Editing Freezing
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==General properties== | ==General properties== | ||
In all games, a freezing attack needs to inflict knockback of at least 52.5 units to freeze the target, which matches the minimum knockback required to trigger their heavy [[flinch]]ing animation. When a character gets frozen, their knockback is calculated as usual, but they decelerate slower as they fly away (with a launch speed decay of 0.03 per frame, down from 0.051), and their [[falling speed]] is reduced (by 0.7× from ''Brawl'' onward), giving them significantly floatier physics and causing them to cover a longer distance. While frozen, characters also take 0.5× damage and 0.25× knockback from subsequent attacks, hindering the effectiveness of KO setups against frozen opponents, with even powerful [[meteor smash]]es dealing negligible knockback. Frozen characters | In all games, a freezing attack needs to inflict knockback of at least 52.5 units to freeze the target, which matches the minimum knockback required to trigger their heavy [[flinch]]ing animation. When a character gets frozen, their knockback is calculated as usual, but they decelerate slower as they fly away (with a launch speed decay of 0.03 per frame, down from 0.051), and their [[falling speed]] is reduced (by 0.7× from ''Brawl'' onward), giving them significantly floatier physics and causing them to cover a longer distance. While frozen, characters also take 0.5× damage and 0.25× knockback from subsequent attacks, hindering the effectiveness of KO setups against frozen opponents, with even powerful [[meteor smash]]es dealing negligible knockback. Frozen characters cannot be [[grab]]bed. | ||
In ''Melee'', being hit by a freezing attack causes a variation of the [[ping]] sound to play; only those that deal high enough knockback, such as the [[Freezie]] and [[Articuno]]'s attack, use the actual ping sound. From ''Brawl'' onward, freezing attacks use their own sound effects, with the exception of [[Mr. Game & Watch]]'s [[Judge]] #8. | In ''Melee'', being hit by a freezing attack causes a variation of the [[ping]] sound to play; only those that deal high enough knockback, such as the [[Freezie]] and [[Articuno]]'s attack, use the actual ping sound. From ''Brawl'' onward, freezing attacks use their own sound effects, with the exception of [[Mr. Game & Watch]]'s [[Judge]] #8. | ||
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In ''Ultimate'', freeze time has undergone significant changes. The new formula for the initial freeze time is <math>5d + 0.5p</math>, rounded down, where '''d''' is the damage dealt by the freezing attack (taking the [[1v1 multiplier]] and modifiers such as [[stale-move negation]] into account) while '''p''' is the target's percent before the attack connects (unlike other status conditions such as [[buried|burying]] and [[asleep|sleep]], which use the post-hit percent). For example, if a character is hit by a fully charged [[PK Freeze]] (which deals 23% damage) at 25%, they are initially frozen for 150 frames in a 1v1, and 127 frames in battles with more players. Additionally, freezing now has a maximum duration of 250 frames. Button mashing still reduces freeze time by 4 frames per input (7.2 with buttons), but attacking frozen opponents has considerably different effects depending on the kind of attack used and the number of times the frozen opponent is attacked (represented by '''c''' below, with <code>c=1</code> being the first hit after being frozen): | In ''Ultimate'', freeze time has undergone significant changes. The new formula for the initial freeze time is <math>5d + 0.5p</math>, rounded down, where '''d''' is the damage dealt by the freezing attack (taking the [[1v1 multiplier]] and modifiers such as [[stale-move negation]] into account) while '''p''' is the target's percent before the attack connects (unlike other status conditions such as [[buried|burying]] and [[asleep|sleep]], which use the post-hit percent). For example, if a character is hit by a fully charged [[PK Freeze]] (which deals 23% damage) at 25%, they are initially frozen for 150 frames in a 1v1, and 127 frames in battles with more players. Additionally, freezing now has a maximum duration of 250 frames. Button mashing still reduces freeze time by 4 frames per input (7.2 with buttons), but attacking frozen opponents has considerably different effects depending on the kind of attack used and the number of times the frozen opponent is attacked (represented by '''c''' below, with <code>c=1</code> being the first hit after being frozen): | ||
*If '''c''' is greater than 5<!--ice_damage_continue_max in the game's params--> ( | *If the freeze duration is ever 250 frames (either initially or after being extended by an attack), '''c''' is immediately set to a value greater than 5.<!--ice_damage_continue_max in the game's params--> | ||
*If '''c''' is less than or equal to 5, the value of <math>(5d + 0.5p) \times 0.67^c</math> is used, represented by '''f''': | |||
**If the attack has a freezing effect, '''f''' is added to the duration. | |||
**If the attack has a flame effect, the duration is set to '''f'''. This counter-intuitively means stronger fire attacks will make the ice thaw slower. | |||
**If the attack has neither a freezing or a flame effect, the duration will be reduced by <math>4d - f</math>. The prior equation can be negative, in which case the duration will increase. | |||
***If the current duration is below '''f''' or the attack would put the duration below '''f''', the duration is set to '''f'''. | |||
*If '''c''' is greater than 5: | |||
**If the attack has a freezing effect, duration is unchanged. | **If the attack has a freezing effect, duration is unchanged. | ||
**If the attack has a flame effect, duration is set to 0, instantly thawing the target. | **If the attack has a flame effect, duration is set to 0, instantly thawing the target. | ||
**If the attack has neither a freezing or a flame effect, it subtracts <math>4d</math><!--damage_ice_frame_recovery_damage in the game's params--> from the duration. | **If the attack has neither a freezing or a flame effect, it subtracts <math>4d</math><!--damage_ice_frame_recovery_damage in the game's params--> from the duration. | ||
Uniquely, {{SSBU|Hero}}'s [[Kacrackle Slash]] applies a 2× multiplier to the damage portion of the initial freeze time formula, giving him a greater advantage over the opponent compared to other freezing attacks. Furthermore, multi-hit freezing attacks (namely the {{SSBU|Ice Climbers}}' [[Blizzard]]) have a new accumulation mechanic that lets them freeze opponents even if they deal less than 52.5 units of knockback. More specifically, each hit's resulting freeze time from the formula (if they would have caused freezing) is added together if the target is kept in [[hitstun]] between them, and if the combined value exceeds 263, the opponent is frozen by the hit to have crossed the threshold, using its individual freeze time. For example, in a 1v1 match with [[stale-move negation]] disabled, Blizzard can freeze as early as 28.4% with 9 hits; if there is no percent increase between hits (such as by the Fixed Damage option in [[Training]] mode), this instead happens at around 37%, which can be verified by the result of <code>(5 * 2.16 + 0.5 * 37) * 9</code> exceeding 263. As this only takes damage into account, it works regardless of the opponent's weight or knockback modifiers, unless they take no hitstun as a result of either [[armor]] or the attack dealing flinchless knockback. | Uniquely, {{SSBU|Hero}}'s [[Kacrackle Slash]] applies a 2× multiplier to the damage portion of the initial freeze time formula, giving him a greater advantage over the opponent compared to other freezing attacks. Furthermore, multi-hit freezing attacks (namely the {{SSBU|Ice Climbers}}' [[Blizzard]]) have a new accumulation mechanic that lets them freeze opponents even if they deal less than 52.5 units of knockback. More specifically, each hit's resulting freeze time from the formula (if they would have caused freezing) is added together if the target is kept in [[hitstun]] between them, and if the combined value exceeds 263, the opponent is frozen by the hit to have crossed the threshold, using its individual freeze time. For example, in a 1v1 match with [[stale-move negation]] disabled, Blizzard can freeze as early as 28.4% with 9 hits; if there is no percent increase between hits (such as by the Fixed Damage option in [[Training]] mode), this instead happens at around 37%, which can be verified by the result of <code>(5 * 2.16 + 0.5 * 37) * 9</code> exceeding 263. As this only takes damage into account, it works regardless of the opponent's weight or knockback modifiers, unless they take no hitstun as a result of either [[armor]] or the attack dealing flinchless knockback. | ||