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==Sleep duration==
==Sleep duration==
As mentioned prior, the amount of time characters remain asleep increases proportionally to their percent, but can be reduced by button mashing from their part. Additionally, from ''Melee'' onward, characters have an animation for waking up that cannot be [[interrupt]]ed (known as '''FuraSleepEnd''' internally), effectively adding extra vulnerability time. This animation generally lasts 60 [[frame]]s (exactly one second), though prior to ''Ultimate'', it is different for a few characters; it lasts 50 frames for {{SSBM|Mewtwo}} in ''Melee'', 76 frames for [[Kirby]] and [[Jigglypuff]] from ''Melee'' to ''Smash 4'', and a much shorter 30 frames for {{SSBB|Squirtle}} in ''Brawl''. In ''Smash 4'' and earlier versions of ''Ultimate'', the duration was either 59 or 60 frames for the rest of the cast, which was completely standardized to 59 frames since version {{SSBU|4.0.0}} of ''Ultimate''.
As mentioned prior, the amount of time characters remain asleep increases proportionally to their percent, but can be reduced by button mashing from their part. Additionally, from ''Melee'' onward, characters have an animation for waking up that cannot be [[interrupt]]ed, effectively adding extra vulnerability time. This animation generally lasts 60 [[frame]]s (exactly one second), though prior to ''Ultimate'', it is different for a few characters; it lasts 50 frames for {{SSBM|Mewtwo}} in ''Melee'', 76 frames for [[Kirby]] and [[Jigglypuff]] from ''Melee'' to ''Smash 4'', and a much shorter 30 frames for {{SSBB|Squirtle}} in ''Brawl''. In ''Smash 4'' and earlier versions of ''Ultimate'', the duration was either 59 or 60 frames for the rest of the cast, which was completely standardized to 59 frames since version {{SSBU|4.0.0}} of ''Ultimate''.


In ''Smash 64'', sleeping works differently from every other game in that its duration ''decreases'' when the opponent is at higher percents, much like getting [[stun]]ned from a [[shield break]]. Additionally, characters do not have animations for waking up, allowing them to initiate other actions immediately after their sleep duration ends. In this game, the formula for sleep frames is <code>(300 - p) + 75</code>, rounded down, where '''p''' is the character's damage percent after the sleeping move hits, and [[button mashing]] reduces this duration by 4 frames per input. This makes it more or less the same as the formula for stun frames, except with a lower base duration and reaching its limit faster (when the opponent has at least 300% damage).
In ''Smash 64'', sleeping works differently from every other game in that its duration ''decreases'' when the opponent is at higher percents, much like getting [[stun]]ned from a [[shield break]]. Additionally, characters do not have animations for waking up, allowing them to initiate other actions immediately after their sleep duration ends. In this game, the formula for sleep frames is <code>(300 - p) + 75</code>, rounded down, where '''p''' is the character's damage percent after the sleeping move hits, and [[button mashing]] reduces this duration by 4 frames per input. This makes it more or less the same as the formula for stun frames, except with a lower base duration and reaching its limit faster (when the opponent has at least 300% damage).

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