Pom is a slender ewe lamb with off-white wool tinted with pink. Her face is a muted, pale magenta, with turquoise eyes and a small muzzle. She wears a golden bell on a purple collar, and the bell is used to command and control her dogs. During battle, she usually shakes in fear (and the bell shakes and sounds along with her). Most of her attack animations consist of her reluctantly kicking with her hooves, flailing her legs in a panic, or preventing her pup Woof from getting caught up in the battle. Pom makes it clear that she would rather not fight anyone at all but fully intends to at least make an effort to progress in her mission. Pom is extremely insecure in her fighting abilities and sees herself as weak.
Gameplan
Pom is TFH’s resident Puppet (or should we say pup-pet) Character. Her goal is to manage two extremes, having somewhat lacking offensive and defensive capabilities when alone, but with the help of her puppets she becomes much more versatile, able to play a slippery defensive game and run some of the most difficult to block setplay in the game. While she starts off on the back foot, she's able to use her good poking normals and strong air mobility to find openings to safely summon her puppets, fighting in tandem with them to swing the momentum in her favor and overwhelm her opponent.
Strengths
Weaknesses
Puppets: When dogs have been summoned, Pom gains access some of strongest mixups in the game, as well as excellent defense, better neutral, longer range confirms, and great pressure.
Good Pokes: Pom has strong poking and antiairs with 2B, as well as long pokes on her heavy buttons, enabling her to slow down the pace of the match while she sets up her puppets.
Incredible Antiairs: She has multiple exceptional antiair normals. 6A controls a lot of space above her, and if it's not available because she has charge, her jump cancellable 2B can be performed from crouch and lowers her hurtbox even further.
Mobility: She has access to an airdash and a steerable float in the air, as well as a strike invuln command dash special in Sheep Herding, all of which bolster her neutral, defense, pressure, and mixups.
Reliance on Puppets: Pom's offense and defense are somewhat weakened without a dog summoned, making it difficult for Pom to find the momentum she needs if she can't find the time to set up.
Risky Reversals Without Throw Immunity: Sheep Herding is throwable and has a long recovery, allowing some characters to punish her even after whiffing attacks if she doesn't have dogs or super to cover her. Mama 6D, done as a reversal, loses to throws as well as to lows due to the input. Puppy Pummel is throwable and isn't active until Frame 13.
Input Overlap: She either has access to her 6A antiair or her [4]6A reversal, but not both. Their shared input can make it so an attempted antiair could change into a potentially devastating whiffed reversal if you're not paying attention. She needs to manage her charge if she wants full control of the skies.
Low Health: Pom is tied for the lowest health total in the game, making it very punishing when she makes a mistake.
Movement
Walk: Pom is just as eager to move away from danger as she is to move toward it, walking both forward and backward at 5 hu/frame. Relative to the other characters this is an average forward speed but an above average backward speed.
Dash: Like other characters, Pom can dash both forwards and backwards. Her speed is fairly consistent throughout the entire dash, making backdash a good retreat option, but worsening her wavedash.
Airdash: Pom is one of two characters with access to an airdash. Her airdash is noticeably short, but carries a lot of momentum with it. Like Tianhuo, Pom cannot block during the duration of her airdash.
Float: An ability unique to Pom, once per jump she can float by holding up, letting her move left and right freely while slowly descending. Can be canceled into from an air dash or a normal on hit or block. Moves faster backwards than forwards.
Jump: While Pom's jumps have no unique properties of their own, she is the only character whose backward jump arc is longer than her forward one.
Command List
Normal Moves
Standing Normals
5A
5A
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
35
Low
Chains into Self
5
4
15
vs. Grounded
-1
-3
0
15
0.83
vs. Airborne
5A is Pom's fastest normal, a 5 frame advancing standing low. Its relatively short range can make it unsuitable for punishing some moves, or for throwing out as abare. It often catches people trying to stand block because it's a quick standing low. Has slightly more reach than 2A by the last active frame, and can actually be spaced to be +0 on block.
Toggle Hitboxes
Toggle Hitboxes
5B
5B
bAAHH
bAAHH
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
85
Mid
-
9
5
19
vs. Grounded
2
-6
-35
25
0.95
vs. Airborne
Advancing normal where Pom swipes her arms upward. The forward movement makes it good in blockstrings and combos, although in neutral, 2B is often a stronger option.
Toggle Hitboxes
Toggle Hitboxes
5C
5C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
160
Mid
Forces Stand
13
5
34
vs. Grounded
-10
-12
-65
35
0.97
vs. Airborne
A long range, advancing dog bite. It hits from far away and is very unsafe to whiff. It has the longest blockstun of any of Pom's cancellable grounded normals, making it a useful normal to cancel into summons on block. Cancelling into 236A leaves Pom at -2, and 236B is still safe at -4, but 236C leaves Pom -8, unsafe if not spaced.
Toggle Hitboxes
Toggle Hitboxes
Crouching Normals
2A
2A
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
30
Low
Chains into Self
6
5
14
vs. Grounded
-1
-4
0
15
0.83
vs. Airborne
A basic 2A. Hits low, has a crouching hurtbox, and slightly more reach than 5A on the first active frame, at the cost of 1 frame slower startup.
Toggle Hitboxes
Toggle Hitboxes
2B
2B
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
100
Mid
Jump-Cancellable on Hit
8
5
19
vs. Grounded
0
-6
-40 (Grounded) -15 (Airborne)
20 (Grounded) 45 (Airborne)
0.95
vs. Airborne
Your new best friend. Extremely evasive retreating normal with a paper thin hurtbox frames 1-15, a great hitbox, good startup, and the ability to convert into a combo after hitting this in almost any situation. You will be using this move a lot. It doesn't reach nearly as high as 6A, so be careful not to do it too early, or get caught by a character that can change their jump arc. Jump cancellable on hit, making this strong in combos vs airborne opponents, or a decent reset point vs standing opponents.
Toggle Hitboxes
Toggle Hitboxes
2C
2C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
140
Low
Hard Knockdown
16
5
31
vs. Grounded
28 (HKD)
-16
-70
30
0.97
vs. Airborne
A long range sweep. Dangerous to whiff, just like 5C. Inflicts hard knock down if it hits while the JDG bar is not full. Cancelling into summon reduces the recovery of this move, but the fastest summon, 236A is still very unsafe on block at -9.
Toggle Hitboxes
Toggle Hitboxes
Jumping Normals
j.A
j.A
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
60
High
-
8
5
12
vs. Grounded
5 ~ 21
-1 ~ 15
-45 (Grounded) -80 (Airborne)
70 (Grounded) 35 (Airborne)
0.90
vs. Airborne
A quick air to air attack. It cannot hit crouching opponents, but is often used after a 3C to continue the combo.
Toggle Hitboxes
Toggle Hitboxes
j.B
j.B
twinkle toes.
twinkle toes.
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
30[x3], 100
High
-
12
9
19
vs. Grounded
5 ~ 26
-4 ~ 17
-60 (Grounded) -80 (Airborne)
100 (Grounded) 35 (Airborne)
0.95 [x4]
vs. Airborne
A 4-hit downward attack with a strong cross-up hitbox. Pom's fastest jumping attack that can generally be used to attack air to ground. The first 3 hits deal very little hitstun, so try to let all 4 hits connect before cancelling it if you plan on doing a combo afterwards. IAD jB hits crouchers on frame 28. The opponent has to block 1 hit high, then the rest of the hits can be blocked mid, but Pom can cancel into float or airdash to attempt double or triple overheads.
Toggle Hitboxes
Toggle Hitboxes
j.C
j.C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
160
High
Bounce (Air Only)
18
21
20
vs. Grounded
10 ~ 30 (Grounded) Bounce (Airborne)
-1 ~ 19
-60 (Grounded) -125 (Airborne)
140 (Grounded) 75 (Airborne)
0.97
vs. Airborne
Your new second best friend. A huge, long range attack, that arcs forward and down as it travels. Pom is vulnerable during the long startup, but it's still a very powerful tool for controlling neutral, especially versus opponents who don't reaction antiair its large extended hurtbox. Causes ground bounce when it connects on an airborne opponent, which be used to summon dogs mid-combo.
Toggle Hitboxes
Toggle Hitboxes
Command Normals
6A
6A
show off the pomp
show off the pomp
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
90
Mid
Forces Stand Jump-Cancellable on Hit
8
3
24
vs. Grounded
-8
-5 (Grounded) -19 (Airborne)
40
55
0.83
vs. Airborne
An advancing anti air with a large vertical hitbox. It can also be used as combo or blockstring filler. Invincible from the legs up from frame one. Jump cancelable on hit. It can antiair much higher opponents than 2B, just be wary of input overlap with [4]6A.
Toggle Hitboxes
Toggle Hitboxes
3C
3C
Big Mouth Strikes Again
Big Mouth Strikes Again
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
130
Mid
Jump-Cancellable on Hit
17
7
31
vs. Grounded
Launch
-16
-70 (Grounded) -35 (Airborne)
30 (Grounded) 65 (Airborne)
0.83
vs. Airborne
Her launcher. Very long horizontal range. Pom doesn't typically get a combo when this connects at far ranges, making it mostly useful up close. On counterhit she can connect tip range 3C into jC, making this a very niche long range counterhit punisher. Very unsafe and not cancellable on block, so only use it if you know it will hit, or if a dog is nearby.
Toggle Hitboxes
Toggle Hitboxes
Throws
Forward Throw
Forward Throw B+C / 6B+C
"Down, boy!"
"Down, boy!"
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
100[x4] + 200
Throw
Tumble Forced 50% Scaling
6
3
23
vs. Grounded
Tumble
0
0
vs. Airborne
One of Pom's puppies latches onto the opponent, and bites them several times before Pom yanks him back. Launches the opponent forward and away. You can convert this into a full combo, but it is difficult to do unless you have your opponent in the corner, or dogs to help convert.
Toggle Hitboxes
Toggle Hitboxes
Back Throw
Back Throw 4B+C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
100[x4] + 200
Throw
Tumble Forced 50% Scaling
6
3
23
vs. Grounded
Tumble
0
0
vs. Airborne
Same as the forward throw, but the opponent is launched behind Pom instead. It is much easier to convert this into a combo without the use of dogs or the corner.
Toggle Hitboxes
Toggle Hitboxes
Air Throw
Air Throw j.B+C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
300
Throw
Hard Knockdown Forced 50% Scaling
8
3
18
vs. Grounded
HKD 29+
0
0
vs. Airborne
Pom grabs the opponent, flinging them behind her, and herself forward. You need the help of previously summoned dogs to convert this into a combo.
A short and quick command dash, that is strike invulnerable during "start up", but can be thrown. Can be used as a reversal to beat meaty attacks, but will lose to an opponent who throws expecting the dash. When Pom is on the ground in recovery, she can't be thrown, but can be hit.
A longer range, but slower overall command dash. It too is strike invulnerable, and throwable. Its longer travel distance can make it more difficult to punish in some cases, but its longer active frames and recovery can make it easier to punish in others. Often helpful for escaping the corner. When Pom is on the ground in recovery, she can't be thrown, but can be hit.
Both versions can be canceled into super for added safety.
Pom barks loudly, creating a large hitbox in front of her. Pretty fast startup for how big it is, but it's very minus on block, so be careful about just throwing it out. Causes stagger on hit, which can combo into her super, even when the JD bar is full. It can be cancelled into specials on hit, but not on block. It can also be canceled into super on block, hit, or even whiff.
Pom is also invulnerable to projectiles during this move.
Toggle Hitboxes
Toggle Hitboxes
Magic
Pom starts each round with her Magic gauge, which holds 3 stocks, completely filled. She uses magic stocks to call her pups and then a direction + the magic button (D) will cause the pups to do different attacks. Each pup and dog takes a different amount of magic to call. You can have any combination of dogs summoned, as long as the total adds up to no more than 3. Dog attacks can be activated during other moves, but the dogs (with the exception of Momma's counter) will stop attacking if Pom enters blockstun.
You can command dogs during Cross Canter like being in neutral, but you can't connect off of Cross Canter.
Dog Controls
Dog Controls
Command
Input
Action
Rally
DD
Calls pups to where Pom is standing. Cannot be used while Pom is in hitstun. Can be used when in blockstun and while teching.
Move Dog
[D] + 4/6
Moves pups left or right depending on the direction held. Can be done at any time, but dogs move slower while Pom is in hitstun. Can move a specific dog by holding D and A/B.
Dismiss Dog
22A/B/C/D
Dismisses dogs on the screen. A/B/C dismiss specific dogs. D dismisses all. Can be used at any time.
Attack
Direction + D (see moves below for specifics)
Can be done during other moves. Cannot be used while Pom is in blockstun/hitstun.
Digging Pup
Digging Pup 236A
Uses 1 Magic
Uses 1 Magic
Dirt... Everywhere...
Dirt... Everywhere...
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
-
60
-
28
vs. Grounded
vs. Airborne
Start up is how long the dog takes to become actionable, recovery is how long until Pom can act. Summons a stationary dog in front of Pom that has one attack and can be used/hit once before going away. Uses 1 magic.
15, 20, 25, 95 (5 [x3], 10 Chip)
Mid
-
43
4 (4) 4
2
vs. Grounded
5, 15, 15, 55
5, 15, 15, 55
0.97 [x4]
vs. Airborne
4-hit multihit move with a deceptively good hitbox. Very good for locking the opponent down on wakeup or after blockstrings, but not very good in combos.
Toggle Hitboxes
Toggle Hitboxes
Digging Pup, Following
Digging Pup, Following 214A
Uses 1 Magic
Uses 1 Magic
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
-
55
-
28
vs. Grounded
vs. Airborne
Start up is how long the dog takes to become actionable, recovery is how long until Pom can act. Digging Pup, Following is the same as regular digging pup, except they follow behind Pom wherever she goes! Uses 1 magic.
15, 20, 25, 95 (5 [x3], 10 Chip)
Mid
-
42
4 (4) 4
2
vs. Grounded
5, 15, 15, 55
5, 15, 15, 55
0.97 [x4]
vs. Airborne
Dog moves forward before doing the multi-hit digger attack. Very good to use at the end of blockstrings to keep pressure up, or make space.
15, 20, 25, 95 (5[x3], 10 Chip)
Mid
-
42
4 (4) 4
2
vs. Grounded
5, 15, 15, 55
5, 15, 15, 55
0.97 [x4]
vs. Airborne
Dog stays still before doing the multi-hit digger attack.
Growly Pup
Growly Pup 236B
Uses 2 Magic
Uses 2 Magic
6D
6D
3D
3D
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
-
58
-
30
vs. Grounded
vs. Airborne
Summons a stationary dog that has two different attacks and can be used/hit twice before going away. Uses two magic.
175 (130 Chip)
Mid
-
24
3
28
vs. Grounded
35
35
0.95
vs. Airborne
Dog lunges forward with a high damage + high hitstun attack. Good for high damage combos, even in midscreen. Not that good for blockstrings due to its relatively low blockstun.
115 (80 Chip)
Low
-
17
6
20
vs. Grounded
35
35
0.95
vs. Airborne
Dog lunges close to the ground with a fast, low-hitting attack. The opponent loses their footing on hit, making them airborne. This is an extremely important tool for Poms mixup game, allowing her to threaten opponents with lows even while she's airborne, forcing them to guess if she'll go high or low first.
Toggle Hitboxes
Toggle Hitboxes
Pilot Pup
Pilot Pup 214B
Uses 2 Magic
Uses 2 Magic
6D
6D
3D
3D
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
-
88
-
30
vs. Grounded
vs. Airborne
Summons a mobile dog that starts above Pom, but very quickly starts following after the opponent in the air. Has two different attacks, and can be used/hit twice before going away. Uses two magic.
150 (100 Chip)
-
-
24
10
10
vs. Grounded
35
35
0.95
vs. Airborne
Dog swoops forward with an attack that does decent damage and has decent hitstun. Good for decent damage while also getting good corner carry.
155 (80 Chip)
High
Tumble
28
12
29
vs. Grounded
Tumble
35
35
0.95
vs. Airborne
Dog swoops down onto the opponents head with an overhead attack. This can be a very good option for mixups. Causes a Tumble on hit, making it somewhat difficult to confirm off of 3D.
Toggle Hitboxes
Toggle Hitboxes
Big Momma
Big Momma 236C
Uses 3 Magic
Uses 3 Magic
3D
3D
6D
6D
9D
9D
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
-
101
-
34
vs. Grounded
vs. Airborne
Summons a large stationary dog in front of Pom that has three different attacks and can be used/hit three times before going away. Uses 3 magic.
50, 75, 125 (80 [x3] Chip)
-
-
55
12 (18) 6, 12
18
vs. Grounded
Launch
35, 35, 35
35, 35, 35
0.90 [x3]
vs. Airborne
After a sizable delay, the dog attacks with a 3-hit move that launches the opponent into the air. The first hit pulls the opponent towards Momma, allowing for some sneaky cross up setups. The first hit also has very little blockstun, allowing for even sneakier tick throw setups. Has 1 armor.
-
-
-
0
67
60
vs. Grounded
vs. Airborne
360 (110 Chip)
Mid
Wallstick
?
9
36
vs. Grounded
Wall Stick
35
35
0.90
vs. Airborne
Big Momma immediately prepares for a counter attack. If the dog is hit at almost any point during this, she will unleash a very high damaging attack that blows the opponent away with a wall stick. Like all dog attacks, the attack immediately stops if Pom is also hit. Is considered to be blocking during the counter.
660
Command Grab
-
84
10
20
vs. Grounded
Launch
0
0
vs. Airborne
After a very large windup, Big Momma lunges forward with a command grab. Causes a very high launch, that is not technically a groundbounce. Has 1 armor.
Toggle Hitboxes
Toggle Hitboxes
Super
Level 1
Stampede! 236XX
If you could change yer fate, would ye?
If you could change yer fate, would ye?
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
20 [x9], 30 [x6], 420 (2 [x15], 70 Chip)
Mid
-
4+1
175+
49
vs. Grounded
Launch
Variable
0
0
vs. Airborne
A level 1 super where Pom uses her bell to summon a horde of dogs to run over her opponent, with the Big Papa dog finishing it off for big damage. Pom recovers long before the super completes, so it is easy to combo out of, and can be used to make certain normals safe when you don't have dogs available to do that for you. Certain supers can blast straight through all the dogs (Like Velvet's, Oleander's, and Arizona's if she uses level 2), so be careful how you use it against opponents with meter. "As far as face-pummeling beatings go, it’s… …not so bad…"
Toggle Hitboxes
Toggle Hitboxes
Level 2 (Follow Up)
Big Papa 214XX
Dad on em.
Dad on em.
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
-
-
-
-
vs. Grounded
vs. Airborne
Brings out Big Papa as a summon with 4 uses, instead of having him hit as part of the level 1. This super must be performed after Big Papa is on screen, but before he connects with the opponent, meaning you will miss out on some of the damage of the level 1 by summoning him.
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
100, 250 (80 [x2] Chip)
Mid
-
34
9 (79) 12
6
vs. Grounded
~85, ~115
35, 35
35, 35
0.90 [x2]
vs. Airborne
1/3D is a 2 part attack similar to Mama's, but these are more spaced out, with a pause between them. Has one hit of armor as well as very high hitstun on both hits, allowing for any manner of set up.
360 (110 Chip)
Mid
Tumble
84
9
37
vs. Grounded
Tumble
35
35
0.90
vs. Airborne
3/6D cause him to do a bark attack with a big hitbox, that causes tumble on hit. The startup of this attack is not armored, and while he will still lose uses upon being hit, he will still attempt to go through with the attack.
40 (80 Chip)
Mid
Stagger
29
9
15
vs. Grounded
Stagger, 70
35
35
0.90
vs. Airborne
7/9D cause him to perform a quick anti-air bite that staggers on hit. Has one hit of armor. Synergizes with Mama 7/9D.
Level 3
Puppy Pummel 63214XX
Herd one thousand pups!
Herd one thousand pups!
Messatsu
Messatsu
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
-
15
70
127
vs. Grounded
vs. Airborne
101 [x60], 1200
Command Grab
-
9
29
87
vs. Grounded
0
vs. Airborne
Spend 3 bars to perform a counter super with slow startup. When attacked, Pom will become invincible and attempt to teleport to her opponent and command grab them. This also freezes the opponent on hit, making it inescapable when hit close. This move is also able to hit airborne opponents, but is blockable in the air.