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Bros ice bros
Bros ice bros











bros ice bros bros ice bros

The new formula for the initial freeze time is 5d + 0.5p, rounded down, where d is the damage dealt by the freezing attack, taking the 1v1 multiplier and modifiers such as stale-move negation into account, while p is the target's percent before the attack connects (unlike other status conditions such as burying and sleep, which use the post-hit percent). In Ultimate, freeze time has undergone significant changes. In these three games, hitting a frozen opponent with a flame attack thaws them out immediately. In Brawl and Smash 4, freeze time is reduced overall the formula is changed to damage * 12 rounded down, and button mashing reduces freeze time by 4 frames per input (7.2 with buttons in Smash 4, though they cannot be inputted as quickly as stick inputs), while attacks reduce it by 2× of the damage they would deal to a non-frozen opponent. In Melee, the formula for the initial freeze time is damage * 12.5, rounded down button mashing reduces it by 3 frames per input, and attacks reduce it by 0.75× of the damage they would deal to a non-frozen opponent, even if the attack has a freezing effect. Additionally, remaining freeze time will begin decaying immediately, even during hitlag, meaning that non-projectile ice attacks effectively have a lower frame advantage. The amount of frames characters are frozen for is determined differently across games, though in all of them, the damage inflicted by the freezing attack is a factor, and it is altered by both button mashing from the victim's part and dealing damage to them while frozen. From Brawl onward, freezing attacks use their own sound effects, with the exception of Mr. In Melee, being hit by a freezing attack causes a variation of the ping sound to play only those that deal high enough knockback, such as the Freezie and Articuno's attack, use the actual ping sound. While frozen, characters also take 0.5× damage and 0.25× knockback from subsequent attacks, hindering the effectiveness of KO setups against frozen opponents, with even powerful meteor smashes dealing negligible knockback. When a character gets frozen, their knockback is calculated as usual, but they decelerate slower as they fly away (with a launch speed decay of 0.03 per frame, down from 0.051), and their falling speed is reduced (by 0.7× from Brawl onward), giving them significantly floatier physics and causing them to cover a longer distance. In all games, a freezing attack needs to inflict knockback of at least 52.5 units to freeze the target, which matches the minimum knockback required to trigger their heavy flinching animation.













Bros ice bros