Paralyze: Difference between revisions
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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. | 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. | ||
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. | 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]]. Additionally, there is a paralysis duration cap of 76 frames, usually reached at high percents. 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×. | ||
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. | 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. |
Revision as of 22:45, March 9, 2019
- For the effect causing characters to be dazed for a period of time, see Stun.
Debuting in Super Smash Bros. Brawl, there are a few attacks in the Super Smash Bros. 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 repeated uses of paralyzing moves; likewise, hitting them with these moves while already paralyzed does not increase or reset the duration of the effect.
The duration of paralysis in frames is determined by the knockback the move used inflicts, multiplied by the result of the formula ((d / 2.6) + 14) * h * c * 0.025
(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 knockback resistance, such as from the Metal Box. Additionally, there is a paralysis duration cap of 76 frames, usually reached at high percents. 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×.
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.
The vast majority of paralyzing attacks are either Final Smashes, custom moves, or the effects of certain items 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.
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
Stage | Attack | Games |
---|---|---|
Mute City (SSB4) | 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 |