Stun: Difference between revisions

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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.
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.
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.
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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 + 0.6p - 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 + 50h + 15(3 - r) + k</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:
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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 or if it gets hit by any stun attack that works independently of shields, such as Deku Nuts or Disable.
*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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