Pummels are also far more unique across the cast because of the new ability to give moves decimal base damage, with several of them dealing a variety of decimal damage values; this results in some more damaging pummels than the most damaging from Brawl (discounting Olimar's with White Pikmin), with Dr. Mario's dealing 3.64%. Ultimate game.
If the opponent is pummeled, the throw will be slightly weakened, knockback wise. .Rd5g7JmL4Fdk-aZi1-U_V{transition:all .1s linear 0s}._2TMXtA984ePtHXMkOpHNQm{font-size:16px;font-weight:500;line-height:20px;margin-bottom:4px}.CneW1mCG4WJXxJbZl5tzH{border-top:1px solid var(--newRedditTheme-line);margin-top:16px;padding-top:16px}._11ARF4IQO4h3HeKPpPg0xb{transition:all .1s linear 0s;display:none;fill:var(--newCommunityTheme-button);height:16px;width:16px;vertical-align:middle;margin-bottom:2px;margin-left:4px;cursor:pointer}._1I3N-uBrbZH-ywcmCnwv_B:hover ._11ARF4IQO4h3HeKPpPg0xb{display:inline-block}._33CSUrVoafEXJUDX3qOQtf{height:12px;width:12px;margin-bottom:2px;margin-right:4px;vertical-align:middle;fill:var(--newRedditTheme-metaText)}._2IvhQwkgv_7K0Q3R0695Cs{border-radius:4px;border:1px solid var(--newCommunityTheme-line)}._2IvhQwkgv_7K0Q3R0695Cs:focus{outline:none}._1I3N-uBrbZH-ywcmCnwv_B{transition:all .1s linear 0s;border-radius:4px;border:1px solid var(--newCommunityTheme-line)}._1I3N-uBrbZH-ywcmCnwv_B:focus{outline:none}._1I3N-uBrbZH-ywcmCnwv_B.IeceazVNz_gGZfKXub0ak,._1I3N-uBrbZH-ywcmCnwv_B:hover{border:1px solid var(--newCommunityTheme-button)}._35hmSCjPO8OEezK36eUXpk._35hmSCjPO8OEezK36eUXpk._35hmSCjPO8OEezK36eUXpk{margin-top:25px;left:-9px}._3aEIeAgUy9VfJyRPljMNJP._3aEIeAgUy9VfJyRPljMNJP._3aEIeAgUy9VfJyRPljMNJP,._3aEIeAgUy9VfJyRPljMNJP._3aEIeAgUy9VfJyRPljMNJP._3aEIeAgUy9VfJyRPljMNJP:focus-within,._3aEIeAgUy9VfJyRPljMNJP._3aEIeAgUy9VfJyRPljMNJP._3aEIeAgUy9VfJyRPljMNJP:hover{transition:all .1s linear 0s;border:none;padding:8px 8px 0}._25yWxLGH4C6j26OKFx8kD5{display:inline}._1i46tE0yFLStZBdRfHnYIa{-ms-flex-align:center;align-items:center;margin-top:4px;margin-bottom:8px}._2YsVWIEj0doZMxreeY6iDG,._1i46tE0yFLStZBdRfHnYIa{font-size:12px;font-weight:400;line-height:16px;color:var(--newCommunityTheme-metaText);display:-ms-flexbox;display:flex}._2YsVWIEj0doZMxreeY6iDG{padding:4px 6px}._1hFCAcL4_gkyWN0KM96zgg{color:var(--newCommunityTheme-button);margin-right:8px;margin-left:auto;color:var(--newCommunityTheme-errorText)}._1hFCAcL4_gkyWN0KM96zgg,._1dF0IdghIrnqkJiUxfswxd{font-size:12px;font-weight:700;line-height:16px;cursor:pointer;-ms-flex-item-align:end;align-self:flex-end;-webkit-user-select:none;-ms-user-select:none;user-select:none}._1dF0IdghIrnqkJiUxfswxd{color:var(--newCommunityTheme-button)}._3VGrhUu842I3acqBMCoSAq{font-weight:700;color:#ff4500;text-transform:uppercase;margin-right:4px}._3VGrhUu842I3acqBMCoSAq,.edyFgPHILhf5OLH2vk-tk{font-size:12px;line-height:16px}.edyFgPHILhf5OLH2vk-tk{font-weight:400;-ms-flex-preferred-size:100%;flex-basis:100%;margin-bottom:4px;color:var(--newCommunityTheme-metaText)}._19lMIGqzfTPVY3ssqTiZSX._19lMIGqzfTPVY3ssqTiZSX._19lMIGqzfTPVY3ssqTiZSX{margin-top:6px}._19lMIGqzfTPVY3ssqTiZSX._19lMIGqzfTPVY3ssqTiZSX._19lMIGqzfTPVY3ssqTiZSX._3MAHaXXXXi9Xrmc_oMPTdP{margin-top:4px} ._9ZuQyDXhFth1qKJF4KNm8{padding:12px 12px 40px}._2iNJX36LR2tMHx_unzEkVM,._1JmnMJclrTwTPpAip5U_Hm{font-size:16px;font-weight:500;line-height:20px;color:var(--newCommunityTheme-bodyText);margin-bottom:40px;padding-top:4px}._306gA2lxjCHX44ssikUp3O{margin-bottom:32px}._1Omf6afKRpv3RKNCWjIyJ4{font-size:18px;font-weight:500;line-height:22px;border-bottom:2px solid var(--newCommunityTheme-line);color:var(--newCommunityTheme-bodyText);margin-bottom:8px;padding-bottom:8px}._2Ss7VGMX-UPKt9NhFRtgTz{margin-bottom:24px}._3vWu4F9B4X4Yc-Gm86-FMP{border-bottom:1px solid var(--newCommunityTheme-line);margin-bottom:8px;padding-bottom:2px}._3vWu4F9B4X4Yc-Gm86-FMP:last-of-type{border-bottom-width:0}._2qAEe8HGjtHsuKsHqNCa9u{font-size:14px;font-weight:500;line-height:18px;color:var(--newCommunityTheme-bodyText);padding-bottom:8px;padding-top:8px}.c5RWd-O3CYE-XSLdTyjtI{padding:8px 0}._3whORKuQps-WQpSceAyHuF{font-size:12px;font-weight:400;line-height:16px;color:var(--newCommunityTheme-actionIcon);margin-bottom:8px}._1Qk-ka6_CJz1fU3OUfeznu{margin-bottom:8px}._3ds8Wk2l32hr3hLddQshhG{font-weight:500}._1h0r6vtgOzgWtu-GNBO6Yb,._3ds8Wk2l32hr3hLddQshhG{font-size:12px;line-height:16px;color:var(--newCommunityTheme-actionIcon)}._1h0r6vtgOzgWtu-GNBO6Yb{font-weight:400}.horIoLCod23xkzt7MmTpC{font-size:12px;font-weight:400;line-height:16px;color:#ea0027}._33Iw1wpNZ-uhC05tWsB9xi{margin-top:24px}._2M7LQbQxH40ingJ9h9RslL{font-size:12px;font-weight:400;line-height:16px;color:var(--newCommunityTheme-actionIcon);margin-bottom:8px} The second fastest pummel in the game. Down Aerial is capable of Meteor Smashing. M2K does so when he chain grabs with Marth just to mix up his movements and stuff. It is worth noting that like other attacks, pummels inflict hitlag, and from Brawl onwards, opponents can still mash out of the attacker's grab during hitlag, so they are another factor to consider for a pummel's practical duration. mains have an "optimal pummel speed", which is pummeling as quickly as possible without dropping hits.
The move's speed and damage output is fairly average for an attack of its kind. The average duration of pummels among the cast is 17 frames, down from 24 frames in Melee, making them much faster overall. Palette Swap (Super Smash Bros. I did a dps test though by pummeling for a minute straight and dividing by 60, however there's obvious slight flaws in doing so. Yeah, any time a pro immediately throw when his opponent is at a percentage where he can safely pummel (and the opponent won't be able to mash out in time), it's to mess with DI as people said. Since accumulated damage increases the period an opponent is grabbed for, pummels are more effective at high percentages. ._1x9diBHPBP-hL1JiwUwJ5J{font-size:14px;font-weight:500;line-height:18px;color:#ff585b;padding-left:3px;padding-right:24px}._2B0OHMLKb9TXNdd9g5Ere-,._1xKxnscCn2PjBiXhorZef4{height:16px;padding-right:4px;vertical-align:top}._1LLqoNXrOsaIkMtOuTBmO5{height:20px;padding-right:8px;vertical-align:bottom}.QB2Yrr8uihZVRhvwrKuMS{height:18px;padding-right:8px;vertical-align:top}._3w_KK8BUvCMkCPWZVsZQn0{font-size:14px;font-weight:500;line-height:18px;color:var(--newCommunityTheme-actionIcon)}._3w_KK8BUvCMkCPWZVsZQn0 ._1LLqoNXrOsaIkMtOuTBmO5,._3w_KK8BUvCMkCPWZVsZQn0 ._2B0OHMLKb9TXNdd9g5Ere-,._3w_KK8BUvCMkCPWZVsZQn0 ._1xKxnscCn2PjBiXhorZef4,._3w_KK8BUvCMkCPWZVsZQn0 .QB2Yrr8uihZVRhvwrKuMS{fill:var(--newCommunityTheme-actionIcon)} But in my viewing experience lots of pro will pummel for the maximum amount before rethrowing, typically during chain-grab or tech-chase situations. /*# sourceMappingURL=https://www.redditstatic.com/desktop2x/chunkCSS/IdCard~SubredditWiki.5c1c766ebbeafac27d9a.css.map*/._3bX7W3J0lU78fp7cayvNxx{max-width:208px;text-align:center} Actually, at most once (and then mostly on accident). If the grabbed fighter has 0% damage, he/she can escape the grab quite easily if the attacker doesn't throw him/her immediately. /*# sourceMappingURL=https://www.redditstatic.com/desktop2x/chunkCSS/IdCard.aaeb92bbacd0f4fab37b.css.map*/You would be surprised at how phenomenal some players' DI are. By using our Services or clicking I agree, you agree to our use of cookies. You must log in or register to reply here. ._2a172ppKObqWfRHr8eWBKV{-ms-flex-negative:0;flex-shrink:0;margin-right:8px}._39-woRduNuowN7G4JTW4I8{border-top:1px solid var(--newCommunityTheme-widgetColors-lineColor);margin-top:12px;padding-top:12px}._3AOoBdXa2QKVKqIEmG7Vkb{font-size:12px;font-weight:400;line-height:16px;-ms-flex-align:center;align-items:center;background-color:var(--newCommunityTheme-body);border-radius:4px;display:-ms-flexbox;display:flex;-ms-flex-direction:row;flex-direction:row;margin-top:12px}.vzEDg-tM8ZDpEfJnbaJuU{color:var(--newCommunityTheme-button);fill:var(--newCommunityTheme-button);height:14px;width:14px}.r51dfG6q3N-4exmkjHQg_{font-size:10px;font-weight:700;letter-spacing:.5px;line-height:12px;text-transform:uppercase;display:-ms-flexbox;display:flex;-ms-flex-pack:justify;justify-content:space-between}._2ygXHcy_x6RG74BMk0UKkN{margin-left:8px}._2BnLYNBALzjH6p_ollJ-RF{display:-ms-flexbox;display:flex;margin-left:auto}._1-25VxiIsZFVU88qFh-T8p{padding:0}._3BmRwhm18nr4GmDhkoSgtb{color:var(--newCommunityTheme-bodyText);-ms-flex:0 0 auto;flex:0 0 auto;line-height:16px} So many variables. Hits the opponent with the hilt of Zangetsu. But in my viewing experience lots of pro will pummel for the maximum amount before rethrowing, typically during chain-grab or tech-chase situations.
This page was last edited on August 5, 2020, at 14:33. Ultimate) is an attack usable while an opponent remains trapped in the player's grab. For me it depends on the character I'm using. Ultimate Edition, Nintendo Super Smash Bros.
Are we sure there isn't a significant feedback effect here? Scratches the opponent with the claws on his wing. Welcome to Smashboards, the world's largest Super Smash Brothers community! Click here to sign up right now and start on your path in the Smash community! Any character can pummel by pressing the attack or grab input after a successful grab. I'd say pro players pummel about as often as makes sense. High damage output. Woops! If there's a limit on how much % contributes to breaking out of grabs and that limit is lower than 300%, you could see different results at normal %s. Unique to other pummels in that Yoshi's grab pulls the opponent into his mouth. Since that character will already be holding the other using their arms, most pummels are knee jabs or head butts, which tend to cause around 2-3% damage. Wouldn't it be worth it to get in a few more percent points before throwing, just in case that made the difference? The damage values and durations for pummels in Melee are listed in the above section. Their inclusion was revealed in the character presentation through the Nintendo Direct on January 16, 2020. Pummeling is primarily used to rack up extra damage before a throw, and to restore moves from stale-move negation. Yeah, any time a pro immediately throw when his opponent is at a percentage where he can safely pummel (and the opponent won't be able to mash out in time), it's to mess with DI as people said. Character specific? .s5ap8yh1b4ZfwxvHizW3f{color:var(--newCommunityTheme-metaText);padding-top:5px}.s5ap8yh1b4ZfwxvHizW3f._19JhaP1slDQqu2XgT3vVS0{color:#ea0027}
While it's nice and all to satiate the curiosity of the inner workings of Sm4sh, it's not really useable, common data (unless you're really into pummeling people in sudden death).