kenniky
Smash Master
Please freeze the first column, it's nigh impossible to read otherwise
Last edited:
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Please freeze the first column, it's nigh impossible to read otherwise
I'll do it when I'm not on my phone.Please freeze the first column, it's nigh impossible to read otherwise
Not just this but it helps to further extend his recovery and mix up his movement, in general, with b-reverses and wavebounces. Lucas has a pretty terrible double jump, so magnet helps to stop his upward momentum for situations where you SDI and double jump out of, say, a rapid jab, allowing you to get a punish where his slow double jump wouldn't, otherwise.Lucas's Z-air is extremely good. It's a good zoning tool but it's also an extremely good whiff punish tool. It gives access to Z-air -> Footstool infinite on around 10 characters and Z-air F-smash is true on more than half of the cast around kill percents.
https://www.youtube.com/watch?v=KrYfRj_nz7c&feature=youtu.be
Also Lucas's PSI magnet is a lot better than Ness's and should be at least one tier higher. It's a good stalling move that can be used offstage to bait approaches it has a hitbox that semi-spikes people on hit and the healing muiltplier is 2,5x. Ness "only" has 1,5x. This is also the reason that Lucas/Lucario is such a good doubles team.
A few percents don't really make a difference, either way Lucas is in the same spot (between Buster Shulk/Mewtwo and Peach)I tried Lucas on the same situation as mewtwo and i got 56%. Cpu might be varying the amount of mashing it's doing tho as i often got around 55% and 54%, so take these results as estimates.
It's actually apparently second worst in percent according to the chart, only in front of Greninja.Might wanna put Robin's on the low side. While each pummel does good percent, (~3%) it's also slow has hell, which makes it less good
So...anybody going to give me a source on hitboxes? Because I'm not testing every character for it.Moves have had discussion with the thought of Doubles in mind before, but for the sake of a clean & easy discussion with no additional complications lets just go with me saying that hitboxes matter only from those few scenarios I think of. Things like say, 's Tree, 's Mech passing by, 's Bike laying on the ground, just items in general that are around that are also hit by the pummel. Shulk as my example attempting to pummel & holding their respective items or the item being on the ground around us, stuff like that.
Interesting exceptions that are at play also include things like 's Can, interractions with 's Crash Bomber sticky, 's Pikmin Latched onto you, etc..
I still stand that hitboxes aren't a main focus to ranking pummels, but I feel that they contribute a little something. Nothing that warrants a ranking difference between characters obviously. Maybe unless the best hitbox bubble for pummel could be extra brownie points or something.
Console plays smash 4 at 60 fps, 28 frames is half a second friendo's Hand Slap is good because:
-It covers a long range (Ground hitbox)
-Deals insane shield pressure
-Is DK's 2nd fastest meteor smash when used in the air (first hit comes out on frame 19, his fastest is D-air on frame 14)
However, it has some downsides:
-Can't hit airborne opponents (Ground hitbox)
-High end lag; easily punished if you miss (Ground hitbox)
-First hit does not consistently combo into second, and spiking hit (Aerial and Meteor hitbox)
I'd say C tier, IMO. It simply has a lot more uses than most of the D-tiers.
's Stone is good because:
-Has super armor
-Comes out pretty fast (When used on ground; comes out frame 11)
-Breaks full shields upon landing, or breaks partly damaged shields upon use on the ground
-Has high horizontal KB when used on ground, making it another good tool to edge guard characters that struggle with recovery (Cloud, Luigi, Mac, etc.)
's Stone is also bad because:
-Vulnerable for nearly a full second (28 frames) before super armor kicks in; easy punish if opponent is there to do so (Aerial)
-High end lag after the transformation; if you miss you can easily punished with something strong, which is bad due to his very lightweight (Ground and Aerial)
Again, I'd put at C-D tier; it has it's situational uses, but still has some drawbacks that keep it from being completely viable.
Ya I know, someone else corrected me already XD thanks thoConsole plays smash 4 at 60 fps, 28 frames is half a second friendo
Why would we do that? We already ranked throws, pummels are their own thing.If we're going to rank pummels, we also need to take into consideration the reward for the throw that follows afterward. Someone like Yoshi may have an average grab attack, but he has no throw for KOing outright to gain a true reward, save stage control.
That doesn't mean its good though. It just means its her best option vertically.Sheik's in C seems really harsh considering it's how she gets a large amount of her kills. That and BF.