Super Smash Bros. Ultimate

Zelda (SSBU)/Pummel: Difference between revisions

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[[File:ZeldaPummelSSBU.gif|thumb|400px|Hitbox visualization showing Zelda's pummel.]]
[[File:ZeldaPummelSSBU.gif|thumb|400px|Hitbox visualization showing Zelda's pummel.]]
==Overview==
==Overview==
An weak but fast attack that can be used repeatedly on grabbed opponents. Each pummel will inflict small damage and occupy an additional spot in the staleness queue, improving the KO potential of other moves, but at the risk of giving the opponent more time to mash out of the grab before a throw is performed. The higher the opponent's percent, the more mashing it will require for them to escape the grab. Among all pummels, Zelda's is rather average in damage.
A weak but fast attack that can be used repeatedly on grabbed opponents. Each pummel will inflict small damage and occupy an additional spot in the staleness queue, improving the KO potential of other moves, but at the risk of giving the opponent more time to mash out of the grab before a throw is performed. The higher the opponent's percent, the more mashing it will require for them to escape the grab. Among all pummels, Zelda's is rather average in damage.


All of Zelda's throws have slow startup and distinct animations and are thus reactable. Therefore, forgoing pummels and throwing immediately for a DI mixup is generally ineffective. For the most part, maximizing the number of safe pummels before a throw is preferred, and can make the difference between Zelda's kill throws (back throw and up throw) KOing. For down throw specifically, however, pummeling can be detrimental around mid percents. The pummels' cumulative damage and their strengthening of down throw if it was stale can prevent it from KO confirming into a Lightning Kick.
All of Zelda's throws have slow startup and distinct animations and are thus reactable. Therefore, forgoing pummels and throwing immediately for a DI mixup is generally ineffective. For the most part, maximizing the number of safe pummels before a throw is preferred, and can make the difference between Zelda's kill throws (back throw and up throw) KOing. For down throw specifically, however, pummeling can be detrimental around mid percents. The pummels' cumulative damage and their strengthening of down throw if it was stale can prevent it from KO confirming into a Lightning Kick.
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}

Revision as of 21:26, July 24, 2024

Hitbox visualization showing Zelda's pummel.

Overview

A weak but fast attack that can be used repeatedly on grabbed opponents. Each pummel will inflict small damage and occupy an additional spot in the staleness queue, improving the KO potential of other moves, but at the risk of giving the opponent more time to mash out of the grab before a throw is performed. The higher the opponent's percent, the more mashing it will require for them to escape the grab. Among all pummels, Zelda's is rather average in damage.

All of Zelda's throws have slow startup and distinct animations and are thus reactable. Therefore, forgoing pummels and throwing immediately for a DI mixup is generally ineffective. For the most part, maximizing the number of safe pummels before a throw is preferred, and can make the difference between Zelda's kill throws (back throw and up throw) KOing. For down throw specifically, however, pummeling can be detrimental around mid percents. The pummels' cumulative damage and their strengthening of down throw if it was stale can prevent it from KO confirming into a Lightning Kick.

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 1.3% 0 Sakurai angle Forward 0 100 30 HitboxTableIcon(False).png 5.0 top 0.0 11.0 8.0 2.1× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Magic (effect) Magic (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Magic 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 24
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 FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible