Asleep: Difference between revisions

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In ''Melee'', the formula for sleep time is <code>95 + p * 2 - h</code>, where '''p''' is the same as in ''Smash 64'', and '''h''' is a handicap equal to 15 if the victim has less stocks or points than the user (depending on battle mode). As a result, players that are currently losing will be put to sleep for slightly less time, and the minimum possible sleep time without button mashing can be either 95 or 80 frames. Button mashing reduces sleep time by 6 frames per input.
In ''Melee'', the formula for sleep time is <code>95 + p * 2 - h</code>, where '''p''' is the same as in ''Smash 64'', and '''h''' is a handicap equal to 15 if the victim has less stocks or points than the user (depending on battle mode). As a result, players that are currently losing will be put to sleep for slightly less time, and the minimum possible sleep time without button mashing can be either 95 or 80 frames. Button mashing reduces sleep time by 6 frames per input.


From ''Brawl'' onward, the formula is changed to <code>10 + 30 * h + 10 * (3 - r) + KB * 25 + p</code>, rounded up, with the factors corresponding to the following:
From ''Brawl'' onward, the formula is changed to <code>10 + 30 * h + 10 * (3 - r) + p + KB * 25</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 sleep time even more variable based on the user and victim's stock difference (or points in a time battle). '''h''' (handicap) is equal to 1.225 if the user is one stock behind the opponent, 1.45 with two or more stocks behind, 0.5 with one stock ahead, and 0.25 with two or more stocks ahead. On the other hand, '''r''' (rank) is equal to 0.32 if the user is one stock ahead of the opponent, and 0.4 with two or more stocks ahead. If both characters' stocks (or points) are equal, '''h''' is equal to 1, while '''r''' is equal to 0.
*'''h''' and '''r''' are both placing factors much like the one used in ''Melee'', but they make sleep time even more variable based on the user and victim's stock difference (or points in a time battle). '''h''' (handicap) is equal to 1.225 if the user is one stock behind the opponent, 1.45 with two or more stocks behind, 0.5 with one stock ahead, and 0.25 with two or more stocks ahead. On the other hand, '''r''' (rank) is equal to 0.32 if the user is one stock ahead of the opponent, and 0.4 with two or more stocks ahead.
**If both characters' stocks (or points) are equal, '''h''' is equal to 1, while '''r''' is equal to 0, simplifying the formula to <code>70 + p + KB * 25</code>.
**To summarize, characters put opponents to sleep for 7 more frames with a -1 difference in stocks (or points), 14 more frames with a -2 difference or lower, 18 less frames with a +1 difference, and 26 less frames with a +2 difference or higher.
**To summarize, characters put opponents to sleep for 7 more frames with a -1 difference in stocks (or points), 14 more frames with a -2 difference or lower, 18 less frames with a +1 difference, and 26 less frames with a +2 difference or higher.
*'''p''' takes the [[1v1 multiplier]] into account in ''Ultimate'' (though most attacks with the sleep effect deal no damage).
*'''KB''' is the numerical [[knockback]] amount inflicted by the sleeping attack, using a [[weight]] of 100 for every character.
*'''KB''' is the numerical [[knockback]] amount inflicted by the sleeping attack, using a [[weight]] of 100 for every character.
*Button mashing reduces sleep time by 8 frames per input (14.4 for buttons in ''Smash 4'' and ''Ultimate'', but they cannot be inputted as quickly as stick inputs).
*Button mashing reduces sleep time by 8 frames per input (14.4 for buttons in ''Smash 4'' and ''Ultimate'', but they cannot be inputted as quickly as stick inputs).