Freezing: Difference between revisions

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Freezing in Ultimate is WEIRD. This is the most I could get from research and in-game testing. Also I wouldn't leave a link to the params sheet; while it does have relevant information, it's too technical and readers can easily get lost in it.
m (Byte saving.)
(Freezing in Ultimate is WEIRD. This is the most I could get from research and in-game testing. Also I wouldn't leave a link to the params sheet; while it does have relevant information, it's too technical and readers can easily get lost in it.)
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[[File:Iceclimbersdown.jpg|250xpx|thumb|[[Blizzard]], a freezing attack, being used in ''Ultimate'']]
[[File:Iceclimbersdown.jpg|250xpx|thumb|[[Blizzard]], a freezing attack, being used in ''Ultimate'']]


'''Freezing''', also known as '''ice''', is an attack [[effect]] in the ''{{b|Super Smash Bros.|series}}'' series that debuted in ''[[Super Smash Bros. Melee]]'' and has appeared in every subsequent game.  
'''Freezing''', also known as '''ice''', is an attack [[effect]] in the ''{{b|Super Smash Bros.|series}}'' series, which debuted in ''[[Super Smash Bros. Melee]]'' and has appeared in every subsequent game. It causes a character to be encased in ice while taking [[knockback]], preventing them from taking action for a certain amount of time in replacement of the [[hitstun]] they would usually experience.


In ''Melee'' only, being hit by a freezing attack causes a variation of the [[ping]] sound to play; high knockback-dealing attacks, such as the [[Freezie]] and [[Articuno]]'s attack, cause the actual ping sound.
Freezing attacks are boosted by Freezing Attack [[sticker]]s in ''[[Super Smash Bros. Brawl]]''{{'}}s [[The Subspace Emissary]] and the Support [[Spirit]] skill Water & Ice Attack ↑, as well as certain [[Spirit Battle]] [[conditions]] in ''[[Super Smash Bros. Ultimate]]''. In ''Ultimate'', the Spirit skill or trait Water/Freezing Resist ↑ weakens freezing attacks. The Support Spirit skill Ice-Floor Immunity prevents the equipped fighter from being frozen or being damaged by Spirit Battle ice floors, but does not affect the damage the player takes from freezing attacks.


Freezing attacks are boosted by Freezing Attack [[sticker]]s in ''[[Super Smash Bros. Brawl]]''{{'}}s [[The Subspace Emissary]] and the Support [[Spirit]] skill Water & Ice Attack ↑, as well as certain [[Spirit Battle]] [[conditions]] in ''[[Super Smash Bros. Ultimate]]''. In ''Super Smash Bros. Ultimate'', the Spirit skill or trait Water/Freezing Resist ↑ will worsen freezing attacks.
==General properties==
In all games, a freezing attack needs to inflict knockback of at least 52.5 units to freeze the target, which matches the minimum knockback required to trigger their heavy [[flinch]]ing animation. When a character gets frozen, their knockback is calculated as usual, but they decelerate slower as they fly away (with a launch speed decay of 0.03 per frame, down from 0.051), and their [[falling speed]] is reduced (by 0.7× from ''Brawl'' onward), giving them significantly floatier physics and causing them to cover a longer distance. While frozen, characters also take 0.5× damage and 0.25× knockback from subsequent attacks, hindering the effectiveness of KO setups against frozen opponents, with even powerful [[meteor smash]]es dealing negligible knockback. Frozen characters cannot be [[grab]]bed.


In ''Ultimate'', the Support Spirit skill Ice-Floor Immunity prevents the equipped fighter from being frozen or being damaged by Spirit Battle ice floors, but does not affect the damage the player takes from freezing attacks.
In ''Melee'', being hit by a freezing attack causes a variation of the [[ping]] sound to play; only those that deal high enough knockback, such as the [[Freezie]] and [[Articuno]]'s attack, use the actual ping sound. From ''Brawl'' onward, freezing attacks use their own sound effects, with the exception of [[Mr. Game & Watch]]'s [[Judge]] #8.


==Technical Data==
==Freeze time==
{{incomplete|Data for Melee, Brawl and Smash 4}}
The amount of [[frame]]s characters are frozen for is determined differently across games, though in all of them, the damage inflicted by the freezing attack is a factor, and it is altered by both [[button mashing]] from the victim's part and dealing damage to them while frozen. In ''Melee'', the formula for the initial freeze time is <code>damage * 12.5</code>, rounded down; button mashing reduces it by 3 frames per input, and attacks reduce it by 0.75× of the damage they would deal to a non-frozen opponent, even if the attack has a freezing effect. In ''Brawl'' and ''Smash 4'', freeze time is reduced overall; the formula is changed to <code>damage * '''12'''</code> rounded down, and button mashing reduces freeze time by 4 frames per input (7.2 with buttons in ''Smash 4'', though they cannot be inputted as quickly as stick inputs), while attacks reduce it by 2× of the damage they would deal to a non-frozen opponent. In these three games, hitting a frozen opponent with a [[flame]] attack thaws them out immediately.
===''[[Super Smash Bros. Ultimate]]''===
The base time an opponent is frozen is calculated with <code>5 * d + 0.5 * p</code>, rounded down, where:
*'''d''' is the damage dealt by the attack, taking the [[1v1 multiplier]] and [[stale-move negation]] into account.
*'''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 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. In ''Ultimate'', being hit by ice attacks while frozen causes the base freeze duration to stack, although subsequent ice attacks have a 0.67x penalty on the additional freeze duration. Additionally, base freeze duration now caps out at 250 frames.
In ''Ultimate'', freeze time has undergone significant changes. The new formula for the initial freeze time is <code>5d + 0.5p</code>, rounded down, where '''d''' is the damage dealt by the freezing attack, taking the [[1v1 multiplier]] and modifiers such as [[stale-move negation]] into account, while '''p''' is the target's percent ''before'' the attack connects (unlike other status conditions such as [[buried|burying]] and [[asleep|sleep]], which use the post-hit percent). For example, if a character is hit by a fully charged [[PK Freeze]] (which deals 23% damage) at 25%, they are initially frozen for 150 frames in a 1v1, and 127 frames in battles with more players. Additionally, freezing now has a maximum duration of 250 frames. Button mashing still reduces freeze time by 4 frames per input (7.2 with buttons), but attacking frozen opponents has considerably different effects depending on the kind of attack used:
*If the attack has a freezing effect, it adds 0.67× of the initial freeze time it would otherwise inflict.
*If the attack has neither a flame nor freezing effect, it adds freeze time equal to <code>0.38p - d/4</code><!--add_ice_damage_mul and damage_ice_frame_recovery_damage in the game's params-->, with '''p''' and '''d''' working the same as in the standard formula. As a result, attacking frozen opponents increases their freeze time instead of decreasing it like in previous games, although more damaging attacks counterintuitively add less freeze time at the same percents as less damaging ones.
*If the attack has a flame effect, it sets the freeze time to <code>0.38p + 1.38d</code>, regardless of the remaining amount at the time of the hit. This generally causes the opponent to thaw out quicker, but still has the counterintuitive effects of being less effective the sooner they are to thawing out, and more damaging flame attacks being less effective for reducing the freeze time.
**All these increases to freeze time still abide by the 250-frame cap, and can only be done up to 5 times<!--ice_damage_continue_max in the game's params--> until the opponent thaws out.


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 base duration.
Uniquely, {{SSBU|Hero}}'s [[Kacrackle Slash]] applies a 2× multiplier to the initial freeze time, giving him a greater advantage over the opponent compared to other freezing attacks.


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.
In all games, a frozen character automatically [[jump]]s after thawing out, canceling out most of their remaining launch speed, and can perform other actions immediately (except in ''Melee'', where they sustain 16 frames of [[ending lag]]), though their horizontal momentum is still temporarily locked. Additionally, they are protected from subsequent freezing attempts for 60 frames after thawing out.


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.
Overall, freezing is unreliable for conventional combos and KO setups compared to other status conditions, due to the opponent's greatly reduced damage and knockback taken during it, as well as lacking any frame advantage when they thaw out. However, it can still be a useful way to build damage, due to button mashing's relatively weak effect on it causing characters to usually remain frozen for a prolonged amount of time. In ''Ultimate'', {{SSBU|Lucas}}' [[PK Freeze]] is also notorious for launching at a low [[angle]] that is strengthened in effectiveness by its freezing effect, causing characters to fly much farther than usual due to their combination of reduced launch speed decay and longer immobile time, which makes it an excellent [[edgeguarding]] and horizontal KO option.


==The Subspace Emissary==
==The Subspace Emissary==
Freezing is one of the more useful [[effect]]s in [[The Subspace Emissary]]: it deals extra damage to [[flame]]-based enemies and about half of the [[boss]]es, and is only specifically resisted by [[Glice]]s. However, it cannot cause non-fighter enemies to freeze, and attacks with the freezing effect are rare and almost exclusively [[Specials: Indirect|indirect]], which most enemies and bosses resist; [[Judge]] is the only non-indirect freezing attack available in The Subspace Emissary, and it can only be used at random.
Freezing is one of the more useful [[effect]]s in [[The Subspace Emissary]]: it deals extra damage to [[flame]]-based enemies and about half of the [[boss]]es, and is only specifically resisted by [[Glice]]s. However, it cannot cause non-fighter enemies to freeze, and attacks with the freezing effect are rare and almost exclusively [[indirect]], which most enemies and bosses resist; [[Judge]] is the only non-indirect freezing attack available in The Subspace Emissary, and it can only be used at random.


==List of freezing attacks==
==List of freezing attacks==
===By characters===
===By characters===
{| class="wikitable sortable" width=70%
{| class="wikitable sortable" width=70%
|-
!width=12%|Character
!width=12%|Character
!width=50%|Move(s)
!width=50%|Move(s)
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===By items===
===By items===
{| class="wikitable sortable" width=70%
{| class="wikitable sortable" width=70%
|-
!width=12%|Character
!width=12%|Character
!width=50%|Move(s)
!width=50%|Move(s)
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===By enemies and bosses===
===By enemies and bosses===
{| class="wikitable sortable" width=70%
{| class="wikitable sortable" width=70%
|-
!width=12%|Enemy/Boss
!width=12%|Enemy/Boss
!width=50%|Attack(s)
!width=50%|Attack(s)
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{| class="wikitable sortable" width=70%
{| class="wikitable sortable" width=70%
|-
!width=12%|Stage
!width=12%|Stage
!width=50%|Hazard
!width=50%|Hazard
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==Trivia==
==Trivia==
*According to [http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/M_AttackSystem.html the official Japanese ''Super Smash Bros.'' minisite], an "ice" [[effect]] was originally planned for inclusion in ''[[Super Smash Bros.]]'', but was ultimately not used.
*According to [http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/M_AttackSystem.html the official Japanese ''Super Smash Bros.'' minisite], an "ice" [[effect]] was originally planned for inclusion in ''[[Super Smash Bros.]]'', but was ultimately not used.
*In [[Stamina Smash|Stamina fights]], characters who are KO'd from freezing attacks cannot thaw out unless they are hit by [[Flame]] attacks. In ''Ultimate'', this does not seem to delay the defeated character's self-destruction.
*In [[Stamina mode]], characters KO'd by freezing attacks cannot thaw out unless they are hit by a [[flame]] attack. In ''Ultimate'', this does not seem to delay the defeated character's self-destruction.
 
==References==
{{reflist}}


{{Effects}}
{{Effects}}
[[Category:Effects]]
[[Category:Effects]]