Paralyze: Difference between revisions
mNo edit summary |
No edit summary |
||
Line 1: | Line 1: | ||
{{ArticleIcons|brawl=y|ssb4=y|ultimate=y}} | {{ArticleIcons|brawl=y|ssb4=y|ultimate=y}} | ||
[[File:Paralyzer.jpg| | [[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]]. | |||
Outside of [[Final Smash]]es and [[custom move]]s, [[Zero Suit Samus]]'s [[Paralyzer]] and [[down smash]] and [[Corrin]]'s [[Dragon Fang Shot]] 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 it takes from paralyzing attacks. | |||
==Status condition== | |||
Paralyzed fighters freeze in place while shaking back and forth briefly, before taking the [[knockback]] of the attack. | |||
The | Any fighter hit by a paralyzing attack will be inflicted with paralysis. In ''Brawl'' and ''Smash 4'', is 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 is still affected by [[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''. | |||
==List of paralyzing attacks== | ==List of paralyzing attacks== | ||
Line 153: | Line 157: | ||
===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 159: | Line 165: | ||
!width=8%|Games | !width=8%|Games | ||
|- | |- | ||
|[[Mute City | |[[Mute City SNES]] | ||
|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 175: | Line 181: | ||
|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|} | |} | ||
{{ | |||
{{Effects}} | |||
[[Category:Effects]] | [[Category:Effects]] |
Revision as of 01:01, April 23, 2019
- 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.
Outside of Final Smashes and custom moves, Zero Suit Samus's Paralyzer and down smash and Corrin's Dragon Fang Shot 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 it takes from paralyzing attacks.
Status condition
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, is 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 k * ((d / 2.6) + 14) * h * c * 0.025
(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 is still affected by 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.
List of paralyzing attacks
By characters
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 | |
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 | ||
Zelda | Light Arrow (trapping hit) | |
Zero Suit Samus | Down smash | |
Paralyzer | ||
Electromagnetic Net |
By items
Item | Attack | Games |
---|---|---|
Assist Trophies | Nikki: Spooky Ghost | |
Wily Capsule: Lightning projectiles | ||
Poké Ball Pokémon | Ditto: Transform (if the summoner possesses paralyzing attacks) | |
Spewpa: Stun Spore |
By enemies and bosses
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 hazards
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 |
List of attack effects | |
---|---|
Introduced in Super Smash Bros. | Normal • Coin • Electric • Flame • Slash • Sleep |
Introduced in Super Smash Bros. Melee | Bury • Darkness • Flower • Freezing • Grab • Inert • Reverse • Screw • Stun |
Introduced in Super Smash Bros. Brawl | Aura • Down • Flinchless • Grass • Paralyze • Plunge • Slip • Water |
Introduced in Super Smash Bros. 4 | Blaster • Magic • Obliviate • Stab • Solar |
Introduced in Super Smash Bros. Ultimate | Autoreticle • Chain • Curse • Dedede • Grapple • Ink • Mushroom • Poison • Rapid • Sparks • Fist-Down • Scintilla |