Zelda (SSBU)/Pummel: Difference between revisions
(New Page: {{ArticleIcons|ssbu=y}} thumb|400px|Hitbox visualization showing Zelda's pummel. {{competitive expertise}} ==Overview== ==Hitboxes== {{UltimateHitboxTableHe...) |
Tag: Mobile edit |
||
(8 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:ZeldaPummelSSBU.gif|thumb|400px|Hitbox visualization showing Zelda's pummel.]] | [[File:ZeldaPummelSSBU.gif|thumb|400px|Hitbox visualization showing Zelda's pummel.]] | ||
==Overview== | ==Overview== | ||
While levitating the opponent, Zelda clenches her fist to inflict a pulse of weak magic. It is a fast attack that can be used repeatedly on grabbed opponents. Each pummel will inflict small damage and occupy a 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. | |||
Since Zelda can combine her throws into Phantom Slash for combos, pummel also serves as a way to stall and adjust the timing properly (namely for forward throw, which has high KO potential with Phantom, but requires a specific timing). | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
Line 9: | Line 14: | ||
|damage=1.3% | |damage=1.3% | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=0 | |bk=0 | ||
|ks=100 | |ks=100 | ||
Line 44: | Line 50: | ||
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}} | {{FrameIconLegend|lag=y|hitbox=y|interruptible=y}} | ||
{{MvSubNavZelda|g=SSBU}} | {{MvSubNavZelda|g=SSBU}} | ||
[[Category:Zelda (SSBU)]] | [[Category:Zelda (SSBU)]] | ||
[[Category:Pummels (SSBU)]] | [[Category:Pummels (SSBU)]] |
Latest revision as of 18:17, August 15, 2024
Overview[edit]
While levitating the opponent, Zelda clenches her fist to inflict a pulse of weak magic. It is a fast attack that can be used repeatedly on grabbed opponents. Each pummel will inflict small damage and occupy a 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.
Since Zelda can combine her throws into Phantom Slash for combos, pummel also serves as a way to stall and adjust the timing properly (namely for forward throw, which has high KO potential with Phantom, but requires a specific timing).
Hitboxes[edit]
Timing[edit]
Hitbox | 2 |
---|---|
Interruptible | 8 |
Animation length | 24 |
Lag time |
Hitbox |
Interruptible |
|