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Stun

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For the condition that occurs causing characters to shake back and forth while immobile, seeParalyze.
For the effect when a shield is hit, seeShieldstun.
"Dizzy" redirects here. For the Smasher, seeSmasher:Dizzy.
Rosalina stunned by Mewtwo inUltimate.

Beingstunned ordazed (referred to asFuraFura inSuper Smash Bros. Melee'sdebug menu and in-game files forBrawl,Smash 4 andUltimate, after the Japanese onomatopoeia for dizziness), an effect known asdizziness inBrawl, is a special condition that leaves acharacter immobile for a short period of time.

General properties[edit]

Mario's stun animation inMelee.

A stunned character is dazed for a few seconds and can't perform any actions until the condition ends.Button mashing reduces the duration of the effect, and suffering any amount ofknockback ends it prematurely. InSmash 64 andMelee, characters can change to other actions immediately after their stun time ends, which can cause unsuspecting opponents attempting topunish them to get punished themselves instead. FromBrawl onward, however, every character has an animation for regaining consciousness after their stun ends (known internally asFuraFuraEnd), which lasts 50frames inBrawl, and 33 frames fromSmash 4 onward, giving players a better visual cue and effectively adding more vulnerability time for the stunned character.

Stun is accompanied by a cartoony tweet sound effect that loops until the condition is stopped, as well as small stars that occasionally pop up around the character's head on top. This sound effect debuted inMelee, and its volume was increased inBrawl. In all games, characters also have a flashing red overlay applied to their model; inSmash 4 andUltimate, however, this only happens when a character'sshield is broken. Also, inSmash 4, a halo of stars appears around a stunned character's head. InUltimate, the number of stars is reduced to 2, but a solid orange halo appears around the character's head as well.

It is impossible to be stunned while airborne. Possibly as a result, any airborne state induced upon a stunned character will cancel the stunned state immediately and they will enter a normal midair state.

While only a broken shield and a shattered reflector is capable of activating a stun state inSmash 64,Melee introduced a type of hitbox that instantly activates stun, a type that has been used in a small amount of moves throughout the series.

The stun effect isweight independent, but the amount of knockback dealt can still be affected by knockback modifiers andknockback resistance (such as from theMetal Box). A stun effect hitbox will fail to stun the target if it doesn't deal any knockback, or doesn't deal more knockback than the target's armor threshold (such asBowser'sTough Guy mechanic inSmash 4 andUltimate). However, stun duration itself is independent of knockback.

Stun time[edit]

The formula for stun time varies across games, as well as depending on how the stun is inflicted. FromBrawl onward, this does not consider the animation for regaining consciousness, effectively adding more vulnerability on top of the actual stun time.

While a character is stunned, including the animation for regaining consciousness, hitting them with a stunning move does not extend the duration, instead simply causing flinchless damage. FromBrawl onward, this applies for 70 additional frames after breaking free from stun. Characters also cannot be stunned in midair; attempting to do so causes the stunning move to inflict standardknockback instead, which inMelee is also the case for usingDisable on an already stunned opponent.

Shield break[edit]

For a shield break, the formula inSmash 64 andMelee is(400 - p) + 90, wherep is the character's damage percent at the time their shield was broken. As a result, unlike other status conditions and stun methods, taking more damagedecreases the amount of time a character is subsequently stunned from a shield break, reaching a minimum of 90 frames with at least 400% damage. FromBrawl onward, the formula is changed to400 - p, reducing it by 90 frames compared to the previous games, and causing characters to immediately regain consciousness after getting up from a shield break if they are at 400% damage or more.

Button mashing reduces the duration of shield break stun by 4 frames per input inSmash 64, and 3 frames per input in later games (5.4 for buttons inSmash 4 andUltimate, but they cannot be inputted as quickly as stick inputs); compared to other status conditions, this leaves players highly vulnerable during a shield break, even with exceptionally fast mashing.

This formula also applies to having areflector broken inSmash 64 andMelee, and havingKing K. Rool'sBelly Super Armor broken inUltimate. Additionally, inUltimate, equippingspirits reduces the initial shield break stun frames by an amount equal to the character's Defense stat divided by 50, for a maximum reduction of 200 frames with a Defense of 10,000.

Attacks with the stun effect[edit]

InMelee, the only attack that can stun opponents isMewtwo'sDisable, which uses the formula96 + 0.6p - 15h, rounded down.p is the opponent's percent after Disable hits, whileh 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 stunned for less time, and the minimum possible stun time without button mashing can be 96, 81, 66, or 51 frames depending on their rank disadvantage. Button mashing reduces Disable's stun time by 5 frames per input.

InBrawl, attacks that stun opponents use a general formula of60 + 50h + 15(3 - r) + k, rounded up, with the factors corresponding to the following:

  • h andr are both placing factors much like the one used inMelee, but they make stun time even more variable based on the user and victim's stock difference (or points in a time battle).h (handicap) controls stock deficit, being equal to 0.24 if the user is one stock behind the opponent, and 0.48 with two or more stocks behind. On the other hand,r (rank) controls stock leads, being equal to 1.875 if the user is one stock ahead of the opponent, and 2.7 with two or more stocks ahead.
    • If both characters' stocks (or points) are equal, both factors are equal to 0, simplifying the formula to105 + k.
    • To summarize, characters stun opponents for 12 more frames with a -1 difference in stocks (or points), 24 more frames with a -2 difference or lower, 28 less frames with a +1 difference, and 40 less frames with a +2 difference or higher.
  • k is the numericalknockback amount inflicted by the stunning attack, using aweight of 100 for every character.
  • Button mashing reduces stun time by 6 frames per input.

As a result, in addition to characters' rank in a battle being a more important factor for stun time, attacks have increased stun time based on their knockback amount rather than the opponent's percent (though the attack's base damage is a factor in knockback calculation, and thus still relevant to stun time). However, due to Mewtwo getting cut inBrawl, there are no longer any playable characters that can use a stunning move withoutitems (Wario-Man's unchargedWario Waft can stun, but requires theSmash Ball).

InSmash 4 andUltimate, the general stun formula is slightly modified to76 + 50h + 15(3 - r) + k (or121 + k without the placing factors), increasing stun time by 16 frames relative toBrawl. Button mashing still reduces stun time by 6 frames per input, which is now 10.8 for button inputs due to the altered mashing mechanics, though they cannot be registered as quickly as stick inputs.

Disable (Smash 4 andUltimate)[edit]

Mewtwo returns as a playable character afterBrawl, alongside its Disable move, making stun once again part of a playable character's moveset without items. However, Disable uses a different version of the stun effect, which has another formula for its stun duration, separate from the general one. This formula is1.1p + k inSmash 4, and1.3p +16h +16(3 - r) + k inUltimate, both rounded up; as a result, unlike general stunning moves, the opponent's percent after Disable hits is a factor in its duration alongside the resulting knockback value, and inSmash 4, it is not affected by Mewtwo's placing relative to the opponent.

InUltimate, the placing factors are also different;h (stock deficit) is equal to 0.2 for a -1 difference, and 0.45 for -2 or lower, whiler (stock lead) is equal to 1.2 for a +1 difference, and 1.4 for +2 or higher. As a result, Disable stuns opponents for 4 more frames with a -1 difference in stocks (or points), 8 more frames with a -2 difference or lower, 19 less frames with a +1 difference, and 22 less frames with a +2 difference or higher. Without the placing factors, the formula can be simplified to48 + 1.3p + k.

This variant of the stun effect is also used byMarshadow.

Causes of stunning[edit]

By moves[edit]

MovesConditionGames
Reflector shatteringAttempting to reflect a projectile that deals above a certain amount of damage (usually 50%) causes the reflector to shatter and stun its user.Super Smash Bros.Super Smash Bros. Melee
Shield breakIf a shield loses all HP, it breaks and stuns its user.Super Smash Bros.Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate

By characters[edit]

CharacterMove(s)Games
King K. RoolBelly Super Armor upon sustaining at least 36.02% damage (split between King K. Rool and the armor)Super Smash Bros. Ultimate
LuigiNegative Zone (grounds aerial opponents and stuns them)Super Smash Bros. Brawl
MewtwoDisableSuper Smash Bros. MeleeSuper Smash Bros. 4Super Smash Bros. Ultimate
SephirothSupernova (one of the move's possible effects)Super Smash Bros. Ultimate
WarioGarlic Breath (custom move)Super Smash Bros. 4
An unchargedWario Waft asWario-ManSuper Smash Bros. BrawlSuper Smash Bros. 4

By items[edit]

ItemAttackGames
Assist TrophiesRathalos: RoarsSuper Smash Bros. Ultimate
Deku NutAny attack on the groundSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate
Poké BallPokémonDitto: Transform (if the summoner is Mewtwo)Super Smash Bros. Ultimate
Marshadow: Spectral Thief (trapping hit)
Weavile: False SwipeSuper Smash Bros. Brawl

By enemies and bosses[edit]

Enemy/BossAttack(s)Games
Crazy HandParalyzing GlazeSuper Smash Bros. Ultimate
Master HandSnapperSuper Smash Bros. 4Super Smash Bros. Ultimate
Master Hand and Crazy HandShadow Puppet (third bark)Super Smash Bros. Ultimate
ReDeadScreamSuper Smash Bros. for Nintendo 3DS
RathalosRoarSuper Smash Bros. Ultimate

By stage[edit]

InWrecking Crew, getting trapped in a barrel and taking heavy damage will occasionally result in the trapped character being stunned upon breaking out. This can only be done with low-knockback attacks, however.

Gallery[edit]

Trivia[edit]

  • Bowser is the only character inBrawl to lack the tweeting sound effect while he is stunned. The reason for this unique property is unknown.
  • WhenSamus is stunned, her Power Suit starts to short-circuit, causing erratic and almost glitch-like movement. The same applies toDark Samus, even though her "suit" is technically part of her body.
  • InBrawl andSmash 4, the 90 frames used for minimum stun time from a shield break inSmash 64 andMelee are still present in the games' code alongside other shield parameters. This suggests the minimum time was still originally intended to be used, but either did not work due to a coding error or was deprecated.
  • InSuper Smash Bros. Ultimate, the Zap-Floor immunity spirits state that the user becomes immune to stun attacks; this is technically incorrect, as it actually prevents users from beingparalyzed rather than stunned.
  • InUltimate, using button mashing to escape the status quicker causes the character's stunned animation play at a faster speed.
  • Captain Falcon andTerry are the only characters to speak when stunned, both of them saying, "Oh, no..."
    • In games prior toBrawl, Captain Falcon would simply say "No..."
  • When Kirby gets stunned inSmash 64, his eyes become swirls. This also happens when Pikachu gets stunned in bothSmash 4 andUltimate, referencing how Pokémon inPokémon the Series often have their eyes replaced with swirls when fainted.


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List of attackeffects
Introduced inSuper Smash Bros.NormalNormal (effect)CoinCoin (effect)ElectricElectric (effect)FlameFlame (effect)SlashSlash (effect)SleepSleep (effect)
Introduced inSuper Smash Bros. MeleeBuryBury (effect)DarknessDarkness (effect)FlowerFlower (effect)FreezingFreezing (effect)GrabGrab (effect)InertInert (effect)ReverseReverse (effect)ScrewScrew (effect)StunStun (effect)
Introduced inSuper Smash Bros. BrawlAuraAura (effect)DownDown (effect)StopFlinchless (effect)GrassGrass (effect)ParalyzeParalyze (effect)PlungePlunge (effect)SlipSlip (effect)WaterWater (effect)
Introduced inSuper Smash Bros. 4BlasterBlaster (effect)MagicMagic (effect)ObliviateObliviate (effect)StabStab (effect)SolarSolar (effect)
Introduced inSuper Smash Bros. UltimateAutoreticleAutoreticle (effect)ChainChain (effect)CurseCurse (effect)DededeDedede (effect)GrappleGrapple (effect)InkInk (effect)MushroomMushroom (effect)PoisonPoison (effect)RapidRapid (effect)SparksSparks (effect)Fist-DownFist-Down (effect)ScintillaScintilla (effect)