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Editing Freezing
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==Freeze time== | ==Freeze time== | ||
The amount of [[frame]]s characters are frozen for is determined differently across games, though in all of them, the damage inflicted by the freezing attack is a factor, and it is altered by both [[button mashing]] from the victim's part and dealing damage to them while frozen | The amount of [[frame]]s characters are frozen for is determined differently across games, though in all of them, the damage inflicted by the freezing attack is a factor, and it is altered by both [[button mashing]] from the victim's part and dealing damage to them while frozen. In ''Melee'', the formula for the initial freeze time is <code>damage * 12.5</code>, rounded down; button mashing reduces it by 3 frames per input, and attacks reduce it by 0.75× of the damage they would deal to a non-frozen opponent, even if the attack has a freezing effect. In ''Brawl'' and ''Smash 4'', freeze time is reduced overall; the formula is changed to <code>damage * '''12'''</code> rounded down, and button mashing reduces freeze time by 4 frames per input (7.2 with buttons in ''Smash 4'', though they cannot be inputted as quickly as stick inputs), while attacks reduce it by 2× of the damage they would deal to a non-frozen opponent. In these three games, hitting a frozen opponent with a [[flame]] attack thaws them out immediately. | ||
In ''Ultimate'', freeze time has undergone significant changes. The new formula for the initial freeze time is <code>5d + 0.5p</code>, rounded down, where '''d''' is the damage dealt by the freezing attack, taking the [[1v1 multiplier]] and modifiers such as [[stale-move negation]] into account, while '''p''' is the target's percent ''before'' the attack connects (unlike other status conditions such as [[buried|burying]] and [[asleep|sleep]], which use the post-hit percent). For example, if a character is hit by a fully charged [[PK Freeze]] (which deals 23% damage) at 25%, they are initially frozen for 150 frames in a 1v1, and 127 frames in battles with more players. Additionally, freezing now has a maximum duration of 250 frames. Button mashing still reduces freeze time by 4 frames per input (7.2 with buttons), but attacking frozen opponents has considerably different effects depending on the kind of attack used: | In ''Ultimate'', freeze time has undergone significant changes. The new formula for the initial freeze time is <code>5d + 0.5p</code>, rounded down, where '''d''' is the damage dealt by the freezing attack, taking the [[1v1 multiplier]] and modifiers such as [[stale-move negation]] into account, while '''p''' is the target's percent ''before'' the attack connects (unlike other status conditions such as [[buried|burying]] and [[asleep|sleep]], which use the post-hit percent). For example, if a character is hit by a fully charged [[PK Freeze]] (which deals 23% damage) at 25%, they are initially frozen for 150 frames in a 1v1, and 127 frames in battles with more players. Additionally, freezing now has a maximum duration of 250 frames. Button mashing still reduces freeze time by 4 frames per input (7.2 with buttons), but attacking frozen opponents has considerably different effects depending on the kind of attack used: |