What it is. The player halts, snaps downward, and hits the ground hard enough to matter — damage, a shockwave, a broken floor. The airtime before impact IS the wind-up; the impact IS the payoff.
Player fantasy / why it’s fun. You are heavy. You spend altitude and you buy consequence. It’s the one attack that reads as a decision — you left the ground, you can’t take it back, and the whole crowd below knows what’s coming.
The verb
Rise, commit, fall. The player trades mobility and horizontal control for a single concentrated hit at a point they aimed for on the way up.
How it feels / why it’s fun
- Weight. The snap-to-fall and the freeze-frame on contact sell mass. Cheap slams float; good slams drop.
- Commitment. Once you’re pounding you’ve spent your air options. That risk is the whole flavor — see
pattern-risk-reward. - The clearing. A radial shockwave that resolves a crowd in one beat is deeply satisfying. It’s the melee answer to a screen-clear bomb.
Tuning levers
| Lever | What it controls | Sane default |
|---|---|---|
| Charge model | Flat power, or scale with fall height / hold time | Scale with height, capped at ~2× |
| Hover freeze | Beat of hang-time before the drop (readability + intent) | 0.10–0.20 s |
| Fall speed | How fast the drop reads as heavy | 1.5–2× normal gravity |
| Recovery lag | Vulnerable frames after landing — the cost | 0.25–0.45 s |
| Shockwave radius | Area of the landing effect | 1.5–3× character width |
| Cancel window | Can the fall be aborted? (usually no) | None — commitment is the point |
| Floor-break | Does it destroy tiles / open traversal? | Only on tagged tiles |
Two levers carry the design: charge-by-height (the reward you earned in the air) and recovery lag (the price you pay for missing). Tune those against each other first; the rest is polish.
Slots into
- Genres:
genre-precision-platformer(traversal + break-floor beats),genre-metroidvania(a gated pound that opens new floors),genre-action-adventureandgenre-soulslike(a heavy, punishable finisher),genre-horde-survivalandgenre-bullet-hell(a crowd-clear with a cooldown baked into the recovery). - Anchors:
anchor-dead-cells(ground-slam as a committed hitbox),anchor-hades(Poseidon/heavy casts read like area slams),anchor-vampire-survivors(radial area pressure),anchor-celesteandanchor-braidas the reference for how much air-control you’re allowed to trade away.
Twist seams
- Slam but it launches you back up for a combo (structure) — impact converts downward momentum into a bounce, so a clean pound feeds a
mechanic-double-jumpormechanic-combo-stringinstead of ending the beat. Seemechanic-bouncefor the momentum return. - Ground pound but it plants a seed that grows into a platform (theme) — the slam is constructive, not destructive: each landing spawns terrain, turning an attack into level authorship. Pairs with
genre-puzzle-platformer. - Pound but the shockwave is the real attack (structure) — the fall does nothing; only the expanding ring damages, so aim becomes timing the radius, not landing on a head. Leans on
system-telegraphsfor both sides to read the ring.
How it wires to Hayao
- The airtime-to-impact arc is a downward velocity you clamp on the way down; the landing test is a contact against the floor collider. Read the physics parts in the platformer sandbox lab (
sandboxes/— the single-mechanic labs, not a whole game) before wiring anything. - The shockwave is pure view — a radial cosmetic node, not part of the sim state. The hitbox that clears the crowd is simulation and must be deterministic (drive any spread/knock through the deterministic RNG, never a wall clock). Keep the ring flagged cosmetic so it stays out of the world hash.
- Freeze-frame, screen-shake, and dust are all cosmetic-side; choreograph them per
pattern-juice-choreography. Do the impact-feel work againstdesign/JUICE.md— that’s where the freeze/shake/particle timing gets proven, not here. - For the crowd-clear hitbox, model contacts in a fixed iteration order so the same slam resolves the same enemies every run (an invariant, not a nicety).
Fails when…
- The commitment is fake. If you can steer freely mid-fall or cancel on a whim, it’s just a fast attack wearing a costume — see
antipattern-false-depth. Commitment is the mechanic; don’t refund it. - Recovery is invisible. No punish window means it’s strictly the best button and every other attack rots. That’s
antipattern-boring-optimal. The lag is a feature. - The shockwave doesn’t read. A crowd-clear the player can’t parse is
antipattern-unreadable-juice— big flash, no information. Telegraph the radius and the threatened zone; readability first (pattern-readability). - It’s the answer to everything. A pound that trivializes traversal and crowds and bosses flattens the kit into
antipattern-feature-soup. Give it one job and a cost. - The input lies. If contact damage lands before the visible impact frame, players feel robbed —
antipattern-input-lie. Hitbox and impact frame fire together.
See also
- Composes with:
mechanic-charge-attack(charge-by-hold vs. charge-by-height are siblings),mechanic-bounce(the launch-back seam),system-telegraphs(make the ring legible). - Neighbors in the kit:
mechanic-dash,mechanic-double-jump,mechanic-parry,mechanic-throw. - Design context:
pattern-risk-reward,pattern-juice-choreography,system-combat-model,system-encounter-design. - Process:
process-the-twistfor pushing the two seams above further.