Polar Bear
Smash Rookie
Just until the other day I didn't know that the number of strikes you could put on a guy when holding him depended on his damage percentage. I know, I'm a noob. So that made me wonder what damage percentages corresponded to how many strikes. I timed how long a character stayed in a grab for at what percentage three times first. Here's what I got in seconds.
0%... 1.85s, 1.91s, 1.82s ------- 70%... 4.00s, 3.98s, 3.94s
10%... 2.27s, 2.29s, 2.24s ------- 80%... 4.20s, 4.24s, 4.18s
20%... 2.49s, 2.48s, 2.44s ------- 90%... 4.47s, 4.44s, 4.45s
30%... 2.75s, 2.82s, 2.76s ------- 100%... 4.72s, 4.77s, 4.71s
40%... 3.12s, 3.00s, 3.04s ------- 110%... 5.03s, 5.04s, 5.01s
50%... 3.32s, 3.33s, 3.30s ------- 120%... 5.41s, 5.38s, 5.36s
60%... 3.66s, 3.52s, 3.55s ------- 130%... 5.63s, 5.64s, 5.71s
Also from what I timed, each strike is about 2/3 of a second. So what does all this junk mean? It means in theory you get this many strikes per grab percentage (rounded down since you can't have .7 of a hit). I didn't go past 130% because you should have a KO by then, if not sooner.
0% is 2 --- 70% is 5
10 % is 3 --- 80 % is 6
20 % is 3 --- 90% is 6
30% is 4 --- 100% is 7
40% is 4 --- 110% is 7
50% is 5 --- 120% is 8
60% is 5 --- 130% is 8
Those numbers are theoretical though. In application, you subtract one strike because your fingers probably aren't that insanely fast (if they are congrats to you) and another strike because you'll want to throw the guy before time is up. So in a game, you're probably going to get two strikes less than what's above at maximum.
I don't know if this has been done before, I haven't seen it yet, and I figured it's somewhat useful so you can get your maximum hits in and still have time to throw. Also, this may be a standard for all characters, but I tested it on Pit grabbing a Falco.
0%... 1.85s, 1.91s, 1.82s ------- 70%... 4.00s, 3.98s, 3.94s
10%... 2.27s, 2.29s, 2.24s ------- 80%... 4.20s, 4.24s, 4.18s
20%... 2.49s, 2.48s, 2.44s ------- 90%... 4.47s, 4.44s, 4.45s
30%... 2.75s, 2.82s, 2.76s ------- 100%... 4.72s, 4.77s, 4.71s
40%... 3.12s, 3.00s, 3.04s ------- 110%... 5.03s, 5.04s, 5.01s
50%... 3.32s, 3.33s, 3.30s ------- 120%... 5.41s, 5.38s, 5.36s
60%... 3.66s, 3.52s, 3.55s ------- 130%... 5.63s, 5.64s, 5.71s
Also from what I timed, each strike is about 2/3 of a second. So what does all this junk mean? It means in theory you get this many strikes per grab percentage (rounded down since you can't have .7 of a hit). I didn't go past 130% because you should have a KO by then, if not sooner.
0% is 2 --- 70% is 5
10 % is 3 --- 80 % is 6
20 % is 3 --- 90% is 6
30% is 4 --- 100% is 7
40% is 4 --- 110% is 7
50% is 5 --- 120% is 8
60% is 5 --- 130% is 8
Those numbers are theoretical though. In application, you subtract one strike because your fingers probably aren't that insanely fast (if they are congrats to you) and another strike because you'll want to throw the guy before time is up. So in a game, you're probably going to get two strikes less than what's above at maximum.
I don't know if this has been done before, I haven't seen it yet, and I figured it's somewhat useful so you can get your maximum hits in and still have time to throw. Also, this may be a standard for all characters, but I tested it on Pit grabbing a Falco.