Invincibility

Invincibility is a state where a hurtbox cannot be attacked or damaged. Attacks will connect, but will not deal damage, knockback, or hitstun, though the attacker will still experience hitlag. Invincibility should not be confused with intangibility or armor, as all three are different mechanics with different effects.
==Overview==
There are many ways to achieve invincibility in-game. The most common way is to respawn, where the player is invincible for a certain amount of time after leaving the revival platform. Certain attacks also have invincibility, some covering the whole body and others only covering certian hitboxes. If a player attacks an opponent while they are invincible, the player will receive the normal amount of hitlag, but the opponent will otherwise be unaffected. Characters who are invincible can still be affected by certain windboxes, as well as Master Giant's grab attack in Smash 4. This can be incredibly useful for the opponent, as they can capitalize on the attacker still being in hitlag and punish them or bait a certain reaction by using an attack with invincibility.
Invincibility does have a somewhat niche downside in that on the Planet Zebes, Brinstar, and Norfair stages, 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 on Port Town Aero Dive, and both the Melee Mute City and the Smash 3DS Mute City.
In Super Smash Bros. Melees , invincibility is displayed by affected hurtboxes changing from their usual yellow color to a green color during the invincibility period. A similar feature is present in Super Smash Bros. Ultimates Training Mode via an invincibility toggle, which causes invincible parts of characters to acquire a green tint.
In Super 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 in Brawl however, as in every other game the attack will not connect against the opponent once they become vulnerable. 
Ultimate introduced , who possesses a counter 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==
*Smash attacks in this table are not charged.
*All attacks from Smash 4 and Ultimate display invincibility values as of their latest updates.
User/Item 	Move 	Part of Character 	Invincibility Frames 	Notes
By Characters 	By Characters 	By Characters 	By Characters 	By Characters
All characters 	Throws 	Entire body 	Varies1-81-18 	*Invincibility lasts until the opponent is thrown
All characters 	Respawn 	Entire body 	120Varies (60-120) 	*Commences the moment the character dismounts from the Revival Platform**The amount of invincibility frames decreases the longer it takes to dismount from the Revival Platform
Banjo & Kazooie 	Wonderwing 	Entire body 	18-53 	*Vulnerable to grabs
Bowser 	Back aerial 	Shell 	3-15 	
Bowser 	Forward smash 	Feet 	20-25 	
Bowser 	Up smash 	Shell 	14-27 	
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
Hero 	Kaclang 	Entire body 	15-314 	*Only vulnerable to another Hero using Metal Slash
Hero 	Hocus Pocus 	Entire body 	1-600 	*One of the rare random effects of Hocus Pocus is giving Hero the effect of a Super Star, doing so 1.22% of the time.
Ice Climbers 	Belay 	Partner 	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
Lucas 	Up smash 	Entire body 	1-41-7 	
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
Mr. Game & Watch 	Up smash 	Head, arm, and footEntire body	4-2521-25 	*The arm and foot which are intangible depends on the direction Mr. Game & Watch is facing.
Ness 	PK Thunder 	Entire body 	1-91-17(NTSC-J) 	*Applies to PK Thunder 2 only
Palutena 	Dash attack 	Upper body 	4-155-16 	*After frame 6, invincibility applies to her left arm
Palutena 	Back aerial 	Upper body 	3-107-10 	*After frame 7, invincibility applies to her left arm
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) 	* Starting from frame 3, Yoshi is considered to be in shield so he will shield attacks from this point onwards.
By Items 	By Items 	By Items 	By Items 	By Items
Dragoon 	Dragoon 	Entire body 	1-119 	*After the attack, while descending back to the stage
Golden Hammer 	Golden Hammer 	Entire body 	1 	*Also affects the opponent*Lasts until hitstun ends
Hammer 	Hammer 	Entire body 	1 	*Also affects the opponent*Lasts until hitstun ends
Super Star 	Super Star 	Entire body 	1-600 	*
By Pokémon 	By Pokémon 	By Pokémon 	By Pokémon 	By Pokémon
Ditto 	Ditto 	Varies 	Varies 	*When performing any move or action that grants invincibility
By Stage Element 	By Stage Element 	By Stage Element 	By Stage Element 	By Stage Element
Mushroom Kingdom (SSB) (Warp Pipes)	Mushroom Kingdom (SSB) (Warp Pipes)	Entire body 	1-49 	*When emerging from a pipe
PictoChat 2 (Pipes) 	PictoChat 2 (Pipes) 	Entire body 	1-51 	*When emerging from a pipe
==Trivia==
*If the Shadow Assist 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.
Category:Game physics
Category:Special conditions