Asleep: Difference between revisions

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{{ArticleIcons|allgames=y}}
{{ArticleIcons|allgames=y}}
[[File:SSBUWebsiteJigglypuff3.jpg|300px|right|thumb|{{SSBU|Ganondorf}} falls asleep from {{SSBU|Jigglypuff}}'s [[Sing]] in ''[[Super Smash Bros. Ultimate]]''.]]
{{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 onomatopeia 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.
[[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==
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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 - 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 grabber (for example, if the victim is placing 4th and the grabber is placing 1st, it is equal to 3). As a result, players that are currently losing will be grabbed for less time, and the minimum possible grab 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.
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|right|thumb|{{SSBU|Mr. Game & Watch}} and {{SSBU|R.O.B.}} sleeping in ''[[Super Smash Bros. Ultimate]]''
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 in the game the voice clip loops before the muttering can be heard.
*{{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 he is in the air, but the duration is too short for it to be heard fully.
**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.
*When {{SSBU|Steve}} is sleeping, he lies on a red bed taken from ''Minecraft''. When he wakes up, he collects it back in his inventory.
*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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