Editing Asleep
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[[File:SSBUWebsiteJigglypuff3.jpg|300px|right|thumb|{{SSBU|Ganondorf}} falls asleep from {{SSBU|Jigglypuff}}'s [[Sing]] in ''[[Super Smash Bros. Ultimate]]''.]] | |||
[[File:SSBUWebsiteJigglypuff3.jpg|300px|thumb|{{SSBU|Ganondorf}} falls asleep from {{SSBU|Jigglypuff}}'s [[Sing]] in ''[[Super Smash Bros. Ultimate]]''.]] | Being '''asleep''' (known as '''FuraSleep''' by the games' internal files, with "fura" being the Japanese onomatopeia for dizziness) is a status condition in every ''Super Smash Bros.'' game to date, which is inflicted by attacks with the [[sleep]] effect. A character that falls asleep is prevented from taking action until waking up or getting hit by an attack. | ||
Being '''asleep''' (known as '''FuraSleep''' by the games' internal files, with "fura" being the Japanese | |||
==General properties== | ==General properties== | ||
Any fighter on the ground hit by an attack with a sleep effect will be put to sleep. In the air, characters cannot be put to sleep prior to ''[[Super Smash Bros. 4]]''; from this game onward, a few sleeping moves are allowed to hit aerial opponents, namely [[Peach]]'s [[Peach Blossom]] and the [[Hero]]'s [[Snooze]], in which case the opponent is instead put in an inactionable [[tumble]] state, transitioning into their sleeping animation if they land on the ground | Any fighter on the ground hit by an attack with a sleep effect will be put to sleep. In the air, characters cannot be put to sleep prior to ''[[Super Smash Bros. 4]]''; from this game onward, a few sleeping moves are allowed to hit aerial opponents, namely [[Peach]]'s [[Peach Blossom]] and the [[Hero]]'s [[Snooze]], in which case the opponent is instead put in an inactionable [[tumble]] state, transitioning into their sleeping animation if they land on the ground. | ||
Sleeping characters cannot take any action until waking up, though they can decrease its duration by [[button mashing]], and it ends prematurely if they take any kind of [[knockback]], or if the ground they are standing on disappears. As with other status conditions, its duration increases proportionally with the target's [[damage]] percentage. | Sleeping characters cannot take any action until waking up, though they can decrease its duration by [[button mashing]], and it ends prematurely if they take any kind of [[knockback]], or if the ground they are standing on disappears. As with other status conditions, its duration increases proportionally with the target's [[damage]] percentage. | ||
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===Appearance=== | ===Appearance=== | ||
In the original ''Super Smash Bros.'', {{SSB|Jigglypuff}}'s [[Sing]] is the only way characters can be put to sleep. The animation for sleeping characters is also the same as the animation for getting [[stun]] | In the original ''Super Smash Bros.'', {{SSB|Jigglypuff}}'s [[Sing]] is the only way characters can be put to sleep. The animation for sleeping characters is also the same as the animation for getting [[stun]]ed, except the sleeping character flashes different colors, has musical notes around them, and uses different a voice clip to indicate being asleep, such as {{SSB|Mario}} using his snoring voice clip from ''Super Mario 64''. | ||
From ''Melee'' onward, all characters have a unique sleeping animation, as well as an animation for waking up. For example, [[Donkey Kong]] rocks on his back and puts his thumb in his mouth, and [[Fox]] curls up on the ground like his real-world animal counterpart. In ''Ultimate'', {{SSBU|Steve}} takes out a Bed from ''Minecraft'' and lies upon it, then breaks it and places it back in his inventory upon waking up. Sleeping characters also flash magenta, and emit stylized "bubbles" from their faces. In ''Melee'', {{SSBM|Mr. Game & Watch}} emits stylized Z's instead of bubbles; from ''Brawl'' onward, both the bubbles and Z's are shown. | From ''Melee'' onward, all characters have a unique sleeping animation, as well as an animation for waking up. For example, [[Donkey Kong]] rocks on his back and puts his thumb in his mouth, and [[Fox]] curls up on the ground like his real-world animal counterpart. In ''Ultimate'', {{SSBU|Steve}} takes out a Bed from ''Minecraft'' and lies upon it, then breaks it and places it back in his inventory upon waking up. Sleeping characters also flash magenta, and emit stylized "bubbles" from their faces. In ''Melee'', {{SSBM|Mr. Game & Watch}} emits stylized Z's instead of bubbles; from ''Brawl'' onward, both the bubbles and Z's are shown. | ||
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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 | 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). | ||
In ''Melee'', the formula for sleep time is <code>95 + | In ''Melee'', the formula for sleep time is <code>95 + p * 2 - h</code>, where '''p''' is the same as in ''Smash 64'', and '''h''' is a handicap equal to 15 if the victim has less stocks or points than the user (depending on battle mode). As a result, players that are currently losing will be put to sleep for slightly less time, and the minimum possible sleep time without button mashing can be either 95 or 80 frames. Button mashing reduces sleep time by 6 frames per input. | ||
From ''Brawl'' onward, the formula is changed to <code>10 + | From ''Brawl'' onward, the formula is changed to <code>10 + 30 * h + 10 * (3 - r) + KB * 25 + p</code>, rounded up, with the factors corresponding to the following: | ||
*'''h''' and '''r''' are both placing factors much like the one used in ''Melee'', but they make sleep time even more variable based on the user and victim's stock difference (or points in a time battle). '''h''' (handicap) is equal to 1.225 if the user is one stock behind the opponent, 1.45 with two or more stocks behind, 0.5 with one stock ahead, and 0.25 with two or more stocks ahead. On the other hand, '''r''' (rank) is equal to 0.32 if the user is one stock ahead of the opponent, and 0.4 with two or more stocks ahead. | *'''h''' and '''r''' are both placing factors much like the one used in ''Melee'', but they make sleep time even more variable based on the user and victim's stock difference (or points in a time battle). '''h''' (handicap) is equal to 1.225 if the user is one stock behind the opponent, 1.45 with two or more stocks behind, 0.5 with one stock ahead, and 0.25 with two or more stocks ahead. On the other hand, '''r''' (rank) is equal to 0.32 if the user is one stock ahead of the opponent, and 0.4 with two or more stocks ahead. If both characters' stocks (or points) are equal, '''h''' is equal to 1, while '''r''' is equal to 0. | ||
**To summarize, characters put opponents to sleep for 7 more frames with a -1 difference in stocks (or points), 14 more frames with a -2 difference or higher, 18 less frames with a +1 difference, and 26 less frames with a +2 difference or higher. | |||
**To summarize, characters put opponents to sleep for 7 more frames with a -1 difference in stocks (or points), 14 more frames with a -2 difference or | *'''KB''' is the numerical [[knockback]] amount inflicted by the sleeping attack, using a [[weight]] of 100 for every character. | ||
*''' | |||
*Button mashing reduces sleep time by 8 frames per input (14.4 for buttons in ''Smash 4'' and ''Ultimate'', but they cannot be inputted as quickly as stick inputs). | *Button mashing reduces sleep time by 8 frames per input (14.4 for buttons in ''Smash 4'' and ''Ultimate'', but they cannot be inputted as quickly as stick inputs). | ||
Contrary to common misconception, [[Jigglypuff]]'s [[Rest]] does not inflict the asleep status on it, and thus cannot be ended faster by button mashing; it is simply extremely high [[ending lag]] manifested through a sleeping animation. | Contrary to common misconception, [[Jigglypuff]]'s [[Rest]] does not inflict the asleep status on it, and thus cannot be ended faster by button mashing; it is simply extremely high [[ending lag]] manifested through a sleeping animation. | ||
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SSB4 - Jigglypuff screen-1.jpg|Jigglypuff putting [[Charizard]] and [[Pikachu]] to sleep in one of Jigglypuff's Wii U pictures on the ''[[Super Smash Bros. 4]] website'' | SSB4 - Jigglypuff screen-1.jpg|Jigglypuff putting [[Charizard]] and [[Pikachu]] to sleep in one of Jigglypuff's Wii U pictures on the ''[[Super Smash Bros. 4]] website'' | ||
Mr. Game & Watch Sleeping.jpg|{{SSB4|Mr. Game & Watch}} sleeping in the 3DS version of ''Super Smash Bros. 4'' | Mr. Game & Watch Sleeping.jpg|{{SSB4|Mr. Game & Watch}} sleeping in the 3DS version of ''Super Smash Bros. 4'' | ||
Mr. Game & Watch and R.O.B. Sleeping in Super Smash Bros. Ultimate.jpg|300px|thumb|{{SSBU|Mr. Game & Watch}} and {{SSBU|R.O.B.}} sleeping in ''[[Super Smash Bros. Ultimate]]'' | Mr. Game & Watch and R.O.B. Sleeping in Super Smash Bros. Ultimate.jpg|300px|right|thumb|{{SSBU|Mr. Game & Watch}} and {{SSBU|R.O.B.}} sleeping in ''[[Super Smash Bros. Ultimate]]'' | ||
</gallery> | </gallery> | ||
==Trivia== | ==Trivia== | ||
*{{SSBU|Richter}} has a voice clip where he mutters "[[Dracula]]..." while sleeping that can be heard in the [[Sound Test]], but the | *{{SSBU|Richter}} has a voice clip where he mutters "[[Dracula]]..." while sleeping that can be heard in the [[Sound Test]], but in the game the voice clip loops before the muttering can be heard. | ||
**The voice clip doesn't loop if Richter is put to sleep by {{SSBU|Hero}}'s Snooze while | **The voice clip doesn't loop if Richter is put to sleep by {{SSBU|Hero}}'s Snooze while he is in the air, but the duration is too short for it to be heard fully. | ||
*When {{SSBU|Steve}} is sleeping, he lies on a red bed taken from ''Minecraft''. When he wakes up, he collects it back in his inventory. | *When {{SSBU|Steve}} is sleeping, he lies on a red bed taken from ''Minecraft''. When he wakes up, he collects it back in his inventory. | ||
[[Category:Special conditions]] | [[Category:Special conditions]] |