Asleep: Difference between revisions

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In ''Smash 64'', sleeping works differently from every other game in that its duration ''decreases'' when the opponent is at higher percents, much like getting [[stun]]ned from a [[shield break]]. Additionally, characters do not have animations for waking up, allowing them to initiate other actions immediately after their sleep duration ends. In this game, the formula for sleep frames is <code>(300 - p) + 75</code>, rounded down, where '''p''' is the character's damage percent after the sleeping move hits, and [[button mashing]] reduces this duration by 4 frames per input. This makes it more or less the same as the formula for stun frames, except with a lower base duration and reaching its limit faster (when the opponent has at least 300% damage).
In ''Smash 64'', sleeping works differently from every other game in that its duration ''decreases'' when the opponent is at higher percents, much like getting [[stun]]ned from a [[shield break]]. Additionally, characters do not have animations for waking up, allowing them to initiate other actions immediately after their sleep duration ends. In this game, the formula for sleep frames is <code>(300 - p) + 75</code>, rounded down, where '''p''' is the character's damage percent after the sleeping move hits, and [[button mashing]] reduces this duration by 4 frames per input. This makes it more or less the same as the formula for stun frames, except with a lower base duration and reaching its limit faster (when the opponent has at least 300% damage).


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 + 2p - 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) + p + KB * 25</code>, rounded up, with the factors corresponding to the following:
From ''Brawl'' onward, the formula is changed to <code>10 + 30h + 10(3 - r) + p + 25k</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.
*'''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>.
**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 + 25k</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).
*'''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.
*'''k''' 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).
In ''Smash 64'' and ''Melee'', unlike with other status conditions, characters that are already asleep can still be fully affected by subsequent sleeping moves, resetting their sleep duration. While this has no practical use in ''Smash 64'', due to the sleep duration being short and incurring no wakeup animation, in ''Melee'', {{SSBM|Jigglypuff}} can [[ledge]]-cancel Sing and repeatedly put an opponent to sleep if they are in range, allowing it to [[stall]] the match indefinitely. However, this is rarely seen in competitive play due to the extreme difficulty in landing Sing, as well as its punishability if unsuccessful. From ''Brawl'' onward, sleeping moves have no effect on characters that are already asleep, even during their wakeup animation, ensuring they can always [[shield]] and avoid immediately going into the status again.


Contrary to common misconception, [[Jigglypuff]]'s [[Rest]] does not inflict the asleep status on it, and thus cannot be ended faster by button mashing; it is simply extremely high [[ending lag]] manifested through a sleeping animation.
Contrary to common misconception, [[Jigglypuff]]'s [[Rest]] does not inflict the asleep status on it, and thus cannot be ended faster by button mashing; it is simply extremely high [[ending lag]] manifested through a sleeping animation.