List of armored attacks (SSB4)

Smash 4 distributed damage-based armor to more characters, rather than keeping it to Snake like in Brawl. It also added a large amount of super armor to characters - more than any game in the series - particularly through Custom Specials. 
==Damage-based armor==
Characters under the effect of damage-based armor will suffer hitlag and damage when hit, but not flinch or take knockback unless the attack deals enough percentage to go over a defined threshold. These are non-cumulative by default, meaning multiple weaker hits will not add up to reach the threshold and break the armor; if an attack's armor is cumulative, it'll be specified.
Character	Move 	Active Armor Frames 	% Threshold	Notes
 	Clown Kart Dash	20- 	7% 	Only for the Clown Kart Hurtbox. Lasts until Jr either jumps or swerves, giving minor use as a counterattack in tandem with the jump.
 	Flare Blitz 	23-53 	14% 	Deals 5% in recoil damage and an additional 5% on hit.
 	Blast Burn 	28-53 	14% 	Custom Special. Deals 6% in recoil damage on use and takes an additional 10% on contact.
 	Straight Lunge 	1- 	8% 	Lasts until release. Automatically releases for Full Charge on Frame 123.
 	Straight Lunge 	1- 	14% 	Increased armor over the charge, ending once the hitbox ends. Also applies in the air.
 	Focus Attack 	1-20 (Charge), 1-59 (Level 3)	22-39% 	The armor lasts for a single hit and accumulates by a set amount per active frame until it gets to 39%.
==Knockback-based armor==
These are attacks that have armor up to a certain knockback threshold. This means that armor can be more easily broken the more damaged the player is and is effectively non-existent against a strong enough attack.
Character	Move 	Active Armor Frames	KB Threshold	Notes
 	Tough Guy 	Passive 	19 KB 	Passive Fighter ability.
 	Kong Karry 	Passive 	16 KB 	Fighter ability, applies during throw startup as well.
 	Wario Bike 	1- 	20 KB 	Wario only. The bike has 18 HP, and unlike in Brawl, it is not invincible during the attack.
 	Midair jump	1-69 	120 KB 	Passive fighter ability. Takes the full knockback if the threshold is exceeded.
==Super armor==
Characters under the effect of super armor will suffer hitlag and damage when hit, but not flinch nor take knockback. Super armor, by default, does not break, no amount of percentage or launch force is enough to beat it.
Character 	Move 	Active Armor Frames 	Notes
 	 	Passive (8 seconds) 	
 	Grounding Dash 	1-31 	Clown Kart hurtbox only.
 	Meteor Ejection 	9-20 	
 	Heavy Raptor Boost 	1-17 (On release) 	Proximity detection hitbox from frame 16-35 on the ground, 19-35 in the air. Because of the proximity detection and initial startup, using it to break through projectiles and the like often ends in failure, making it difficult to utilize.
 	Fly 	4-15 	
 	Rising Cyclone 	13-18 	Hitboxes activated as soon as the armor ends.
 	Fly High 	11-19 	No hitbox.
 	Rock Smash 	5-23 	
 	Rock Hurl 	1-20 	
 	Mega Charizard X 	Passive (12 seconds) 	Takes 0.5× damage for the duration. Sustaining damage makes the Final Smash end sooner.
 	Electroshock Arm 	11-26 	Proximity detection hitbox from frame 16-35 on the ground, 19-35 in the air. Identical to Pit's, making it often lose to lingering hitboxes and multi-hit attacks.
 	Electrocut Arm 	7-40 (Preparation), 1-8 (Attack) 	
 	Giant Punch 	11-20 (Grounded), 17-20 (Aerial) 	Only when fully charged. If used in the air, the Super Armor will be cancelled if he hits the ground.
 	Stubborn Headbutt 	1-54 	Lasts until hitbox comes out.
 	Spinning Kong 	8-17 	Grounded only.
 	Kong Cyclone 	20-45 (Grounded), 15-35 (Aerial) 	
 	Warlock Punch 	11-65, 21-67 (Reverse) 	Grounded only. Reverse lacks armor Pre-1.1.3.
 	Warlock Blade 	8-52, 11-54 (Reverse) 	Grounded only. Reverse lacks armor Pre-1.1.3.
 	Flame Choke 	17-40 	Grounded only, upon grabbing. Grab hitbox is active frames 16-30.
 	Flame Wave 	17-41 	Grounded only, upon grabbing.
 	Dark Fists 	6-16 	
 	Eruption 	6-10 (On release) 	From 3/4 charge onwards only. 10% recoil damage upon releasing full charge.
 	Tempest 	5-8 (On release) 	From 3/4 charge onwards only.
 	Furious Eruption 	6-10 (On release) 	From 3/4 charge onwards only. Deals more recoil damage.
 	Unyielding Blade 	15- (Charging), 1- (Dash), 1-5 (Attack) 	Dash armor lasts until Ike turns helpless or enters endlag.
 	Aether 	18-21 	
 	Aether Drive 	18-21 	
 	Aether Wave 	12-15, 1-15 (Landing) 	
 	Super Dedede Jump 	26-32, 73-80 	Body is intangible from frames 22-25. Feet intangible from frame 73.
 	Rising Dedede 	23-27 	
 	Quick Dedede Jump 	3-8, 25-33 	
 	Armored Jet Hammer 	1- (Charging), 1-10 (Release), 1-12 (Release, Full Charge)	
 	Hammer Flip 	11-13 	Full charge only. Takes self damage until release. Intangible frames 2-10.
 	Giant Hammer 	1- (Charging), 5-13 (Release) 	
 	 	8-15 (High/Mid angle), 9-15 (Low angle) 	Charge Hold is frame 4. Boosted damage when hit during the attack.
 	 	8-11 	Charge Hold is frame 6. Boosted damage when hit during the attack.
 	 	7-10, 15-17 	Charge Hold is frame 5. Boosted damage when hit during the attack.
 	KO Uppercut 	8-9 	Requires a filled Power Meter to use. Lost if sent into tumble after 4 seconds of obtaining it.
 	Guard Breaker 	12-34, 1-17 (Attack) 	
 	Giga Mac 	Passive (11 seconds) 	
 	Mega Lucario 	Passive (14 seconds) 	Gains immunity to footstool jumps. Takes 0.5× the damage for the duration, but sustaining damage causes the transformation to end sooner.
 	Pikmin Order 	6-12 	Applies even if there are no Pikmin.
 	Power Pellet 	1-8 	Begins after PAC-MAN eats the Pellet.
 	Distant Power Pellet 	1-4 	Begins after PAC-MAN eats the Pellet. No hitbox.
 	Enticing Power Pellet	1-4 	Begins after PAC-MAN eats the Pellet. No hitbox.
 	Upperdash Arm 	11-26 	Proximity detection hitbox from frame 16-35 on the ground, 19-35 in the air. Often loses to lingering hitboxes and multi-hit attacks due to the gap between proximity detection and the actual attack.
 	Interception Arm 	7-40 (Preparation), 1-8 (Attack) 	
 	Blazer 	4-10 	Intangible on Frame 9 only, also when the hitbox begins.
 	Flying Spin Attack 	42-48 	Just as Toon Link begins the jump.
 	Wario Waft 	5-10 	Full Waft only, takes 110 seconds (1 min 50 seconds) to charge.
 	Wario-Man 	Passive (12 Seconds) 	Armor is active during the entirety of when Wario is in his Wario-Man form.
 	Volatile Breathing 	1- 	Ends as soon as the B button is next pressed, regardless of timing.
 	Steady Breathing 	1-21 	Begins upon activation.
 	Heavy Egg Roll 	10- 	Begins as soon as Yoshi completely enters the egg, and ends upon coming out.
All characters	Home Run Bat 	41-50 (Forward smash input) 	Just when the bat is swung.
All characters	Ore Club 	1- (Charge Hold) 	From charge until the hitbox comes out. Standardized across the cast.
All characters	Ore Club 	1-13 (dash attack) 	Active as soon as the dash attack is inputted.
Category:Lists
Category:Game physics