Page history
December 10, 2024
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→Technical Data
+242
→Technical Data: 1v1 multiplier does affect freeze time (be it intentionally or not). Fully charged PK Freeze (which does 23% btw) at 25% freezes for 127 frames in non-1v1 and 150 frames in 1v1, and it's not Training-exclusive.
+24
June 2, 2021
May 7, 2020
Undid edit by Plague von Karma: Ignore that formula, it was based on me wrongly assuming that p was percent AFTER the damage was added
+14
→Super Smash Bros. Ultimate: put in the rounded down formula from frozen instead which rounds down for you.
m−14
→Super Smash Bros. Ultimate: noted that it rounds down
m+13
Added a technical data section, including the equation and other details that were not there. Bit sus on the "the duration is typically increased by 1 frame for every 2 percent of the victim's current damage" but I lack evidence to disprove it.
+1,517
March 3, 2020
September 27, 2019
September 24, 2019
September 2, 2019
August 15, 2019
August 12, 2019
July 30, 2019
July 20, 2019
whoops
m+2
Here's the cleaned up version with the full detail. I think it's too much detail for an article that's not about freezing, but at least it keeps the clearer wording.
−116
Undid edit by SnorlaxMonster: Why
+146
July 19, 2019
Details on the frozen condition should really go on the frozen page
−146
→By items
+48
no edit summary
+123
no edit summary
+11
Undid edit by SnorlaxMonster: The freeze duration has always been based on damage. Knockback only determines if a freeze is possible (i.e a move must deal enough knockback to cause tumbling in order to freeze)
+12
July 16, 2019
July 15, 2019
June 18, 2019
April 29, 2019
April 22, 2019
April 21, 2019
Water/Freezing Resist ↑ doesn't prevent being frozen
+103
Frozen page specifies it is based on knockback rather than damage
m+7
no edit summary
m+1