Stun: Difference between revisions

1 byte removed ,  5 years ago
→‎Summary: From cannot to can't
(Reflecting disable does not increase its stun duration despite the trajectory guide showing a clear knockback increase. Also Marshadow's stun uses set knockback but the duration still scales.)
(→‎Summary: From cannot to can't)
Tag: Mobile edit
Line 7: Line 7:
==Summary==
==Summary==
[[File:Mario Stunned SSBM.gif|thumb|{{SSBM|Mario}}'s stun animation in ''Melee''.]]
[[File:Mario Stunned SSBM.gif|thumb|{{SSBM|Mario}}'s stun animation in ''Melee''.]]
A stunned character is dazed for a few seconds and cannot perform any actions. They can only naturally recover by waiting for the condition to end. [[Button mashing]] and shaking the control stick reduces the duration of the effect, and suffering any amount of [[knockback]] ends it prematurely. Since ''Brawl'', characters were given a short animation showing them regaining consciousness.  
A stunned character is dazed for a few seconds and can't perform any actions. They can only naturally recover by waiting for the condition to end. [[Button mashing]] and shaking the control stick reduces the duration of the effect, and suffering any amount of [[knockback]] ends it prematurely. Since ''Brawl'', characters were given a short animation showing them regaining consciousness.  


Unlike most other status effects, characters are stunned longer at lower percentages (whereas [[sleep]]ing, for example, lasts longer at higher percentages). In ''Smash 64'', the base time in [[frame]]s that a character is stunned can be determined by the formula (400-damage)+60.
Unlike most other status effects, characters are stunned longer at lower percentages (whereas [[sleep]]ing, for example, lasts longer at higher percentages). In ''Smash 64'', the base time in [[frame]]s that a character is stunned can be determined by the formula (400-damage)+60.
Anonymous user