Editing Asleep
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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). | ||
In ''Melee'', the formula for sleep time is <code>95 + 2p - 15h</code>, where '''p''' is the same as in ''Smash 64'', and '''h''' is a handicap equal to the victim's current rank disadvantage over the | In ''Melee'', the formula for sleep time is <code>95 + 2p - 15h</code>, where '''p''' is the same as in ''Smash 64'', and '''h''' is a handicap equal to the victim's current rank disadvantage over the grabber (for example, if the victim is placing 4th and the grabber is placing 1st, it is equal to 3). As a result, players that are currently losing will be grabbed for less time, and the minimum possible grab time without button mashing can be 95, 80, 65, or 50 frames depending on their rank disadvantage. Button mashing reduces sleep time by 6 frames per input. | ||
From ''Brawl'' onward, the formula is changed to <code>10 + 30h + 10(3 - r) + p + 25k</code>, rounded up, with the factors corresponding to the following: | From ''Brawl'' onward, the formula is changed to <code>10 + 30h + 10(3 - r) + p + 25k</code>, rounded up, with the factors corresponding to the following: |