Knockback resistance

Knockback resistance is a move property in the  series and in Super Smash Flash 2 where a character is fully or partially immune to knockback. The character will still take damage, though. Grabboxes, present in grabs and command grabs, ignore all variations of knockback resistance.

Knockback resistance is split in three categories; super armor, where a character will not take any type of knockback, heavy armor, where a character is immune to knockback from moves that deal a damage below a specific amount, and launch resistance, where a character will not flinch due to moves below a certain knockback. There are no knockback resistance mechanics in Super Smash Flash.

List of moves with knockback resistance
Below is a list of all instances of knockback resistance. If a move's duration is not specified, knockback resistance is present during the entire move.