Super Smash Bros. Ultimate

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

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[[File:KingKRoolPummelSSBU.gif|thumb|400px|Hitbox visualization showing King K. Rool's pummel.]]
[[File:KingKRoolPummelSSBU.gif|thumb|400px|Hitbox visualization showing King K. Rool's pummel.]]
==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. Considering hitlag, a [[buffer]]ed throw from a buffered pummel is guaranteed from around 10%, allowing for almost automatic damage.  
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 while still dealing damage. This is because down throw uses all damage prior to the throw itself to calculate the bury frames. This also removes moves from the [[stale-move negation]] queue, allowing for K. Rool's damage to remain high (as his high damage is heavily affected by the staleness multipliers). Considering hitlag, a [[buffer]]ed throw from a buffered pummel is guaranteed from around 10%, allowing for almost automatic damage. Thus, buffering pummel into down throw and then using [[King K. Rool (SSBU)/Neutral attack|neutral attack]] will almost completely refresh the queue.  


King K. Rool's pummel is also one of the most damaging of its kind, with surprisingly little lag for its damage as well. This allows for an easy down throw into [[King K. Rool (SSBU)/Up smash|up smash]] as it prompts [[mash]]ing from opponents aiming to avoid taking unnecessary damage.  
King K. Rool's pummel is also one of the most damaging of its kind, with surprisingly little lag for its damage as well. This allows for an easy down throw into [[King K. Rool (SSBU)/Up smash|up smash]] as it prompts [[mash]]ing from opponents aiming to avoid taking unnecessary damage.  

Revision as of 17:07, March 27, 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 while still dealing damage. This is because down throw uses all damage prior to the throw itself to calculate the bury frames. This also removes moves from the stale-move negation queue, allowing for K. Rool's damage to remain high (as his high damage is heavily affected by the staleness multipliers). Considering hitlag, a buffered throw from a buffered pummel is guaranteed from around 10%, allowing for almost automatic damage. Thus, buffering pummel into down throw and then using neutral attack will almost completely refresh the queue.

King K. Rool's pummel is also one of the most damaging of its kind, with surprisingly little lag for its damage as well. This allows for an easy down throw into up smash as it prompts mashing from opponents aiming to avoid taking unnecessary damage.

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. It's also only frame 2, which is something only shared with a few characters such as Jigglypuff. This means it's possible for characters to escape grabs before the pummel comes out, though this is rare.

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