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{{ArticleIcons|allgames=y}} | {{ArticleIcons|allgames=y}} | ||
[[File:SSBUWebsiteJigglypuff3.jpg|300px | {{disambig2|status condition|the effect and moves that cause the status condition|sleep}} | ||
Being '''asleep''' (known as '''FuraSleep''' by the games' internal files, with "fura" being the Japanese | [[File:SSBUWebsiteJigglypuff3.jpg|300px|thumb|{{SSBU|Ganondorf}} falls asleep from {{SSBU|Jigglypuff}}'s [[Sing]] in ''[[Super Smash Bros. Ultimate]]''.]] | ||
Being '''asleep''' (known as '''FuraSleep''' by the games' internal files, with "fura" being the Japanese onomatopoeia for dizziness) is a status condition in every ''Super Smash Bros.'' game to date, which is inflicted by attacks with the [[sleep]] effect. A character that falls asleep is prevented from taking action until waking up or getting hit by an attack. | |||
==General properties== | ==General properties== | ||
Any fighter on the ground hit by an attack with a sleep effect will be put to sleep. In the air, characters cannot be put to sleep prior to ''[[Super Smash Bros. 4]]''; from this game onward, a few sleeping moves are allowed to hit aerial opponents, namely [[Peach]]'s [[Peach Blossom]] and the [[Hero]]'s [[Snooze]], in which case the opponent is instead put in an inactionable [[tumble]] state, transitioning into their sleeping animation if they land on the ground. | Any fighter on the ground hit by an attack with a sleep effect will be put to sleep. In the air, characters cannot be put to sleep prior to ''[[Super Smash Bros. 4]]''; from this game onward, a few sleeping moves are allowed to hit aerial opponents, namely [[Peach]]'s [[Peach Blossom]] and the [[Hero]]'s [[Snooze]], in which case the opponent is instead put in an inactionable [[tumble]] state, transitioning into their sleeping animation if they land on the ground. The sleeping animation has a unique voice clip, which is more often than not the character snoring and occasionally sleep-talking. | ||
Sleeping characters cannot take any action until waking up, though they can decrease its duration by [[button mashing]], and it ends prematurely if they take any kind of [[knockback]], or if the ground they are standing on disappears. As with other status conditions, its duration increases proportionally with the target's [[damage]] percentage. | Sleeping characters cannot take any action until waking up, though they can decrease its duration by [[button mashing]], and it ends prematurely if they take any kind of [[knockback]], or if the ground they are standing on disappears. As with other status conditions, its duration increases proportionally with the target's [[damage]] percentage. | ||
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===Appearance=== | ===Appearance=== | ||
In the original ''Super Smash Bros.'', {{SSB|Jigglypuff}}'s [[Sing]] is the only way characters can be put to sleep. The animation for sleeping characters is also the same as the animation for getting [[stun]] | In the original ''Super Smash Bros.'', {{SSB|Jigglypuff}}'s [[Sing]] is the only way characters can be put to sleep. The animation for sleeping characters is also the same as the animation for getting [[stun]]ned, except the sleeping character flashes different colors, has musical notes around them, and uses a different voice clip to indicate being asleep, such as {{SSB|Mario}} using his snoring voice clip from ''Super Mario 64''. | ||
From ''Melee'' onward, all characters have a unique sleeping animation, as well as an animation for waking up. For example, [[Donkey Kong]] rocks on his back and puts his thumb in his mouth, and [[Fox]] curls up on the ground like his real-world animal counterpart. In ''Ultimate'', {{SSBU|Steve}} takes out a Bed from ''Minecraft'' and lies upon it, then breaks it and places it back in his inventory upon waking up. Sleeping characters also flash magenta, and emit stylized "bubbles" from their faces. In ''Melee'', {{SSBM|Mr. Game & Watch}} emits stylized Z's instead of bubbles; from ''Brawl'' onward, both the bubbles and Z's are shown. | From ''Melee'' onward, all characters have a unique sleeping animation, as well as an animation for waking up. For example, [[Donkey Kong]] rocks on his back and puts his thumb in his mouth, and [[Fox]] curls up on the ground like his real-world animal counterpart. In ''Ultimate'', {{SSBU|Steve}} takes out a Bed from ''Minecraft'' and lies upon it, then breaks it and places it back in his inventory upon waking up. Sleeping characters also flash magenta, and emit stylized "bubbles" from their faces. In ''Melee'', {{SSBM|Mr. Game & Watch}} emits stylized Z's instead of bubbles; from ''Brawl'' onward, both the bubbles and Z's are shown. | ||
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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 + 2p - | In ''Melee'', the formula for sleep time is <code>95 + 2p - 15h</code>, where '''p''' is the same as in ''Smash 64'', and '''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 put to sleep for less time, and the minimum possible sleep time without button mashing can be 95, 80, 65, or 50 frames depending on their rank disadvantage. Button mashing reduces sleep time by 6 frames per input. | ||
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: | 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: | ||
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SSB4 - Jigglypuff screen-1.jpg|Jigglypuff putting [[Charizard]] and [[Pikachu]] to sleep in one of Jigglypuff's Wii U pictures on the ''[[Super Smash Bros. 4]] website'' | SSB4 - Jigglypuff screen-1.jpg|Jigglypuff putting [[Charizard]] and [[Pikachu]] to sleep in one of Jigglypuff's Wii U pictures on the ''[[Super Smash Bros. 4]] website'' | ||
Mr. Game & Watch Sleeping.jpg|{{SSB4|Mr. Game & Watch}} sleeping in the 3DS version of ''Super Smash Bros. 4'' | Mr. Game & Watch Sleeping.jpg|{{SSB4|Mr. Game & Watch}} sleeping in the 3DS version of ''Super Smash Bros. 4'' | ||
Mr. Game & Watch and R.O.B. Sleeping in Super Smash Bros. Ultimate.jpg|300px | Mr. Game & Watch and R.O.B. Sleeping in Super Smash Bros. Ultimate.jpg|300px|thumb|{{SSBU|Mr. Game & Watch}} and {{SSBU|R.O.B.}} sleeping in ''[[Super Smash Bros. Ultimate]]'' | ||
</gallery> | </gallery> | ||
==Trivia== | ==Trivia== | ||
*{{SSBU|Richter}} has a voice clip where he mutters "[[Dracula]]..." while sleeping that can be heard in the [[Sound Test]], but | *{{SSBU|Richter}} has a voice clip where he mutters "[[Dracula]]..." while sleeping that can be heard in the [[Sound Test]], but the clip lasts longer than his sleeping animation, causing the voice clip to loop prematurely in-game. | ||
**The voice clip doesn't loop if Richter is put to sleep by {{SSBU|Hero}}'s Snooze while | **The voice clip doesn't loop if Richter is put to sleep by {{SSBU|Hero}}'s Snooze while airborne, but there are very few situations where Richter can be in the air long enough for this to occur. | ||
* | *Although the Villager has a canon sleeping pose in ''{{iw|nookipedia|Animal Crossing: Wild World}}'' and ''{{iw|nookipedia|Animal Crossing: City Folk}}'', both ''Smash 4'' and ''Ultimate'' give them different poses. | ||
*Some characters' sleeping animations reference their home franchise: | |||
**In ''Melee'' onwards, Mario sleeps in his 'laying sleeping' pose from ''{{iw|mariowiki|Super Mario 64}}''. | |||
**Kirby is in his signature {{iw|wikirby|Sleep}} ability pose, albeit without the sleeping hat. | |||
**{{SSBU|Steve}} places a red bed and sleeps on it. When he wakes up, he collects it back in his inventory. | |||
[[Category:Special conditions]] | [[Category:Special conditions]] |
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