Freezing: Difference between revisions

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→‎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.
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(→‎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.)
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{{incomplete|Data for Melee, Brawl and Smash 4}}
{{incomplete|Data for Melee, Brawl and Smash 4}}
===''[[Super Smash Bros. Ultimate]]''===
===''[[Super Smash Bros. Ultimate]]''===
The base time an opponent is frozen is calculated with '''5 × d + 0.5 × p''', rounded down, where;
The base time an opponent is frozen is calculated with <code>5 * d + 0.5 * p</code>, rounded down, where:
* d = Damage taken not considering the [[1v1 multiplier]]. [[Stale-move negation]] will affect this, however.  
*'''d''' is the damage dealt by the attack, taking the [[1v1 multiplier]] and [[stale-move negation]] into account.
* p = Opponent's [[percentage]] before the attack connects.
*'''p''' is the opponent's [[percentage]] before the attack connects.
Fighters hit by a freezing attack are [[frozen]] for an amount of time based on the [[damage]] dealt by the attack; in ''Ultimate'' only, the duration is typically increased by 1 frame for every 2 percent of the victim's current damage. For example, if {{SSBU|Mario}} is hit by PK Freeze at max charge at 25%, the equation will be 5 × 21.8 + 0.5 × 25. As a result, the base time spent frozen will be 121.5 frames. Since only [[damage]] influences the equation, factors such as [[weight]] and [[knockback]] are irrelevant.  


Similar to when [[buried]], opponents can [[mash]] to reduce the number of frames spent frozen. For every input, 4 frames of ice are removed<ref>https://docs.google.com/spreadsheets/d/1UdH2L0xi8dO6jyPCcO5e5-8j7SGzezxkeZuF1uP8uOw/edit#gid=1341015828 Ice effect detailed here</ref>. However, if opponents are hit by an attack, they suffer an additional 4 frames of ice as well.  
Fighters hit by a freezing attack are [[frozen]] for an amount of time based on the [[damage]] dealt by the attack; in ''Ultimate'' only, the duration is typically increased by 1 frame for every 2 percent of the victim's current damage. For example, if a character is hit by a fully charged [[PK Freeze]] at 25%, the equation is <code>5 * 23 + 0.5 * 25</code>, resulting in a base freeze period of 127 frames. Since only [[damage]] influences the equation, factors such as [[weight]] and [[knockback]] are irrelevant.  


Fighters will take 0.5× damage and 0.25× knockback while frozen. As a result, it is very difficult to [[KO]] an opponent while frozen, with even powerful [[meteor smash]]es dealing negligible knockback. However, given the amount of time an opponent can stay frozen, despite the halved damage, it is an excellent way to build damage, since they are immobile. Setting opponents up with other external factors such as [[item]]s and [[projectile]]s is also effective.
Similar to when [[buried]], opponents can [[mash]] to reduce the number of frames spent frozen. For every input, 4 frames of ice are removed<ref>https://docs.google.com/spreadsheets/d/1UdH2L0xi8dO6jyPCcO5e5-8j7SGzezxkeZuF1uP8uOw/edit#gid=1341015828 Ice effect detailed here</ref>. However, each attack that hits a frozen opponent adds 4 frames to the remaining duration.
 
While frozen, characters take 0.5× damage and 0.25× knockback from subsequent attacks. As a result, it is very difficult to [[KO]] a frozen opponent, with even powerful [[meteor smash]]es dealing negligible knockback. However, given the amount of time an opponent can stay frozen, despite the halved damage, it is an excellent way to build damage, since they are immobile. Setting opponents up with other external factors such as [[item]]s and [[projectile]]s is also effective.


Additionally, {{SSBU|Hero}}'s [[Kacrackle Slash]] applies a 2× multiplier to base frozen time<ref>https://rubendal.github.io/ssbu/#/Character/Hero 0x10239ee7f0</ref>, giving him ample time to set the opponent up.
Additionally, {{SSBU|Hero}}'s [[Kacrackle Slash]] applies a 2× multiplier to base frozen time<ref>https://rubendal.github.io/ssbu/#/Character/Hero 0x10239ee7f0</ref>, giving him ample time to set the opponent up.