Stun: Difference between revisions

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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 0.24 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.
*'''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, simplifying the formula to <code>105 + KB</code>.
**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.
**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.
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As a result, in addition to characters' rank in a battle being a more important factor for stun time, attacks have increased stun time based on their knockback amount rather than the opponent's percent (though the attack's base damage is a factor in knockback calculation, and thus still relevant to stun time). However, due to Mewtwo getting cut in ''Brawl'', there are no longer any playable characters that can use a stunning move without [[item]]s ([[Wario-Man]]'s uncharged [[Wario Waft]] can stun, but requires the [[Smash Ball]]).
As a result, in addition to characters' rank in a battle being a more important factor for stun time, attacks have increased stun time based on their knockback amount rather than the opponent's percent (though the attack's base damage is a factor in knockback calculation, and thus still relevant to stun time). However, due to Mewtwo getting cut in ''Brawl'', there are no longer any playable characters that can use a stunning move without [[item]]s ([[Wario-Man]]'s uncharged [[Wario Waft]] can stun, but requires the [[Smash Ball]]).


In ''Smash 4'' and ''Ultimate'', the general stun formula is slightly modified to <code>'''76''' + 50 * h + 15 * (3 - r) + KB</code>, increasing stun time by 16 frames relative to ''Brawl''. Button mashing still reduces stun time by 6 frames per input, which is now 10.8 for button inputs due to the altered mashing mechanics, though they cannot be registered as quickly as stick inputs.
In ''Smash 4'' and ''Ultimate'', the general stun formula is slightly modified to <code>'''76''' + 50 * h + 15 * (3 - r) + KB</code> (or <code>121 + KB</code> without the placing factors), increasing stun time by 16 frames relative to ''Brawl''. Button mashing still reduces stun time by 6 frames per input, which is now 10.8 for button inputs due to the altered mashing mechanics, though they cannot be registered as quickly as stick inputs.


===[[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.
[[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.
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. Without the placing factors, the formula can be simplified to <code>48 + p * 1.3 + KB</code>.


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