Editing Paralyze

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{ArticleIcons|brawl=y|ssb4=y|ultimate=y}}
{{ArticleIcons|brawl=y|ssb4=y|ultimate=y}}
[[File:Paralyzer.jpg|250px|thumb|Pit paralyzed by Zero Suit Samus's Paralyzer in ''Brawl'']]
[[File:Paralyzer.jpg|200px|thumb|Pit is paralyzed by Zero Suit Samus' Paralyzer.]]
:''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.


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.
Debuting in ''[[Super Smash Bros. Brawl]]'', there are a few attacks in the ''{{b|Super Smash Bros.|series}}'' series that can cause the rare '''paralyze''' effect. Targets hit by these attacks will be frozen in place for a short period of time, shaking back and forth, before taking [[knockback]]. In most cases, this allows a character to follow up with any of their moves while the target is paralyzed, including a smash attack or other powerful move, making the effect very strong. However, after a character is paralyzed, they are immune to subsequent instances of the effect until they land on the ground, grab a [[ledge]], or their [[hitstun]] wears off otherwise, preventing them from being infinitely trapped by [[Spam|repeated uses]] of paralyzing moves; likewise, hitting them with these moves while already paralyzed does not increase or reset the duration of the 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.
The duration of paralysis in [[frame]]s is determined by the knockback the move used inflicts, multiplied by the result of the formula <code>((d / 2.6) + 14) * h * c * 0.025</code> (rounded down), where '''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. The paralyze effect ignores [[weight]] differences for knockback calculation, but not [[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 caps at 76 frames in ''Brawl'' and ''Smash 4'', and 90 frames in ''Ultimate''.  


==Status condition==
In ''Brawl'' and ''Smash 4'', attempting to paralyze an opponent more than once before they land, grab a ledge, or can act out of the effect will only cause damage to them with no knockback or paralysis after the first occurence, leaving the attacker at an extreme disadvantage, and forcing them to wait for the effect to "refresh" if they wish to keep taking advantage of moves that cause it. In ''Ultimate'', this was changed so the opponent takes knockback alongside the damage, merely without being paralyzed, allowing such moves to still function as traditional launchers until the effect refreshes.
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 vast majority of paralyzing attacks are either [[Final Smash]]es, [[custom moves]], or the effects of certain [[item]]s or [[Smash Run]] [[enemies]]. Extremely few standard characters' moves can paralyze, with [[Paralyzer]], Zero Suit Samus's [[down smash]], and [[Dragon Fang Shot]] being the only moves with the effect that do not fit in any of the aforementioned categories. This is the only status that can affect damageable objects besides characters, like items, causing them to shake.
 
The duration of paralysis in [[frame]]s is <code>k * ((d / 2.6) + 14) * h * c * 0.05</code> in ''Brawl'', <code>k * ((d / 2.6) + 14) * h * c * 0.025</code> in ''Smash 4'', and <code>k * h * c + 1</code> 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==
Line 23: Line 19:
!width=8%|Games
!width=8%|Games
|-
|-
|{{SSB4|Captain Falcon}}
|[[Captain Falcon]]
|[[Lightning Falcon Kick]] (side hitboxes, landing)
|[[Lightning Falcon Kick]] (side hitboxes, landing)
|{{GameIcon|SSB4}}
|{{GameIcon|SSB4}}
Line 34: Line 30:
|[[Dark Pit Staff]] (trapping hit)
|[[Dark Pit Staff]] (trapping hit)
|-
|-
|{{SSB4|Donkey Kong}}
|[[Donkey Kong]]
|[[Focused Slap]] (both hits, both on the ground and in the air)
|[[Focused Slap]] (both hits, both on the ground and in the air)
|{{GameIcon|SSB4}}
|{{GameIcon|SSB4}}
Line 42: Line 38:
|{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|-
|{{SSB4|Greninja}}
|[[Greninja]]
|[[Secret Ninja Attack]] (trapping hit)
|[[Secret Ninja Attack]] (trapping hit)
|rowspan=2|{{GameIcon|SSB4}}
|rowspan=2|{{GameIcon|SSB4}}
|-
|-
|{{SSB4|Ike}}
|[[Ike]]
|[[Paralyzing Counter]]
|[[Paralyzing Counter]]
|-
|{{SSBU|Kazuya}}
|[[Electric Wind God Fist]]
|{{GameIcon|SSBU}}
|-
|-
|[[Kirby]]
|[[Kirby]]
Line 69: Line 61:
|{{GameIcon|SSBB}}{{GameIcon|SSB4}}
|{{GameIcon|SSBB}}{{GameIcon|SSB4}}
|-
|-
|{{SSB4|Little Mac}}
|[[Little Mac]]
|[[Stunning Straight Lunge]]
|[[Stunning Straight Lunge]]
|rowspan=2|{{GameIcon|SSB4}}
|rowspan=2|{{GameIcon|SSB4}}
|-
|-
|{{SSB4|Lucario}}
|[[Lucario]]
|[[Stunning Double Team]]
|[[Stunning Double Team]]
|-
|-
Line 83: Line 75:
|rowspan=4|{{GameIcon|SSB4}}
|rowspan=4|{{GameIcon|SSB4}}
|-
|-
|{{SSB4|Pikachu}}
|[[Pikachu]]
|[[Thunder Wave]]
|[[Thunder Wave]]
|-
|-
|{{SSB4|R.O.B.}}
|[[R.O.B.]]
|[[Super Diffusion Beam]] (second-last hit)
|[[Super Diffusion Beam]] (second-last hit)
|-
|-
|{{SSB4|Robin}}
|[[Robin]]
|[[Pair Up]] ([[Chrom]]'s trapping dash)
|[[Pair Up]] ([[Chrom]]'s trapping dash)
|-
|-
Line 102: Line 94:
|[[Paralyzing Needle]]
|[[Paralyzing Needle]]
|{{GameIcon|SSB4}}
|{{GameIcon|SSB4}}
|-
|{{SSBU|Young Link}}
|[[Triforce Slash]] (trapping hit)
|{{GameIcon|SSBU}}
|-
|-
|[[Zelda]]
|[[Zelda]]
Line 128: Line 116:
!width=8%|Games
!width=8%|Games
|-
|-
|rowspan=3|[[Assist Trophies]]
|rowspan=2|[[Assist Trophies]]
|[[Nikki]]: Spooky Ghost
|[[Nikki]]: Spooky Ghost
|{{GameIcon|SSBU}}
|{{GameIcon|SSBU}}
|-
|-
|[[Wily Capsule]]: Lightning projectiles  
|[[Wily Capsule]]: Lightning projectiles  
|{{GameIcon|SSBU}}
|-
|[[Yuri Kozukata]]: Camera Obscura
|{{GameIcon|SSBU}}
|{{GameIcon|SSBU}}
|-
|-
Line 143: Line 128:
|-
|-
|[[Spewpa]]: Stun Spore
|[[Spewpa]]: Stun Spore
|{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|{{GameIcon|SSB4}}
|}
|}


Line 168: Line 153:


===By stage hazards===
===By stage hazards===
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=70%
|-
|-
Line 176: Line 159:
!width=8%|Games
!width=8%|Games
|-
|-
|[[Mute City SNES]]
|[[Mute City (SSB4)]]
|Racers that touch the track boundaries occasionally get shocked, which paralyzes anyone on them.
|Racers that touch the track boundaries occasionally get shocked, which paralyzes anyone on them.
|{{GameIcon|SSB4-3}}{{GameIcon|SSBU}}
|{{GameIcon|SSB4-3}}{{GameIcon|SSBU}}
Line 192: Line 175:
|{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|}
|}
 
{{Template:Effects}}
{{Effects}}


[[Category:Effects]]
[[Category:Effects]]
[[Category:Special conditions]]

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page: