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 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.  
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 the throw's bury time is based on damage prior to the throw, rather than the grab, thus including pummel damage. It's also essential after a [[King K. Rool (SSBU)/Grab|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, dealing 2% factoring in freshness and the [[1v1 multiplier]], while also being unusually fast, with an FAF of 8 and 16 frames of hitlag. This allows for an easy down throw into [[King K. Rool (SSBU)/Up smash|up smash]], as it quickly 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.  
As pummels remove moves from the [[stale-move negation]] queue, this greatly assists K. Rool, as his damage output is heavily affected by the staleness multipliers. Considering its 16 frames of hitlag, a [[buffer]]ed throw from a buffered pummel is guaranteed from around 10%, adding guaranteed damage to his throws very quickly. Thus, buffering pummel into down throw and then using [[King K. Rool (SSBU)/Neutral attack|neutral attack]] will almost completely refresh the staleness queue, greatly assisting K. Rool's damage output between [[stock]]s where the player has likely staled [[King K. Rool (SSBU)/Forward aerial|forward aerial]] and other important moves.


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.
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==
==Update History==

Revision as of 10:07, June 21, 2021

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 the throw's bury time is based on damage prior to the throw, rather than the grab, thus including pummel damage. It's also essential 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, dealing 2% factoring in freshness and the 1v1 multiplier, while also being unusually fast, with an FAF of 8 and 16 frames of hitlag. This allows for an easy down throw into up smash, as it quickly prompts mashing from opponents aiming to avoid taking unnecessary damage.

As pummels remove moves from the stale-move negation queue, this greatly assists K. Rool, as his damage output is heavily affected by the staleness multipliers. Considering its 16 frames of hitlag, a buffered throw from a buffered pummel is guaranteed from around 10%, adding guaranteed damage to his throws very quickly. Thus, buffering pummel into down throw and then using neutral attack will almost completely refresh the staleness queue, greatly assisting K. Rool's damage output between stocks where the player has likely staled forward aerial and other important moves.

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 Donkey Kong and Jigglypuff. This means it's possible for characters to escape grabs before the pummel comes out, though this is rare.

Update History

Super Smash Bros. Ultimate 8.0.0

  • Buff Pummel has a larger hitbox (7u → 8u), allowing it to connect more consistently.

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 8.0 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