Stun: Difference between revisions

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{{ArticleIcons|ssb=y|melee=y|brawl=y|ssb4=y|ultimate=y}}
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:''For the condition that occurs causing characters to shake back and forth while immobile, see [[Paralyze]].''
:''For the condition that occurs causing characters to shake back and forth while immobile, see [[Paralyze]].''
:''For the effect when a shield is hit, see [[Shieldstun]].''
:''For the effect when a shield is hit, see [[Shieldstun]].''
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It is impossible to be stunned while airborne. Possibly as a result, any airborne state induced upon a stunned character will cancel the stunned state immediately and they will enter a normal midair state.
It is impossible to be stunned while airborne. Possibly as a result, any airborne state induced upon a stunned character will cancel the stunned state immediately and they will enter a normal midair state.


[[Armor|Knockback resistance]] (such as from the [[Metal Box]]) causes the hitbox to fail to stun the target if it doesn't deal any knockback. However, stun duration itself is independent of knockback.
While only a broken shield and a shattered reflector is capable of activating a stun state in ''Smash 64'', ''Melee'' introduced a type of hitbox that instantly activates stun, a type that has been used in a small amount of moves throughout the series.
 
The stun effect is [[weight]] independent, but the amount of knockback dealt can still be affected by knockback modifiers and [[Armor|knockback resistance]] (such as from the [[Metal Box]]). A stun effect hitbox will fail to stun the target if it doesn't deal any knockback, or doesn't deal more knockback than the target's armor threshold (such as [[Bowser|Bowser's]] [[Tough Guy]] mechanic in ''[[Bowser (SSB4)|Smash 4]]'' and ''[[Bowser (SSBU)|Ultimate]]''). However, stun duration itself is independent of knockback.


==Stun time==
==Stun time==
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[[Button mashing]] reduces the duration of shield break stun by 4 frames per input in ''Smash 64'', and 3 frames per input in later games (5.4 for buttons in ''Smash 4'' and ''Ultimate'', but they cannot be inputted as quickly as stick inputs); compared to other status conditions, this leaves players highly vulnerable during a shield break, even with exceptionally fast mashing.
[[Button mashing]] reduces the duration of shield break stun by 4 frames per input in ''Smash 64'', and 3 frames per input in later games (5.4 for buttons in ''Smash 4'' and ''Ultimate'', but they cannot be inputted as quickly as stick inputs); compared to other status conditions, this leaves players highly vulnerable during a shield break, even with exceptionally fast mashing.


This formula also applies to having a [[reflect]]or broken in ''Smash 64'' and ''Melee'', and having {{SSBU|King K. Rool}}'s [[Belly Super Armor]] broken in ''Ultimate''.
This formula also applies to having a [[reflect]]or broken in ''Smash 64'' and ''Melee'', and having {{SSBU|King K. Rool}}'s [[Belly Super Armor]] broken in ''Ultimate''. Additionally, in ''Ultimate'', equipping [[spirit]]s reduces the initial shield break stun frames by an amount equal to the character's Defense stat divided by 50, for a maximum reduction of 200 frames with a Defense of 10,000.


===Attacks with the stun effect===
===Attacks with the stun effect===
In ''Melee'', the only attack that can stun opponents is {{SSBM|Mewtwo}}'s [[Disable]], which uses the formula <code>96 + p * 0.6 - h</code>, rounded down. '''p''' is the opponent's percent after Disable hits, while '''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 stunned for slightly less time, and the minimum possible stun time without button mashing can be either 96 or 81 frames. Button mashing reduces Disable's stun time by 5 frames per input.
In ''Melee'', the only attack that can stun opponents is {{SSBM|Mewtwo}}'s [[Disable]], which uses the formula <code>96 + 0.6p - 15h</code>, rounded down. '''p''' is the opponent's percent after Disable hits, while '''h''' is a handicap equal to the victim's current rank disadvantage over the attacker (for example, if the victim is placing 4th and the attacker is placing 1st, it is equal to 3). As a result, players that are currently losing will be stunned for less time, and the minimum possible stun time without button mashing can be 96, 81, 66, or 51 frames depending on their rank disadvantage. Button mashing reduces Disable's stun time by 5 frames per input.


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 + 50h + 15(3 - r) + k</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 + k</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.
*'''k''' 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.


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''' + 50h + 15(3 - r) + k</code> (or <code>121 + k</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>1.1p + k</code> in ''Smash 4'', and <code>'''1.3p''' + '''16h''' + '''16'''(3 - r) + k</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 + 1.3p + k</code>.


==Causes of stunning==
==Causes of stunning==
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==Trivia==
==Trivia==
*{{SSBB|Bowser}} is the only character in ''Brawl'' to lack the tweeting sound effect while he is stunned. The reason for this unique property is unknown.
*{{SSBB|Bowser}} is the only character in ''Brawl'' to lack the tweeting sound effect while he is stunned. The reason for this unique property is unknown.
*[[Jigglypuff]] ends up getting launched into the upper [[blast line]] upon breaking its shield, likely a reference to it being the balloon Pokémon and getting "popped." However, its stun animation can be seen if the shield breaks while underneath a solid ceiling platform.
*When [[Samus]] is stunned, her Power Suit starts to short-circuit, causing erratic and almost glitch-like movement. The same applies to [[Dark Samus]], even though her "suit" is technically part of her body.
*When [[Samus]] is stunned, her Power Suit starts to short-circuit, causing erratic and almost glitch-like movement. The same applies to [[Dark Samus]], even though her "suit" is technically part of her body.
*In ''Brawl'' and ''Smash 4'', the 90 frames used for minimum stun time from a shield break in ''Smash 64'' and ''Melee'' are still present in the games' code alongside other shield parameters. This suggests the minimum time was still originally intended to be used, but either did not work due to a coding error or was deprecated.
*In ''Brawl'' and ''Smash 4'', the 90 frames used for minimum stun time from a shield break in ''Smash 64'' and ''Melee'' are still present in the games' code alongside other shield parameters. This suggests the minimum time was still originally intended to be used, but either did not work due to a coding error or was deprecated.
*In ''[[Super Smash Bros. Ultimate]]'', the Zap-Floor immunity spirits state that the user becomes immune to stun attacks; this is technically incorrect, as it actually prevents users from being [[paralyze]]d rather than stunned.
*In ''[[Super Smash Bros. Ultimate]]'', the Zap-Floor immunity spirits state that the user becomes immune to stun attacks; this is technically incorrect, as it actually prevents users from being [[paralyze]]d rather than stunned.
*In ''Ultimate'', using button mashing to escape the status quicker causes the character's stunned animation play at a faster speed.
*In ''Ultimate'', using button mashing to escape the status quicker causes the character's stunned animation play at a faster speed.
*[[Captain Falcon]] and [[Terry]] are the only characters to speak when stunned, both of them saying, "Oh, no..."
**In games prior to ''Brawl'', Captain Falcon would simply say "No..."


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