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Asleep

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This article is about status condition. For the effect and moves that cause the status condition, seesleep.

Beingasleep (known asFuraSleep by the games' internal files, with "fura" being the Japanese onomatopoeia for dizziness) is a status condition in everySuper Smash Bros. game to date, which is inflicted by attacks with thesleep effect. A character that falls asleep is prevented from taking action until waking up or getting hit by an attack.

General properties[edit]

Any fighter on the ground hit by an attack with a sleep effect will be put to sleep. In the air, characters cannot be put to sleep prior toSuper Smash Bros. 4; from this game onward, a few sleeping moves are allowed to hit aerial opponents, namelyPeach'sPeach Blossom and theHero'sSnooze, in which case the opponent is instead put in an inactionabletumble state, transitioning into their sleeping animation if they land on the ground. The sleeping animation has a unique voice clip, which is more often than not the character snoring and occasionally sleep-talking.

Sleeping characters cannot take any action until waking up, though they can decrease its duration bybutton mashing, and it ends prematurely if they take any kind ofknockback, or if the ground they are standing on disappears. As with other status conditions, its duration increases proportionally with the target'sdamage percentage.

InSuper Smash Bros. for Wii U'sSmash Tour, the tour itemDarkrai causes an opponent to be asleep at the start of the battle. InUltimate, the slumber floorSpirit Battlecondition causes a stage's floor to put players (but not opponents) who stand on it to sleep. Conversely, the supportspirit skill Slumber Immunity prevents the equipped fighter from falling asleep.

Uniquely,Donkey Kong cannot fall asleep while carrying a heavy item. Additionally, he cannot fall asleep while carrying an opponent inBrawl, but he can inMelee.

Appearance[edit]

In the originalSuper Smash Bros.,Jigglypuff'sSing is the only way characters can be put to sleep. The animation for sleeping characters is also the same as the animation for gettingstunned, except the sleeping character flashes different colors, has musical notes around them, and uses a different voice clip to indicate being asleep, such asMario using his snoring voice clip fromSuper Mario 64.

FromMelee onward, all characters have a unique sleeping animation, as well as an animation for waking up. For example,Donkey Kong rocks on his back and puts his thumb in his mouth, andFox curls up on the ground like his real-world animal counterpart. InUltimate,Steve takes out a Bed fromMinecraft and lies upon it, then breaks it and places it back in his inventory upon waking up. Sleeping characters also flash magenta, and emit stylized "bubbles" from their faces. InMelee,Mr. Game & Watch emits stylized Z's instead of bubbles; fromBrawl onward, both the bubbles and Z's are shown.

InMelee only,Mario,Luigi,Dr. Mario,Captain Falcon,Sheik,Yoshi,Bowser,Ganondorf,Young Link andMr. Game & Watch emit their stun voice clip upon waking up without being interrupted by knockback. Starting withSmash 4, most newcomers and a number of veterans also have a similar (albeit unique) voice clip, often being a gasp or a quiet breathe; inSmash 4, this applied to most voiced newcomers (with the exception ofRosalina & Luma,Greninja,Bowser Jr.,Lucina,Dark Pit andDuck Hunt) plusMewtwo;Ultimate adds all voiced newcomers from that game (minusInkling andRidley; includingDaisy andChrom, whereas their base counterparts don't have one), as well asLink,Young Link,Zelda,Ganondorf,Wolf, and theMii Fighters.

Sleep duration[edit]

As mentioned prior, the amount of time characters remain asleep increases proportionally to their percent, but can be reduced by button mashing from their part. Additionally, fromMelee onward, characters have an animation for waking up that cannot beinterrupted (known asFuraSleepEnd internally), effectively adding extra vulnerability time. This animation generally lasts 60frames (exactly one second), though prior toUltimate, it is different for a few characters; it lasts 50 frames forMewtwo inMelee, 76 frames forKirby andJigglypuff fromMelee toSmash 4, and a much shorter 30 frames forSquirtle inBrawl. InSmash 4 and earlier versions ofUltimate, the duration was either 59 or 60 frames for the rest of the cast, which was completely standardized to 59 frames since version4.0.0 ofUltimate.

InSmash 64, sleeping works differently from every other game in that its durationdecreases when the opponent is at higher percents, much like gettingstunned from ashield break. Additionally, characters do not have animations for waking up, allowing them to initiate other actions immediately after their sleep duration ends. In this game, the formula for sleep frames is(300 - p) + 75, rounded down, wherep is the character's damage percent after the sleeping move hits, andbutton mashing reduces this duration by 4 frames per input. This makes it more or less the same as the formula for stun frames, except with a lower base duration and reaching its limit faster (when the opponent has at least 300% damage).

InMelee, the formula for sleep time is95 + 2p - 15h, wherep is the same as inSmash 64, andh is a handicap equal to the victim's current rank disadvantage over the attacker (for example, if the victim is placing 4th and the attacker is placing 1st, it is equal to 3). As a result, players that are currently losing will be put to sleep for less time, and the minimum possible sleep time without button mashing can be 95, 80, 65, or 50 frames depending on their rank disadvantage. Button mashing reduces sleep time by 6 frames per input.

FromBrawl onward, the formula is changed to10 + 30h + 10(3 - r) + p + 25k, rounded up, with the factors corresponding to the following:

  • h andr are both placing factors much like the one used inMelee, but they make sleep time even more variable based on the user and victim's stock difference (or points in a time battle).h (handicap) is equal to 1.225 if the user is one stock behind the opponent, 1.45 with two or more stocks behind, 0.5 with one stock ahead, and 0.25 with two or more stocks ahead. On the other hand,r (rank) is equal to 0.32 if the user is one stock ahead of the opponent, and 0.4 with two or more stocks ahead.
    • If both characters' stocks (or points) are equal,h is equal to 1, whiler is equal to 0, simplifying the formula to70 + p + 25k.
    • To summarize, characters put opponents to sleep for 7 more frames with a -1 difference in stocks (or points), 14 more frames with a -2 difference or lower, 18 less frames with a +1 difference, and 26 less frames with a +2 difference or higher.
  • p takes the1v1 multiplier into account inUltimate (though most attacks with the sleep effect deal no damage).
  • k is the numericalknockback amount inflicted by the sleeping attack, using aweight of 100 for every character.
  • Button mashing reduces sleep time by 8 frames per input (14.4 for buttons inSmash 4 andUltimate, but they cannot be inputted as quickly as stick inputs).

InSmash 64 andMelee, unlike with other status conditions, characters that are already asleep can still be fully affected by subsequent sleeping moves, resetting their sleep duration. While this has no practical use inSmash 64, due to the sleep duration being short and incurring no wakeup animation, inMelee,Jigglypuff canledge-cancel Sing and repeatedly put an opponent to sleep if they are in range, allowing it tostall the match indefinitely. However, this is rarely seen in competitive play due to the extreme difficulty in landing Sing, as well as its punishability if unsuccessful. FromBrawl onward, sleeping moves have no effect on characters that are already asleep, even during their wakeup animation, ensuring they can alwaysshield and avoid immediately going into the status again.

Contrary to common misconception,Jigglypuff'sRest does not inflict the asleep status on it, and thus cannot be ended faster by button mashing; it is simply extremely highending lag manifested through a sleeping animation.

Gallery[edit]

Trivia[edit]

  • Richter has a voice clip where he mutters "Dracula..." while sleeping that can be heard in theSound Test, but the clip lasts longer than his sleeping animation, causing the voice clip to loop prematurely in-game.
    • The voice clip doesn't loop if Richter is put to sleep byHero's Snooze while airborne, but there are very few situations where Richter can be in the air long enough for this to occur.
  • Although the Villager has a canon sleeping pose inAnimal Crossing: Wild World andAnimal Crossing: City Folk, bothSmash 4 andUltimate give them different poses.
  • Some characters' sleeping animations reference their home franchise:
    • InMelee onwards, Mario sleeps in his 'laying sleeping' pose fromSuper Mario 64.
    • Kirby is in his signatureSleep ability pose, albeit without the sleeping hat.
    • Steve places a red bed and sleeps on it. When he wakes up, he collects it back in his inventory.