Paralyze: Difference between revisions

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→‎Status condition: Crouch cancel knockback multiplier =/= crouch cancel hitlag multiplier
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(→‎Status condition: Crouch cancel knockback multiplier =/= crouch cancel hitlag multiplier)
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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> prior to ''Ultimate'', 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 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 <code>k * ((d / 2.6) + 14) * h * c * 0.025</code> prior to ''Ultimate'', 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 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 0.85× alongside its effect on hitlag, it becomes a particularly effective countermeasure against paralysis, reducing its duration by 0.5695×. Paralysis duration is capped at 76 frames in ''Brawl'' and ''Smash 4'', and 90 frames in ''Ultimate''.


==List of paralyzing attacks==
==List of paralyzing attacks==