Super Smash Bros. Ultimate

King K. Rool (SSBU)/Pummel: Difference between revisions

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m (Removed protection from "King K. Rool (SSBU)/Pummel": Bot: Unprotecting a list of files)
(Provided a basic outline of how helpful K. Rool's pummel is, although it's pretty generic information. Also noted about its glancing blow issue.)
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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:KingKRoolPummelSSBU.gif|thumb|550px|Hitbox visualization showing King K. Rool's pummel.]]
[[File:KingKRoolPummelSSBU.gif|thumb|400px|Hitbox visualization showing King K. Rool's pummel.]]
{{competitive expertise}}
==Overview==
==Overview==
A simple headbutt. Pummeling opponents prior to using [[King K. Rool (SSBU)/Down throw|down throw]] is especially crucial for King K. Rool's success, as well as after a dash grab to make use of the long lunge. This is because down throw uses all damage prior to the throw itself to calculate the bury frames. It is also one of the most damaging pummels in the game, with surprisingly little lag for its damage as well.
However, King K. Rool's pummel has a tendency to suffer from [[glancing blow]]s against characters with specific grabbed animations. As a result, it is not always consistent.
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}

Revision as of 08:30, February 7, 2020

Hitbox visualization showing King K. Rool's pummel.

Overview

A simple headbutt. Pummeling opponents prior to using down throw is especially crucial for King K. Rool's success, as well as after a dash grab to make use of the long lunge. This is because down throw uses all damage prior to the throw itself to calculate the bury frames. It is also one of the most damaging pummels in the game, with surprisingly little lag for its damage as well.

However, King K. Rool's pummel has a tendency to suffer from glancing blows against characters with specific grabbed animations. As a result, it is not always consistent.

Hitboxes

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 1.6% 0 Sakurai angle Standard 0 100 30 HitboxTableIcon(False).png 7.0 top 0.0 10.0 11.0 2.3× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Head (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing

Hitbox 2
Interruptible 8
Animation length 23
FrameIcon(Lag).png 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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible