_Tree
The no-more hero
Ok, done lurking, time to initiate some more activity in this section of the boards.
First off, Sheik's paralysing needle paralysis duration DOES scale off the percentage of the opponent. This wasn't tested to a great extent in any custom move videos I've seen, so I was under the initial impression that it did not scale and was a borderline useless custom move. Thankfully, I was able to prove myself wrong.
After confirming that, I thought I would go a step further and find out the duration of the needle's paralysis at varying percentages, as well as if it has a maximum paralysis duration and if it scales with distance traveled.
Durations at different percentages
The paralysing needle custom move does have different durations at different percentages. Before I begin, I have two notes:
1. These numbers are very rough. They are more general approximations than exact stats. Due to the nature of how I recorded these numbers that's how it goes, however.
2. Human ability and more specifically human error play a part in the accuracy here. The duration of the paralysis that has been recorded was dependent on my reaction time in starting and stopping my stopwatch, so forgive any discrepancies.
3. When recording durations, I started my stopwatch as soon as Mario was hit by the needle, and stopped it as soon as he was released from the 'stuttering' animation the paralysis induces. Whether he could act out of the 'jump' paralysis gives at the end of the stuttering animation doesn't matter, as time can just be added or subtracted.
Here are the numbers I was able to find out:
Key: Opponent percentage - Paralysis duration numbers (in seconds) - Conclusion
0% - 0.50 - Paralysis lasts approximately 0.50 second(s)
-------0.54
-------0.50
20% - 0.60 - Paralysis lasts approximately 0.60 second(s)
---------0.61
---------0.64
---------0.56
40% - 0.73 - Paralysis lasts approximately 0.70 second(s)
---------0.71
---------0.70
---------0.70
60% - 0.80 - Paralysis lasts approximately 0.80 second(s)
---------0.82
---------0.84
---------0.84
80% - 0.93 - Paralysis lasts approximately 0.90 second(s)
---------0.92
---------0.91
100% - 0.98 - Paralysis lasts approximately 1.00 second(s)
-----------0.97
-----------1.00
-----------0.99
See the pattern? This is how I generally expected it to keep going. However, unlike how I first imagined it, it does not go up in thresholds, but seems to have it's duration extended based on each 'tick' of percentage. For example, ten percent seems to have a weird middle ground between zero and twenty. I wasn't able to completely nail it down.
10% - 0.57 - Paralysis duration is in-between 0% and 20%
---------0.53
---------0.50
Maximum paralysis duration
The maximum duration of paralysis seems to be 1:20 seconds. I tested this by testing the duration of paralysis at 120% and at 170%, which ended up being virtually the same:
120% - 1.20 - Paralysis lasts approximately 1.20 second(s)
-----------1.24
-----------1.16
170% - 1.20 - Paralysis lasts approximately 1.20 seconds(s)
-----------1.20
-----------1.19
I believe this limit is hit once the opponent is at 120%. The times I got for 110% are as follows, which did not get to 1.20:
110% - 1.15
-----------1.12
-----------1.14
(I am aware that the times of 110% and 120% conflict with the pattern seen at earlier percentages, but that's the inaccuracy of my reaction time for you.)
Scaling on distance
The duration of the paralysis is not affected by distance or time air-borne. I tested this by paralysing Mario at 80% at the closest possible distance, and at the maximum distance, with basically no difference seen:
Closest distance
80% - 0.93
---------0.92
---------0.91
Maximum distance
80% - 0.95
---------0.88
---------0.92
And that's it. Some information about a VERY specific category, but it could be useful. Again, I'm aware that this information is VERY rough, so until a more accurate way of noting such times is found, this will have to do. Also, this is my first post, so if the layout of this thread is all jacked up there's a reason for it.
First off, Sheik's paralysing needle paralysis duration DOES scale off the percentage of the opponent. This wasn't tested to a great extent in any custom move videos I've seen, so I was under the initial impression that it did not scale and was a borderline useless custom move. Thankfully, I was able to prove myself wrong.
After confirming that, I thought I would go a step further and find out the duration of the needle's paralysis at varying percentages, as well as if it has a maximum paralysis duration and if it scales with distance traveled.
Durations at different percentages
The paralysing needle custom move does have different durations at different percentages. Before I begin, I have two notes:
1. These numbers are very rough. They are more general approximations than exact stats. Due to the nature of how I recorded these numbers that's how it goes, however.
2. Human ability and more specifically human error play a part in the accuracy here. The duration of the paralysis that has been recorded was dependent on my reaction time in starting and stopping my stopwatch, so forgive any discrepancies.
3. When recording durations, I started my stopwatch as soon as Mario was hit by the needle, and stopped it as soon as he was released from the 'stuttering' animation the paralysis induces. Whether he could act out of the 'jump' paralysis gives at the end of the stuttering animation doesn't matter, as time can just be added or subtracted.
Here are the numbers I was able to find out:
Key: Opponent percentage - Paralysis duration numbers (in seconds) - Conclusion
0% - 0.50 - Paralysis lasts approximately 0.50 second(s)
-------0.54
-------0.50
20% - 0.60 - Paralysis lasts approximately 0.60 second(s)
---------0.61
---------0.64
---------0.56
40% - 0.73 - Paralysis lasts approximately 0.70 second(s)
---------0.71
---------0.70
---------0.70
60% - 0.80 - Paralysis lasts approximately 0.80 second(s)
---------0.82
---------0.84
---------0.84
80% - 0.93 - Paralysis lasts approximately 0.90 second(s)
---------0.92
---------0.91
100% - 0.98 - Paralysis lasts approximately 1.00 second(s)
-----------0.97
-----------1.00
-----------0.99
See the pattern? This is how I generally expected it to keep going. However, unlike how I first imagined it, it does not go up in thresholds, but seems to have it's duration extended based on each 'tick' of percentage. For example, ten percent seems to have a weird middle ground between zero and twenty. I wasn't able to completely nail it down.
10% - 0.57 - Paralysis duration is in-between 0% and 20%
---------0.53
---------0.50
Maximum paralysis duration
The maximum duration of paralysis seems to be 1:20 seconds. I tested this by testing the duration of paralysis at 120% and at 170%, which ended up being virtually the same:
120% - 1.20 - Paralysis lasts approximately 1.20 second(s)
-----------1.24
-----------1.16
170% - 1.20 - Paralysis lasts approximately 1.20 seconds(s)
-----------1.20
-----------1.19
I believe this limit is hit once the opponent is at 120%. The times I got for 110% are as follows, which did not get to 1.20:
110% - 1.15
-----------1.12
-----------1.14
(I am aware that the times of 110% and 120% conflict with the pattern seen at earlier percentages, but that's the inaccuracy of my reaction time for you.)
Scaling on distance
The duration of the paralysis is not affected by distance or time air-borne. I tested this by paralysing Mario at 80% at the closest possible distance, and at the maximum distance, with basically no difference seen:
Closest distance
80% - 0.93
---------0.92
---------0.91
Maximum distance
80% - 0.95
---------0.88
---------0.92
And that's it. Some information about a VERY specific category, but it could be useful. Again, I'm aware that this information is VERY rough, so until a more accurate way of noting such times is found, this will have to do. Also, this is my first post, so if the layout of this thread is all jacked up there's a reason for it.