Zelda (SSBU)/Pummel: Difference between revisions
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[[File:ZeldaPummelSSBU.gif|thumb|400px|Hitbox visualization showing Zelda's pummel.]] | [[File:ZeldaPummelSSBU.gif|thumb|400px|Hitbox visualization showing Zelda's pummel.]] | ||
==Overview== | ==Overview== | ||
A | While levitating the opponent, Zelda clenches her fist to inflict a pulse of weak magic. A fast attack that can be used repeatedly on grabbed opponents. Each pummel will inflict small damage and occupy an additional spot in the staleness queue, improving the KO potential of other moves, but at the risk of giving the opponent more time to mash out of the grab before a throw is performed. The higher the opponent's percent, the more mashing it will require for them to escape the grab. Among all pummels, Zelda's is rather average in damage. | ||
All of Zelda's throws have slow startup and distinct animations and are thus reactable. Therefore, forgoing pummels and throwing immediately for a DI mixup is generally ineffective. For the most part, maximizing the number of safe pummels before a throw is preferred, and can make the difference | All of Zelda's throws have slow startup and distinct animations and are thus reactable. Therefore, forgoing pummels and throwing immediately for a DI mixup is generally ineffective. For the most part, maximizing the number of safe pummels before a throw is preferred, and can make the difference in Zelda's throws (namely back throw and up throw) KOing. For down throw specifically, however, pummeling can be detrimental around mid percents. The pummels' cumulative damage and their strengthening of down throw if it was stale can prevent it from KO confirming into a Lightning Kick. | ||
==Hitboxes== | ==Hitboxes== |
Revision as of 15:29, August 5, 2024
Overview
While levitating the opponent, Zelda clenches her fist to inflict a pulse of weak magic. A fast attack that can be used repeatedly on grabbed opponents. Each pummel will inflict small damage and occupy an additional spot in the staleness queue, improving the KO potential of other moves, but at the risk of giving the opponent more time to mash out of the grab before a throw is performed. The higher the opponent's percent, the more mashing it will require for them to escape the grab. Among all pummels, Zelda's is rather average in damage.
All of Zelda's throws have slow startup and distinct animations and are thus reactable. Therefore, forgoing pummels and throwing immediately for a DI mixup is generally ineffective. For the most part, maximizing the number of safe pummels before a throw is preferred, and can make the difference in Zelda's throws (namely back throw and up throw) KOing. For down throw specifically, however, pummeling can be detrimental around mid percents. The pummels' cumulative damage and their strengthening of down throw if it was stale can prevent it from KO confirming into a Lightning Kick.
Hitboxes
Timing
Hitbox | 2 |
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Interruptible | 8 |
Animation length | 24 |
Lag time |
Hitbox |
Interruptible |
|