Editing Paralyze
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[[File:Paralyzed.gif|thumb|{{SSBU|Zero Suit Samus}}' paralysis animation]] | |||
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:''For the effect causing characters to be dazed for a period of time, see [[Stun]].'' | :''For the effect causing characters to be dazed for a period of time, see [[Stun]].'' | ||
'''Paralyze''' is an attack [[effect]] in the [[Super Smash Bros. (series)|''Super Smash Bros.'' series]] that debuted in ''[[Super Smash Bros. Brawl]]'' and has appeared in every subsequent game. Fighters hit by paralyze attacks are inflicted with the '''paralysis''' status condition for an amount of time based on the attack's [[knockback]]. While paralyze attacks typically do minimal damage and knockback, they freeze their victims on the spot momentarily, granting an opening for a fighter to followup with a combo or a powerful move. This makes them strong utility moves for fighters who have access to them. | '''Paralyze''' is an attack [[effect]] in the [[Super Smash Bros. (series)|''Super Smash Bros.'' series]] that debuted in ''[[Super Smash Bros. Brawl]]'' and has appeared in every subsequent game. Fighters hit by paralyze attacks are inflicted with the '''paralysis''' status condition for an amount of time based on the attack's [[knockback]]. While paralyze attacks typically do minimal damage and knockback, they freeze their victims on the spot momentarily, granting an opening for a fighter to followup with a combo or a powerful move. This makes them strong utility moves for fighters who have access to them. | ||
Outside of [[Final Smash]]es and [[custom move]]s, [[Zero Suit Samus]]'s [[Paralyzer]] and [[down smash]], [[Corrin]]'s [[Dragon Fang Shot]], the bell from [[Pac-Man]]'s [[Bonus Fruit | Outside of [[Final Smash]]es and [[custom move]]s, [[Zero Suit Samus]]'s [[Paralyzer]] and [[down smash]], [[Corrin]]'s [[Dragon Fang Shot]], and the bell from [[Pac-Man]]'s [[Bonus Fruit]] are the only fighter attacks with the paralyze effect. Additionally, several [[Assist Trophies]] and [[Poké Ball]] Pokémon, [[stage hazard]]s, and [[Smash Run]] [[enemies]] have the paralyze effect. | ||
In ''[[Super Smash Bros. Ultimate]]'', the Support [[Spirit]] skill Zap-Floor Immunity prevents the equipped fighter from being paralyzed, but does not affect the damage they take from paralyzing attacks. | In ''[[Super Smash Bros. Ultimate]]'', the Support [[Spirit]] skill Zap-Floor Immunity prevents the equipped fighter from being paralyzed, but does not affect the damage they take from paralyzing attacks. | ||
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Any fighter hit by a paralyzing attack will be inflicted with paralysis. In ''Brawl'' and ''Smash 4'', if a fighter that was paralyzed is hit by a paralyzing attack again before they land, grab a [[ledge]], or can act out of the effect will only cause damage to them with no knockback or paralysis; in ''Ultimate'', the fighter takes knockback alongside the damage, merely without being paralyzed, allowing such moves to still function as traditional launchers until that fighter can be paralyzed again. | Any fighter hit by a paralyzing attack will be inflicted with paralysis. In ''Brawl'' and ''Smash 4'', if a fighter that was paralyzed is hit by a paralyzing attack again before they land, grab a [[ledge]], or can act out of the effect will only cause damage to them with no knockback or paralysis; in ''Ultimate'', the fighter takes knockback alongside the damage, merely without being paralyzed, allowing such moves to still function as traditional launchers until that fighter can be paralyzed again. | ||
The duration of paralysis in [[frame]]s is < | The duration of paralysis in [[frame]]s is <code>k * ((d / 2.6) + 14) * h * c * 0.025</code> (rounded down), where '''k''' is the attack's [[knockback]], '''d''' is its [[damage]], '''h''' is its [[hitlag]] multiplier, and '''c''' is the [[crouch canceling]] hitlag modifier (0.67 if active, and 1 otherwise). For example, a move that deals 4% damage, 60 units of knockback, and has a normal hitlag multiplier will paralyze targets for 23 frames if not crouch canceled. As such, moves that have knockback scaling (rather than [[set knockback]] like [[Zero Suit Samus]]'s [[Paralyzer]]) and deal a high amount of hitlag will paralyze the opponent for longer as their percent increases. Paralysis is [[weight]] independent, but the amount of knockback dealt is still affected by knockback multipliers and [[Armor|knockback resistance]] (such as from the [[Metal Box]]). In ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]'', since crouch canceling multiplies knockback taken by 0.66× alongside its effect on hitlag, it becomes a particularly effective countermeasure against paralysis, reducing its duration by 0.5695×. Paralysis duration is capped at 76 frames in ''Brawl'' and ''Smash 4'', and 90 frames in ''Ultimate''. | ||
==List of paralyzing attacks== | ==List of paralyzing attacks== | ||
===By characters=== | ===By characters=== | ||
{|class="wikitable sortable" | {| class="wikitable sortable" width=70% | ||
|- | |- | ||
!Character | !width=12%|Character | ||
!Move(s) | !width=50%|Move(s) | ||
!Games | !width=8%|Games | ||
|- | |- | ||
|{{SSB4|Captain Falcon}} | |{{SSB4|Captain Falcon}} | ||
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|{{SSB4|Ike}} | |{{SSB4|Ike}} | ||
|[[Paralyzing Counter]] | |[[Paralyzing Counter]] | ||
|- | |- | ||
|[[Kirby]] | |[[Kirby]] | ||
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===By items=== | ===By items=== | ||
{|class="wikitable sortable" | {| class="wikitable sortable" width=70% | ||
|- | |- | ||
!Item | !width=12%|Item | ||
!Attack | !width=50%|Attack | ||
!Games | !width=8%|Games | ||
|- | |- | ||
|rowspan=3|[[Assist Trophies]] | |rowspan=3|[[Assist Trophies]] | ||
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|{{GameIcon|SSBU}} | |{{GameIcon|SSBU}} | ||
|- | |- | ||
|[[Wily Capsule]]: Lightning projectiles | |[[Wily Capsule]]: Lightning projectiles | ||
|{{GameIcon|SSBU}} | |{{GameIcon|SSBU}} | ||
|- | |- | ||
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===By enemies and bosses=== | ===By enemies and bosses=== | ||
{|class="wikitable sortable" | {| class="wikitable sortable" width=70% | ||
|- | |- | ||
!Enemy/Boss | !width=12%|Enemy/Boss | ||
!Attack(s) | !width=50%|Attack(s) | ||
!Games | !width=8%|Games | ||
|- | |- | ||
|[[Devil Car]] | |[[Devil Car]] | ||
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|Ramming into the player | |Ramming into the player | ||
|- | |- | ||
| | |[[Starman (Earthbound)|Starman]] | ||
|PK Beam γ and PK Beam Ω | |PK Beam γ and PK Beam Ω | ||
|} | |} | ||
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In addition to natural stage hazards, the [[Spirit Battle]] condition "The floor is electrified" creates a hazard that inflicts paralyzing damage. | In addition to natural stage hazards, the [[Spirit Battle]] condition "The floor is electrified" creates a hazard that inflicts paralyzing damage. | ||
{|class="wikitable sortable" | {| class="wikitable sortable" width=70% | ||
|- | |- | ||
!Stage | !width=12%|Stage | ||
!Attack | !width=50%|Attack | ||
!Games | !width=8%|Games | ||
|- | |- | ||
|[[Mute City SNES]] | |[[Mute City SNES]] | ||
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|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|} | |} | ||
{{Effects}} | {{Effects}} |