Knockback resistance

Knockback resistance, also referred to as launch resistance, super armor, or heavy armor, is a physics trait in Super Smash Flash 2 carried over from the Super Smash Bros. games that limits knockback, hitlag, and hitstun in certain cases. It only affects knockback and the character who is hit will still receive damage from the attack. 's double Jump, 's Falcon Kick and 's Stone when he transforms into a Landmaster are examples of moves that have finite amounts of knockback resistance, and commonly referred to as having heavy armor. Some other knockback resistance moves have infinite knockback resistance and are commonly referred to as super armor. However, grab hitboxes ignore all variations of launch resistance. There is no indication of knockback resistance in Super Smash Flash.

Knockback resistance is not to be confused with invincibility frames, which leave an opponent immune to damage as well as knockback or flinching.

Characters with moves that grants them knockback resistance

 * 's Double Jump grants him super armor.
 * 's Falcon Kick grants him some degree of heavy armor.
 * 's Giant Punch grants him super armor for the duration of the move but only when the move is fully charged. Spinning Kong also grants him super armor in the intial frames of the move.
 * 's dash attack grants him super armor while he is in stone form.
 * Certain Final Smashes, all Final Forms and Semi-Final Forms grants the user infinite knockback resistance.
 * 's Toad grants her super armor.
 * 's Beat Call will grant him heavy armor in the initial frames of the move.
 * 's Counter will grant him super armor.
 * Sometimes Characters will receive some degree of super armor when they are getting up or they are down on the ground.

Trivia

 * The Wario Waft in Super Smash Bros. Brawl granted knockback resistance. However, he does not gain Super Armor when he uses the move  in Super Smash Flash 2.