw 	Entire body 	5-6 (startup); 1-17 (counterattack) 	
Mii Gunner 	Cannon Jump Kick 	Entire body 	6 	*Only when used on the ground
Mii Swordfighter 	Stone Scabbard 	Entire body 	5-12 	
Mii Swordfighter 	Blade Counter 	Entire body 	1-16 (startup), 1-8 (counterattack)5-6 (startup), 1-5 (counterattack) 	
Min Min 	Shield 	ARMS 	1-3 (activation); 5 (deactivation) 	
Min Min 	Down tilt 	Leg 	10-14 	*Applies to the attacking leg
Min Min 	Up smash 	Legs 	7-15 	*After frame 9, applies intangibility to the attacking leg only
Min Min 	Down smash 	Legs 	6-8 	
Min Min 	Neutral aerial 	ARMS 	8-18 (Ramram); 14-32 (Megawatt); 10-23 (Dragon/Dragon Plus) 	*Applies to the attacking ARM
Min Min 	ARMS Jump 	Entire body; ARMS 	8-13 (uncharged); 8-25 (fully charged) 	*When fully charged, applies intangibility on her ARMS on frames 8-17, and on her whole body during frames 18-25
Mr. Game & Watch 	Up tilt 	Hands, arms 	1-39 	*Front arm is intangible from frames 10-12, back arm is intangible from frames 20-22. The hands are always intangible.
Mr. Game & Watch 	Up smash 	Head 	24-28 	*Nose is exposed
Mr. Game & Watch 	Fire 	Entire body 	5-13 	
Mr. Game & Watch 	Oil Panic 	Entire body 	1-25 (absorb)1-24 (absorb), 1-6 (Oil spill)2-25 (absorb) 	
Mythra 	Lightning Buster 	Entire body 	7-12 (uncharged); 65-72, 76-80 (fully charged) 	
Mythra 	Swap 	Entire body 	6-18 	
Ness 	Up tilt 	Head 	5-195-6 	
Ness 	Up aerial 	Head 	8-11 	
Ness 	PK Thunder 	Entire body; head 	1-91-9 (body), 10-32 (head) 	*Applies to PK Thunder 2 only.
Pac-Man 	Shield 	Hands 	2-3 	*Activation
Pac-Man 	Up tilt 	HeadFist 	6-107-10 	
Palutena 	Forward tilt 	Right arm 	14-35 	
Palutena 	Warp 	Entire body 	16-3116-32 	
Palutena 	Counter/Reflect Barrier 	Entire body 	6-12 (startup), 1-5 (counterattack) 	
Palutena 	Celestial Firework 	Entire body 	1-15 	
Peach 	Up tilt 	HeadHead and arm 	9-1310-13 	
Peach 	Up smash 	Head and arms 	13-2214-20 	
Peach 	Toad 	Entire body 	11-14 (startup), 1-4 (counterattack)11-14 (startup), 1-3 (counterattack)8-10 (startup), 1-3 (counterattack) 	
Pichu 	Shield 	Ears 	1-2 (activation); 1-5 (deactivation) 	Closest hitbox
Pichu 	Up smash 	Ears 	9-11 	
Pichu 	Down smash 	Entire body 	7-10 	
Pichu 	Neutral aerial 	Ears 	3-9 	
Pichu 	Down aerial 	Ears 	14-17 	
Pichu 	Thunder 	Entire body 	1-10 	*Only if the bolt comes into contact with Pichu
Pikachu 	Quick Attack 	Entire body 	1-20 	
Pikachu 	Thunder 	Entire body 	1-81-10 	*Only if the bolt comes into contact with Pikachu
Piranha Plant 	Shield 	Upper lip 	5 	* Deactivation
Piranha Plant 	Forward tilt 	Jaws 	7-8 	*Applies to the 1st hit only
Piranha Plant 	Up tilt 	Head 	6-13 	
Piranha Plant 	Forward smash 	Head 	16-17 	
Piranha Plant 	Up smash 	Head 	12-18 	
Piranha Plant 	Up aerial 	Head 	7-9 	
Piranha Plant 	Footstooled Attack 	Head and stem 	10-13 	*Only about half of the stem is intangible
Piranha Plant 	Long-Stem Strike 	Head 	21-26 (uncharged); 80-86 (fully charged) 	
Pit 	Shield 	Head 	1-3 	Activation
Pit 	Wings of Icarus 	Entire body 	1-5 	
Pit 	Power of Flight 	Entire body 	9-19 (ground); 15-19 (midair) 	
Pokémon Trainer 	Pokémon Change 	Entire body 	1-1201-25 	*The maximum amount of frames it takes for the game to load
Pyra 	Swap 	Entire body 	6-18 	
Richter 	Shield 	Head 	1-4 (activation); 1-5 (deactivation) 	
Richter 	Uppercut 	Entire body 	5-6 	
Ridley 	Shield 	Wings; tail 	1-4 (activation); 1-5 (deactivation) 	*When activating, the rear-most wing loses intangibility on frame 4*When deactivating, applies intangibility on the wings and tail
Ridley 	Up tilt 	Wing, arm, and head 	8-12 	*Grants intangibility on the attacking wing, rear-most arm, and head on frames 8 and 9; frames 10-12 grant intangibility on just the attacking wing
Ridley 	Up smash 	Leg 	12-17 	*Applies to the attacking leg
Ridley 	Wing Blitz 	Wings 	36-50 (ground forward); 36-55 (aerial forward; ground/aerial backward); 34-57 (up) 	
R.O.B. 	Arm Rotor 	Right Shoulder 	17-66 	
R.O.B. 	Robo Burner 	Entire body 	2-4 	*Only when used on the ground
Robin 	Nosferatu 	Entire body 	15-18 	
Rosalina & Luma 	Up tilt 	Head 	4-11 , 4-10 	
Rosalina & Luma 	Up smash 	Head 	7-16 	Luma
Roy 	Up smash 	Arm 	10-23 	*Applies to the sword arm
Roy 	Blazer 	Entire body 	9 	
Roy 	Counter 	Entire body 	1-5 (counterattack)8-10 (startup), 1-5 (counterattack)7-9 (startup), 1-5 (counterattack) 	*Counterattack intangibilty frames do not include the hitlag prior to the counterattack
Ryu 	Neutral attack (held, close) 	Upper body 	4-10 	
Ryu 	Forward tilt (tapped, far) 	Leg 	6-11 7-12 	*Applies to the attacking leg
Ryu 	Up tilt (held) 	Upper body 	4-10 	
Ryu 	Up smash 	Arm 	9-12 	*Applies to the attacking arm
Ryu 	Up aerial 	Arm 	6-11 	*Applies to the attacking arm
Ryu 	Up throw 	Leg 	27-32 25-30 	*Applies to the attacking leg* As the throw is weight dependent, the duration of the intangibility varies, depending on the thrown opponent's weight
Ryu 	Tatsumaki Senpukyaku 	LegLegs 	10-28 (tapped), 10-60 (held)13-28 (ground, tapped), 13-60 (ground, held), 13-44 (midair) 	*Applies to both standard and input versions* Applies intangibility to both legs when used on the ground
Ryu 	Shoryuken 	Entire body, arm 	3-5 (standard), 1-6 (input), 1-14 (arm)5 (standard), 4-6 (input), 1-14 (arm, input) 	* The attacking arm is intangible for both standard and input versions
Samus 	Shield 	Head; shoulders 	1-5 (activation); 3-5 (deactivation) 	*Applies intangibility to head and shoulders when activating/head and arms when deactivating
Samus 	Screw Attack 	Entire body 	1-5 (ground), 1-3 (midair)3-6 (ground), 3-4 (midair) 	
Sephiroth 	Up tilt 	Upper body 	13-15 	
Sephiroth 	Scintilla 	Entire body 	1-11 	*Only applies when countering an attack
Sheik 	Shield 	Head and arms 	1-4 	*Activation*Applies intangibility to her head and arms on frame 4
Sheik 	Up smash 	Head and arms 	12-1611-158-15 	
Sheik 	Down smash 	Legs 	54 	
Sheik 	Vanish 	Entire body 	18-5519-5314-55 (ground), 19-53 midair 	
Sheik 	Transform 	Entire body 	27-3641-160 	*The maximum amount of frames it takes for the game to load
Shulk 	Monado Arts 	Entire body 	1-14 	*Activation
Shulk 	Vision 	Entire body 	6-7 (ground startup), 7-8 (midair startup), 1-45 (counterattack, ground), 9-44 (counterattack, midair), 1-36 (forward counterattack)6-7 (startup), 1-45 (counterattack, ground), 9-40 (counterattack, midair), 1-36 (forward counterattack)	
Simon 	Shield 	Head 	1-4 (activation); 1-5 (deactivation) 	
Simon 	Uppercut 	Entire body 	5-6 	
Snake 	Shield 	Head 	1 	*Activation
Snake 	Dash attack 	ArmsHead 	5-12 	
Sonic 	Up smash 	Entire body 	18-2014-18 	
Sonic 	Spin Dash 	Entire body 	1-61-5 	*Applies intangibility as soon as the charge is released
Sonic 	Spring Jump 	Entire body 	5-135-7 	
Sora 	Dash Attack 	Foot 	7-18 	*Applies intangibility to the kicking foot
Sora 	Down Smash 	Entire body; lower body 	3-10 	*Applies intangibility to entire body on frames 3-6; lower body on frames 7-10
Sora 	Counterattack 	Entire body 	7 & 8 (activation); 1-29 (counterattack); 1-35 (counterattack; turning around) 	*When countering a projectile, skips 22 startup frames
Squirtle 	Forward tilt 	Tail 	1-8 	
Terry 	Dodge Attack 	Entire body; upper body 	1-9 	*Applies intangibility to entire body on frames 1-3; upper body on frames 4-9
Terry 	Forward tilt 	Leg 	8-13 	*Applies to the attacking leg
Terry 	Up tilt 	Arm 	7-11 	*Applies to the attacking arm
Terry 	Burning Knuckle 	Arm 	15-21 (ground input, tapped); 21-28 (ground input, held); 14-19 (aerial input, tapped); 18-23 (aerial input, held) 	*Applies intangibility on his attacking arm
Terry 	Rising Tackle 	Legs; entire body 	9-20 (standard); 5-24 (input) 	*If input is done on the ground, intangibility applies to the entire body for frames 5-16. If done in the air, it applies for frames 5-11.
Terry 	Power Dunk 	Entire body 	6-12 (input, tapped); 6-13 (input, held) 	
Terry 	Buster Wolf 	Arm; entire body 	10-23 (startup); 1-57 (attack) 	*When the attack lands, Terry and the opponent both gain full-body intangibility**Opponent's full-body intangibility lasts from frame 1-32
Villager 	Up tilt 	Head and arm 	7-25 	*The arm holding the stick
Villager 	Pocket 	Entire body 	5-23 	
Wario 	Up tilt 	HeadHead and arms 	1-375-23 	
Wario 	Up smash 	Head 	8-208-14 	
Wario 	Chomp 	Head Entire body 	10- (grab)8-25 (grab)2-17 (explosion) 	* Only Wario's head is intangible during the grab * Lasts until Wario either closes his mouth or after he eats something
Wii Fit Trainer 	Up tilt 	Arm 	3-12 	*Applies to the attacking arm
Wii Fit Trainer 	Up smash 	Entire body 	12-159-12 	
Wolf 	Reflector 	Entire body 	1-95-8 	
Yoshi 	Shield 	Head, arms, and feet 	1-6 (activation); 1-5 (deactivation) 	*When activating shield, grants intangibility on his head, arms, and legs*When deactivating shield, grants intangibility on his head and arms
Yoshi 	Neutral attack 	Foot 	3-5 (hit 1), 3-4 (hit 2) 	*Applies to the attacking foot
Yoshi 	Up tilt 	Head 	7-10 	
Yoshi 	Dash attack 	Head 	1-11 5-13 	*Nose is exposed
Yoshi 	Forward smash 	Head 	6-24 12-16 12-14 	*Nose is exposed
Yoshi 	Up smash 	Head Foot 	6-15 11-15 11-16 11-13 	*Applies to the attacking foot
Yoshi 	Egg Lay 	Entire body 	27-49 31-53 29-51 	*When swallowing the opponent*Opponent gains intangibility for 12 /14 /7 frames when escaping the egg
Young Link 	Shield 	Head 	1 	*Activation
Zelda 	Down smash 	Leg 	4-164-13 	*Applies to the attacking leg
Zelda 	Nayru's Love 	Entire body 	4-115-125-154-13 	
Zelda 	Farore's Wind 	Entire body 	33-5334-5321-3917-34 	
Zelda 	Transform 	Entire body 	34-4341-160 	*The maximum amount of frames it takes for the game to load
Zero Suit Samus 	Flip Jump 	Entire body; most body parts excluding the chest	1-433-493-12 	*Applies same frames of intangibility when jumping off of a wall*Chest becomes vulnerable starting on frame 13
By Items 	By Items 	By Items 	By Items 	By Items
Daybreak 	Daybreak 	2-50 (assembly), 1-197 (firing) 	 	
Dragoon 	Dragoon 	2~ 	*Begins as soon as the last part is collected.*Ends after the attack 	
Lightning Bolt 	Lightning Bolt 	1-24 (size change) 	*When reverting back to normal size, applies intangibility on frames 1-20 	
Poison Mushroom 	Poison Mushroom 	1-20 	*Applies the same amount of intangibility frames when reverting back to normal size 	
Super Launch Star 	Super Launch Star 	1-15 	 	
Super Mushroom 	Super Mushroom 	1-20 	*Applies the same amount of intangibility frames when reverting back to normal size 	
By Pokémon 	By Pokémon 	By Pokémon 	By Pokémon 	By Pokémon
Ditto 	Ditto 	Varies 	*When performing any move or action that grants intangibility 	
By Stage Element 	By Stage Element 	By Stage Element 	By Stage Element 	By Stage Element
Great Cave Offensive (Cannon)	Great Cave Offensive (Cannon) 	1-71 	*When being shot out 	
Spring Stadium (Trampolines) 	Spring Stadium (Trampolines) 	4-9 	*When jumping*Not triggered by short hopping 	
==Trivia==
*In Ultimate, if one turns on the "Intangibility display" in Training Mode, intangibility will be displayed on while he is in his helpless state, and it will appear as though he is fully intangible. This is because during his helpless animation, only his shell and torso are tangible, in order to prevent unexpected interactions.
*If the Shadow Assist Trophy freezes a character while intangible, the character will remain intangible until being unfrozen. This offers some niche competitive strategies where an affected character can achieve intangibility before being frozen and get several seconds where they are unable to receive damage.
Category:Game physics
Category:Special conditions