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

Updated for 8.0.0 and fixed some parts. Need a new hitbox image though.
m (→‎Overview: jigglypuffs pummel LASTS 2 frames, but comes out frame 1; minor correction and swapped for a character with a frame 2 pummel)
(Updated for 8.0.0 and fixed some parts. Need a new hitbox image though.)
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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 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.  
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. 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. It also allows the K. Rool player to add more bury time, as down throw uses the damage directly before the throw occurs, ''including'' pummel 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.  
This also removes moves from the [[stale-move negation]] queue, allowing for K. Rool's damage to remain high, as his damage is very heavily affected by the staleness multipliers. Considering hitlag, a [[buffer]]ed throw from a buffered pummel is guaranteed from around 10%, allowing for automatic, free damage. Thus, buffering pummel into down throw and then using [[King K. Rool (SSBU)/Neutral attack|neutral attack]] will almost completely refresh the queue.  


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. It's also only frame 2, which is something only shared with a few characters such as {{SSBU|Donkey Kong}}. This means it's possible for characters to escape grabs before the pummel comes out, though this is rare.
To compensate for the sheer damage it can rack up, King K. Rool's pummel is only frame 2. This is something only shared by a few characters, such as {{SSBU|Donkey Kong}} and {{SSBU|Jigglypuff}}. This means it's possible for characters to escape grabs before the pummel comes out, though this is rare.
 
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
*{{buff|Pummel's hitbox radius was increased (r7.0 → r8.0), allowing it to connect on opponents reliably without [[glancing blow]]s occurring.}}


==Hitboxes==
==Hitboxes==
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|ks=100
|ks=100
|fkv=30
|fkv=30
|r=7.0
|r=8.0
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0