Freezes the gameplay and darkens the screen. While each player is frozen, no time passes for them. Use for a dramatic pause during the start of hyper attacks.

Required parameters:

- none

Optional parameters:

SuperPause accepts all optional parameters that the Pause controller does. In addition, SuperPause also takes the following parameters:

- time = pause_time (int)
  Specifies the number of ticks that the pause should last. Default is 30 ticks (half a second at default speed).
- anim = anim_no (int)
  Specifies the animation number (from fightfx.air) to play during the SuperPause. The default is 30, which is a charging effect. If anim is -1, no animation will be played. If you prepend "S" to anim_no, the animation used will be from the player's AIR file. For example, anim = S10.
- sound = snd_grp, snd_no (int, int)
  Specifies a sound to play (from common.snd) during SuperPause. The default is -1, which means no sound is played. If you prepend "S" to snd_grp, then the sound used will be from the player's own SND file. For example, sound = S10,0.
- pos = x_pos, y_pos (float)
  Specifies the offset (from the player axis) at which the super anim is to be displayed. Defaults to 0,0.
- darken = bvalue (boolean)
  If this is 1, the screen will darken during the SuperPause. Set this to 0 to disable this effect. The default value is 1.
- p2defmul = def_mul (float)
  This is the amount in which to temporarily multiply the defence of any targets the player has. This is used to make chaining into supers less damaging. Setting this at 1 will make no changes to the targets' defence. 0 is a special value that will set the defence to the number set in Super.TargetDefenceMul in the [Rules] section of mugen.cfg. The default value is 0. Valid values are all positive numbers, including zero.
- poweradd = value (int)
  This is the amount to add to the player's power. Defaults to 0.
- unhittable = bvalue (boolean)
  If set to 1, the player cannot be hit during the SuperPause. Set to 0 to disable this. Defaults to 1.

Notes:

If the Pause controller was previously executed, and the action is still paused, executing a SuperPause will preempt the Pause controller's effects. During the SuperPause, the time left until the Pause controller's effects expires will not count down.

Examples:

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