Stun: Difference between revisions

981 bytes added ,  4 years ago
no edit summary
No edit summary
Line 8: Line 8:
==General properties==
==General properties==
[[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 can't perform any actions until the condition ends [[Button mashing]] reduces the duration of the effect, and suffering any amount of [[knockback]] ends it prematurely. In ''Smash 64'' and ''Melee'', characters can change to other actions immediately after their stun time ends, which can cause unsuspecting opponents attempting to [[punish]] them to get punished themselves instead. From ''Brawl'' onward, however, every character has an animation for regaining consciousness after their stun ends (known internally as '''FuraFuraEnd'''), which lasts 50 [[frame]]s in ''Brawl'', and 33 frames from ''Smash 4'' onward, giving players a better visual cue and effectively adding more vulnerability time for the stunned character.
A stunned character is dazed for a few seconds and can't perform any actions until the condition ends. [[Button mashing]] reduces the duration of the effect, and suffering any amount of [[knockback]] ends it prematurely. In ''Smash 64'' and ''Melee'', characters can change to other actions immediately after their stun time ends, which can cause unsuspecting opponents attempting to [[punish]] them to get punished themselves instead. From ''Brawl'' onward, however, every character has an animation for regaining consciousness after their stun ends (known internally as '''FuraFuraEnd'''), which lasts 50 [[frame]]s in ''Brawl'', and 33 frames from ''Smash 4'' onward, giving players a better visual cue and effectively adding more vulnerability time for the stunned character.


Stun is accompanied by a cartoony tweet sound effect that loops until the condition is stopped, as well as small stars that occasionally pop up around the character's head on top. This sound effect debuted in ''Melee'', and its volume was increased in ''Brawl''. In all games, characters also have a flashing red overlay applied to their model; in ''Smash 4'' and ''Ultimate'', however, this only happens when a character's [[shield]] is broken. Also, in ''Smash 4'', a halo of stars appears around a stunned character's head. In ''Ultimate'', the number of stars is reduced to 2, but a solid orange halo appears around the character's head as well.
Stun is accompanied by a cartoony tweet sound effect that loops until the condition is stopped, as well as small stars that occasionally pop up around the character's head on top. This sound effect debuted in ''Melee'', and its volume was increased in ''Brawl''. In all games, characters also have a flashing red overlay applied to their model; in ''Smash 4'' and ''Ultimate'', however, this only happens when a character's [[shield]] is broken. Also, in ''Smash 4'', a halo of stars appears around a stunned character's head. In ''Ultimate'', the number of stars is reduced to 2, but a solid orange halo appears around the character's head as well.
Line 18: Line 18:
==Stun time==
==Stun time==
The formula for stun time varies across games, as well as depending on how the stun is inflicted. From ''Brawl'' onward, this does not consider the animation for regaining consciousness, effectively adding more vulnerability on top of the actual stun time.
The formula for stun time varies across games, as well as depending on how the stun is inflicted. From ''Brawl'' onward, this does not consider the animation for regaining consciousness, effectively adding more vulnerability on top of the actual stun time.
While a character is stunned, including the animation for regaining consciousness, hitting them with a stunning move does not extend the duration, instead simply causing flinchless damage. From ''Brawl'' onward, this applies for 70 additional frames after breaking free from stun. Characters also cannot be stunned in midair; attempting to do so causes the stunning move to inflict standard [[knockback]] instead, which in ''Melee'' is also the case for using [[Disable]] on an already stunned opponent.


===[[Shield break]]===
===[[Shield break]]===
Line 30: Line 32:


In ''Brawl'', attacks that stun opponents use a general formula of <code>60 + 50 * h + 15 * (3 - r) + KB</code>, rounded up, with the factors corresponding to the following:
In ''Brawl'', attacks that stun opponents use a general formula of <code>60 + 50 * h + 15 * (3 - r) + KB</code>, rounded up, with the factors corresponding to the following:
*'''h''' and '''r''' are both placing factors much like the one used in ''Melee'', but they make stun time even more variable based on the user and victim's stock difference (or points in a time battle). '''h''' (handicap) controls stock deficit, being equal to 0.25 if the user is one stock behind the opponent, and 0.4 with two or more stocks behind. On the other hand, '''r''' (rank) controls stock leads, being equal to 1.875 if the user is one stock ahead of the opponent, and 3 with two or more stocks ahead. If both characters' stocks (or points) are equal, both factors are equal to 0.
*'''h''' and '''r''' are both placing factors much like the one used in ''Melee'', but they make stun time even more variable based on the user and victim's stock difference (or points in a time battle). '''h''' (handicap) controls stock deficit, being equal to 0.24 if the user is one stock behind the opponent, and 0.48 with two or more stocks behind. On the other hand, '''r''' (rank) controls stock leads, being equal to 1.875 if the user is one stock ahead of the opponent, and 2.7 with two or more stocks ahead. If both characters' stocks (or points) are equal, both factors are equal to 0.
**To summarize, characters stun opponents for 12 more frames with a -1 difference in stocks (or points), 24 more frames with a -2 difference or lower, 28 less frames with a +1 difference, and 40 less frames with a +2 difference or higher.
*'''KB''' is the numerical [[knockback]] amount inflicted by the stunning attack, using a [[weight]] of 100 for every character.
*'''KB''' is the numerical [[knockback]] amount inflicted by the stunning attack, using a [[weight]] of 100 for every character.
*Button mashing reduces stun time by 6 frames per input.
*Button mashing reduces stun time by 6 frames per input.
Line 39: Line 42:


===[[Disable]] (''Smash 4'' and ''Ultimate'')===
===[[Disable]] (''Smash 4'' and ''Ultimate'')===
[[Mewtwo]] returns as a playable character after ''Brawl'', alongside its Disable move, making stun once again part of a playable character's moveset without items. However, Disable uses another formula for its stun duration, separate from the general one. This formula is <code>p * 1.1 + KB</code> in ''Smash 4'', and <code>'''p * 1.3''' + '''16''' * h + '''16''' * (3 - r) + KB</code> in ''Ultimate'', both rounded up; as a result, unlike general stunning moves, the opponent's percent after Disable hits is a factor in its duration alongside the resulting knockback value, and in ''Smash 4'', it is not affected by Mewtwo's placing relative to the opponent. In ''Ultimate'', the placing factors are also different; '''h''' (stock deficit) is equal to 0.2 for a -1 difference, and 0.45 for -2 or lower, while '''r''' (stock lead) is equal to 1.2 for a +1 difference, and 1.4 for +2 or higher.
[[Mewtwo]] returns as a playable character after ''Brawl'', alongside its Disable move, making stun once again part of a playable character's moveset without items. However, Disable uses another formula for its stun duration, separate from the general one. This formula is <code>p * 1.1 + KB</code> in ''Smash 4'', and <code>'''p * 1.3''' + '''16''' * h + '''16''' * (3 - r) + KB</code> in ''Ultimate'', both rounded up; as a result, unlike general stunning moves, the opponent's percent after Disable hits is a factor in its duration alongside the resulting knockback value, and in ''Smash 4'', it is not affected by Mewtwo's placing relative to the opponent.
 
In ''Ultimate'', the placing factors are also different; '''h''' (stock deficit) is equal to 0.2 for a -1 difference, and 0.45 for -2 or lower, while '''r''' (stock lead) is equal to 1.2 for a +1 difference, and 1.4 for +2 or higher. As a result, Disable stuns opponents for 4 more frames with a -1 difference in stocks (or points), 8 more frames with a -2 difference or lower, 19 less frames with a +1 difference, and 22 less frames with a +2 difference or higher.


==Causes of stunning==
==Causes of stunning==