7,049
edits
(How did I not notice that jesus.) |
(Statistic from http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/Control.html#ふらふら) |
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When a character is stunned, they will be dazed for a few seconds and won't be able to move or attack. The only ways for a character to snap out of this condition is through an attack of another character (unless the attack does not cause [[flinch|flinching]]), waiting out the condition, or by [[button mashing]]. | When a character is stunned, they will be dazed for a few seconds and won't be able to move or attack. The only ways for a character to snap out of this condition is through an attack of another character (unless the attack does not cause [[flinch|flinching]]), waiting out the condition, or by [[button mashing]]. | ||
Unlike most other status effects, characters can escape being stunned easier at higher percentages (whereas [[Asleep|sleep]], for example, lasts longer at higher percentages). | Unlike most other status effects, characters can escape being stunned easier at higher percentages (whereas [[Asleep|sleep]], for example, lasts longer at higher percentages). In ''SSB'', the base time in frames that a character is stunned can be determined by the formula (400-damage)+60. | ||
The sound effect of being stunned is a cartoony tweet sound effect that loops until the condition is stopped immediately. This sound effect debuted in ''[[Melee]]''. In ''[[Brawl]]'', the sound was less cartoony than in ''SSBM''. The sound effect does not play if the character has taken very heavy damage. | The sound effect of being stunned is a cartoony tweet sound effect that loops until the condition is stopped immediately. This sound effect debuted in ''[[Melee]]''. In ''[[Brawl]]'', the sound was less cartoony than in ''SSBM''. The sound effect does not play if the character has taken very heavy damage. |