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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 (0.66 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×.
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

Pit is paralyzed by Zero Suit Samus' Paralyzer.
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) Super Smash Bros. 4
Corrin Dragon Fang Shot Super Smash Bros. 4Super Smash Bros. Ultimate
Dark Pit Dark Pit Staff (trapping hit)
Donkey Kong Focused Slap (both hits, both on the ground and in the air) Super Smash Bros. 4
Ganondorf Beast Ganon (trapping hit) Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate
Greninja Secret Ninja Attack (trapping hit) Super Smash Bros. 4
Ike Paralyzing Counter
Kirby Ultra Sword (first trapping hit) Super Smash Bros. 4Super Smash Bros. Ultimate
Kirby (Copy Abilities) Dragon Fang Shot
Bonus Fruit (bell)
Paralyzer Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate
Link Triforce Slash (trapping hit) Super Smash Bros. BrawlSuper Smash Bros. 4
Little Mac Stunning Straight Lunge Super Smash Bros. 4
Lucario Stunning Double Team
Pac-Man Bonus Fruit (bell) Super Smash Bros. 4Super Smash Bros. Ultimate
Lazy Fruit (bell) Super Smash Bros. 4
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) Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate
Sheik Light Arrow (trapping hit) Super Smash Bros. BrawlSuper Smash Bros. 4
Paralyzing Needle Super Smash Bros. 4
Zelda Light Arrow (trapping hit) Super Smash Bros. BrawlSuper Smash Bros. 4
Zero Suit Samus Down smash Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate
Paralyzer
Electromagnetic Net Super Smash Bros. 4

By items

Item Attack Games
Assist Trophies Nikki: Spooky Ghost Super Smash Bros. Ultimate
Wily Capsule: Lightning projectiles Super Smash Bros. Ultimate
Poké Ball Pokémon Ditto: Transform (if the summoner possesses paralyzing attacks) Super Smash Bros. Ultimate
Spewpa: Stun Spore Super Smash Bros. 4

By enemies and bosses

Enemy/Boss Attack(s) Games
Devil Car Paralyzing fumes Super Smash Bros. for Nintendo 3DS
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. Super Smash Bros. for Nintendo 3DSSuper Smash Bros. Ultimate
Orbital Gate Assault Orbital Gate's Force Field Super Smash Bros. for Wii U
Gamer 5-Volt Super Smash Bros. for Wii USuper Smash Bros. Ultimate
Midgar Electrified platforms Super Smash Bros. 4Super Smash Bros. Ultimate