Super Smash Bros. Ultimate

Isabelle (SSBU)/Pummel: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:IsabellePummel.gif|thumb|340px|Hitbox visualization showing Isabelle's pummel.]]
[[File:IsabellePummel.gif|thumb|340px|Hitbox visualization showing Isabelle's pummel.]]
{{competitive expertise}}
==Overview==
==Overview==
Isabelle's [[Pummel]] provides rather underwhelming damage output, but is still helpful in achieving earlier KO's and manipulating percentile for [[Down throw]] strings, potentially improving her follow up options and their consistency.
Isabelle's [[Pummel]] provides rather underwhelming damage output, but is still helpful in reducing move staling, achieving earlier KO's, and can manipulate percentile for [[Down throw]] strings, potentially improving her follow up options and their consistency.
 
As much of Isabelle’s kit has situational use cases, Isabelle particularly benefits from the move stale reduction it provides. As a result, utilizing her [[pummel]] as much as possible without letting the opponent break out of her [[grab]] is nearly always ideal.


==Update History==
==Update History==

Latest revision as of 08:10, January 6, 2024

Hitbox visualization showing Isabelle's pummel.

Overview[edit]

Isabelle's Pummel provides rather underwhelming damage output, but is still helpful in reducing move staling, achieving earlier KO's, and can manipulate percentile for Down throw strings, potentially improving her follow up options and their consistency.

As much of Isabelle’s kit has situational use cases, Isabelle particularly benefits from the move stale reduction it provides. As a result, utilizing her pummel as much as possible without letting the opponent break out of her grab is nearly always ideal.

Update History[edit]

Super Smash Bros. Ultimate 8.0.0

  • Buff Pummel has a larger hitbox (5u → 6.3u), allowing it to connect more consistently.

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 1.3% 0 Sakurai angle Forward 0 100 30 HitboxTableIcon(False).png 6.3 top 0.0 7.0 10.0 2.1× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Hitbox 1
Interruptible 7
Animation length 29
FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible