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{{ArticleIcons|brawl=y|ssb4=y|ultimate=y}}
[[File:Paralyzer.jpg|250px|thumb|Pit paralyzed by Zero Suit Samus's Paralyzer in ''Brawl'']]
:''For the effect causing characters to be dazed for a period of time, see [[Stun]].''
:''For the effect causing characters to be dazed for a period of time, see [[Stun]].''
'''Paralyze''' is an attack [[effect]] in the [[Super Smash Bros. (series)|''Super Smash Bros.'' series]] that debuted in ''[[Super Smash Bros. Brawl]]'' and has appeared in every subsequent game. Fighters hit by paralyze attacks are inflicted with the '''paralysis''' status condition for an amount of time based on the attack's [[knockback]]. While paralyze attacks typically do minimal damage and knockback, they freeze their victims on the spot momentarily, granting an opening for a fighter to followup with a combo or a powerful move. This makes them strong utility moves for fighters who have access to them.
'''Paralyze''' is an attack [[effect]] in the [[Super Smash Bros. (series)|''Super Smash Bros.'' series]] that debuted in ''[[Super Smash Bros. Brawl]]'' and has appeared in every subsequent game. Fighters hit by paralyze attacks are inflicted with the '''paralysis''' status condition for an amount of time based on the attack's [[knockback]]. While paralyze attacks typically do minimal damage and knockback, they freeze their victims on the spot momentarily, granting an opening for a fighter to followup with a combo or a powerful move. This makes them strong utility moves for fighters who have access to them.


Outside of [[Final Smash]]es and [[custom move]]s, [[Zero Suit Samus]]'s [[Paralyzer]] and [[down smash]], [[Corrin]]'s [[Dragon Fang Shot]], and the bell from [[Pac-Man]]'s [[Bonus Fruit]] are the only fighter attacks with the paralyze effect. Additionally, several [[Assist Trophies]] and [[Poké Ball]] Pokémon, [[stage hazard]]s, and [[Smash Run]] [[enemies]] have the paralyze effect.
Outside of [[Final Smash]]es and [[custom move]]s, [[Zero Suit Samus]]'s [[Paralyzer]] and [[down smash]], [[Corrin]]'s [[Dragon Fang Shot]], the bell from [[Pac-Man]]'s [[Bonus Fruit]], and [[Kazuya]]'s [[Electric Wind God Fist]] are the only fighter attacks with the paralyze effect. Additionally, several [[Assist Trophies]] and [[Poké Ball]] Pokémon, [[stage hazard]]s, and [[Smash Run]] [[enemies]] have the paralyze effect.


In ''[[Super Smash Bros. Ultimate]]'', the Support [[Spirit]] skill Zap-Floor Immunity prevents the equipped fighter from being paralyzed, but does not affect the damage they take from paralyzing attacks.
In ''[[Super Smash Bros. Ultimate]]'', the Support [[Spirit]] skill Zap-Floor Immunity prevents the equipped fighter from being paralyzed, but does not affect the damage they take from paralyzing attacks.
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Any fighter hit by a paralyzing attack will be inflicted with paralysis. In ''Brawl'' and ''Smash 4'', if a fighter that was paralyzed is hit by a paralyzing attack again before they land, grab a [[ledge]], or can act out of the effect will only cause damage to them with no knockback or paralysis; in ''Ultimate'', the fighter takes knockback alongside the damage, merely without being paralyzed, allowing such moves to still function as traditional launchers until that fighter can be paralyzed again.
Any fighter hit by a paralyzing attack will be inflicted with paralysis. In ''Brawl'' and ''Smash 4'', if a fighter that was paralyzed is hit by a paralyzing attack again before they land, grab a [[ledge]], or can act out of the effect will only cause damage to them with no knockback or paralysis; in ''Ultimate'', the fighter takes knockback alongside the damage, merely without being paralyzed, allowing such moves to still function as traditional launchers until that fighter can be paralyzed again.


The duration of paralysis in [[frame]]s is <code>k * ((d / 2.6) + 14) * h * c * 0.025</code> (rounded down), where '''k''' is the attack's [[knockback]], '''d''' is its [[damage]], '''h''' is its [[hitlag]] multiplier, and '''c''' is the [[crouch canceling]] hitlag modifier (0.67 if active, and 1 otherwise). For example, a move that deals 4% damage, 60 units of knockback, and has a normal hitlag multiplier will paralyze targets for 23 frames if not crouch canceled. As such, moves that have knockback scaling (rather than [[set knockback]] like [[Zero Suit Samus]]'s [[Paralyzer]]) and deal a high amount of hitlag will paralyze the opponent for longer as their percent increases. Paralysis is [[weight]] independent, but the amount of knockback dealt is still affected by knockback multipliers and [[Armor|knockback resistance]] (such as from the [[Metal Box]]). In ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]'', since crouch canceling multiplies knockback taken by 0.66× alongside its effect on hitlag, it becomes a particularly effective countermeasure against paralysis, reducing its duration by 0.5695×. Paralysis duration is capped at 76 frames in ''Brawl'' and ''Smash 4'', and 90 frames in ''Ultimate''.
The duration of paralysis in [[frame]]s is <math>k \times(\frac{d}{2.6}+14) \times h \times c \times 0.05</math> in ''Brawl'', <math>k \times(\frac{d}{2.6}+14) \times h \times c \times 0.025</math> in ''Smash 4'', and <math>k \times h \times c + 1</math> in ''Ultimate'',<ref>https://twitter.com/Ruben_dal/status/1371120597900615687</ref> rounded down, where '''k''' is the attack's [[knockback]], '''d''' is its [[damage]], '''h''' is its [[hitlag]] multiplier, and '''c''' is the [[crouch canceling]] hitlag modifier (0.67 if active, and 1 otherwise). For example, a move that deals 4% damage, 60 units of knockback, and has a normal hitlag multiplier will paralyze targets for 46 frames in ''Brawl'', 23 frames in ''Smash 4'' and 61 frames in ''Ultimate'' (if not crouch canceled in all cases). As such, moves that have knockback scaling (rather than [[set knockback]] like [[Zero Suit Samus]]'s [[Paralyzer]]) and deal a high amount of hitlag will paralyze the opponent for longer as their percent increases. Paralysis is [[weight]] independent, but the amount of knockback dealt is still affected by knockback multipliers and [[Armor|knockback resistance]] (such as from the [[Metal Box]]). In ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]'', since crouch canceling multiplies knockback taken by 0.85× alongside its effect on hitlag, it becomes a particularly effective countermeasure against paralysis, reducing its duration by 0.5695×. Paralysis duration is capped at 80 frames in ''Brawl'', 76 frames in ''Smash 4'', and 90 frames in ''Ultimate''.


==List of paralyzing attacks==
==List of paralyzing attacks==
===By characters===
===By characters===
{| class="wikitable sortable" width=70%
{|class="wikitable sortable"
|-
|-
!width=12%|Character
!Character
!width=50%|Move(s)
!Move(s)
!width=8%|Games
!Games
|-
|-
|{{SSB4|Captain Falcon}}
|{{SSB4|Captain Falcon}}
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|{{SSB4|Ike}}
|{{SSB4|Ike}}
|[[Paralyzing Counter]]
|[[Paralyzing Counter]]
|-
|{{SSBU|Kazuya}}
|[[Electric Wind God Fist]]
|{{GameIcon|SSBU}}
|-
|-
|[[Kirby]]
|[[Kirby]]
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===By items===
===By items===
{| class="wikitable sortable" width=70%
{|class="wikitable sortable"
|-
|-
!width=12%|Item
!Item
!width=50%|Attack
!Attack
!width=8%|Games
!Games
|-
|-
|rowspan=3|[[Assist Trophies]]
|rowspan=3|[[Assist Trophies]]
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|{{GameIcon|SSBU}}
|{{GameIcon|SSBU}}
|-
|-
|[[Wily Capsule]]: Lightning projectiles  
|[[Wily Capsule]]: Lightning projectiles
|{{GameIcon|SSBU}}
|{{GameIcon|SSBU}}
|-
|-
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===By enemies and bosses===
===By enemies and bosses===
{| class="wikitable sortable" width=70%
{|class="wikitable sortable"
|-
|-
!width=12%|Enemy/Boss
!Enemy/Boss
!width=50%|Attack(s)
!Attack(s)
!width=8%|Games
!Games
|-
|-
|[[Devil Car]]
|[[Devil Car]]
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|Ramming into the player
|Ramming into the player
|-
|-
|[[Starman (Earthbound)|Starman]]
|{{b|Starman|EarthBound}}
|PK Beam γ and PK Beam Ω
|PK Beam γ and PK Beam Ω
|}
|}
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In addition to natural stage hazards, the [[Spirit Battle]] condition "The floor is electrified" creates a hazard that inflicts paralyzing damage.
In addition to natural stage hazards, the [[Spirit Battle]] condition "The floor is electrified" creates a hazard that inflicts paralyzing damage.


{| class="wikitable sortable" width=70%
{|class="wikitable sortable"
|-
|-
!width=12%|Stage
!Stage
!width=50%|Attack
!Attack
!width=8%|Games
!Games
|-
|-
|[[Mute City SNES]]
|[[Mute City SNES]]
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|{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|}
|}
==References==
{{Reflist}}


{{Effects}}
{{Effects}}

Latest revision as of 07:02, December 9, 2024

Pit paralyzed by Zero Suit Samus's Paralyzer in Brawl
For the effect causing characters to be dazed for a period of time, see Stun.

Paralyze is an attack effect in the Super Smash Bros. series that debuted in Super Smash Bros. Brawl and has appeared in every subsequent game. Fighters hit by paralyze attacks are inflicted with the paralysis status condition for an amount of time based on the attack's knockback. While paralyze attacks typically do minimal damage and knockback, they freeze their victims on the spot momentarily, granting an opening for a fighter to followup with a combo or a powerful move. This makes them strong utility moves for fighters who have access to them.

Outside of Final Smashes and custom moves, Zero Suit Samus's Paralyzer and down smash, Corrin's Dragon Fang Shot, the bell from Pac-Man's Bonus Fruit, and Kazuya's Electric Wind God Fist are the only fighter attacks with the paralyze effect. Additionally, several Assist Trophies and Poké Ball Pokémon, stage hazards, and Smash Run enemies have the paralyze effect.

In Super Smash Bros. Ultimate, the Support Spirit skill Zap-Floor Immunity prevents the equipped fighter from being paralyzed, but does not affect the damage they take from paralyzing attacks.

Status conditionEdit

Paralyzed fighters freeze in place while shaking back and forth briefly, before taking the knockback of the attack.

Any fighter hit by a paralyzing attack will be inflicted with paralysis. In Brawl and Smash 4, if a fighter that was paralyzed is hit by a paralyzing attack again before they land, grab a ledge, or can act out of the effect will only cause damage to them with no knockback or paralysis; in Ultimate, the fighter takes knockback alongside the damage, merely without being paralyzed, allowing such moves to still function as traditional launchers until that fighter can be paralyzed again.

The duration of paralysis in frames is   in Brawl,   in Smash 4, and   in Ultimate,[1] rounded down, where k is the attack's knockback, d is its damage, h is its hitlag multiplier, and c is the crouch canceling hitlag modifier (0.67 if active, and 1 otherwise). For example, a move that deals 4% damage, 60 units of knockback, and has a normal hitlag multiplier will paralyze targets for 46 frames in Brawl, 23 frames in Smash 4 and 61 frames in Ultimate (if not crouch canceled in all cases). As such, moves that have knockback scaling (rather than set knockback like Zero Suit Samus's Paralyzer) and deal a high amount of hitlag will paralyze the opponent for longer as their percent increases. Paralysis is weight independent, but the amount of knockback dealt is still affected by knockback multipliers and knockback resistance (such as from the Metal Box). In Super Smash Bros. 4 and Super Smash Bros. Ultimate, since crouch canceling multiplies knockback taken by 0.85× alongside its effect on hitlag, it becomes a particularly effective countermeasure against paralysis, reducing its duration by 0.5695×. Paralysis duration is capped at 80 frames in Brawl, 76 frames in Smash 4, and 90 frames in Ultimate.

List of paralyzing attacksEdit

By charactersEdit

Character Move(s) Games
Captain Falcon Lightning Falcon Kick (side hitboxes, landing)  
Corrin Dragon Fang Shot   
Dark Pit Dark Pit Staff (trapping hit)
Donkey Kong Focused Slap (both hits, both on the ground and in the air)  
Ganondorf Beast Ganon (trapping hit)    
Greninja Secret Ninja Attack (trapping hit)  
Ike Paralyzing Counter
Kazuya Electric Wind God Fist  
Kirby Ultra Sword (first trapping hit)   
Kirby (Copy Abilities) Dragon Fang Shot
Bonus Fruit (bell)
Paralyzer    
Link Triforce Slash (trapping hit)   
Little Mac Stunning Straight Lunge  
Lucario Stunning Double Team
Pac-Man Bonus Fruit (bell)   
Lazy Fruit (bell)  
Pikachu Thunder Wave
R.O.B. Super Diffusion Beam (second-last hit)
Robin Pair Up (Chrom's trapping dash)
Toon Link Triforce Slash (trapping hit)    
Sheik Light Arrow (trapping hit)   
Paralyzing Needle  
Young Link Triforce Slash (trapping hit)  
Zelda Light Arrow (trapping hit)   
Zero Suit Samus Down smash    
Paralyzer
Electromagnetic Net  

By itemsEdit

Item Attack Games
Assist Trophies Nikki: Spooky Ghost  
Wily Capsule: Lightning projectiles  
Yuri Kozukata: Camera Obscura  
Poké Ball Pokémon Ditto: Transform (if the summoner possesses paralyzing attacks)  
Spewpa: Stun Spore   

By enemies and bossesEdit

Enemy/Boss Attack(s) Games
Devil Car Paralyzing fumes  
Kihunter Acid
Red Bubble Ramming into the player
Starman PK Beam γ and PK Beam Ω

By stage hazardsEdit

In addition to natural stage hazards, the Spirit Battle condition "The floor is electrified" creates a hazard that inflicts paralyzing damage.

Stage Attack Games
Mute City SNES Racers that touch the track boundaries occasionally get shocked, which paralyzes anyone on them.   
Orbital Gate Assault Orbital Gate's Force Field  
Gamer 5-Volt   
Midgar Electrified platforms   

ReferencesEdit