Super Smash Bros. Ultimate

King K. Rool (SSBU)/Pummel

< King K. Rool (SSBU)
Revision as of 06:23, March 24, 2020 by Plague von Karma (talk | contribs) (Added more info)
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. Considering hitlag, a buffered throw from a buffered pummel is guaranteed from around 10%, allowing for almost automatic 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 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   Standard 0 100 30   7.0 top 0.0 10.0 11.0 2.3× 1.0× 0%               Kick   All All            

Timing

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