Palutena (SSB4): Difference between revisions

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{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|neutralname=Radiance ({{ja|輝き|Kagayaki}}) / Glimmer ({{ja|煌めき|Kirameki}}) / Glimmer Finish ({{ja|煌めきフィニッシュ|Kirameki Finisshu}})
|neutralname=Radiance ({{ja|輝き|Kagayaki}})<br>Glimmer ({{ja|煌めき|Kirameki}})<br>Glimmer Finish ({{ja|煌めきフィニッシュ|Kirameki Finisshu}})
|neutralcount=1
|neutralcount=1
|neutralinf=y
|neutralinf=y
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|neutralinfdmg=0.8% (loop), 3.5% (last)
|neutralinfdmg=0.8% (loop), 3.5% (last)
|neutraldesc=Thrusts her staff forward to emit a blast of light from its orb that hits multiple times, followed by an upward swipe. It is Palutena's best ground attack and arguably one of the best neutral attacks in the game, thanks to its spacing, damage racking and [[jab cancel]]ing potential. Jab cancel follow-ups include itself and standing/dash grabs at low to high percentages, and neutral aerial, back aerial, and smash attacks at very high percentages. Its neutral infinite's finisher is useful for spacing, thanks to its extremely high knockback scaling. Due to it hitting on frame 8, however, it is tied with {{SSB4|Wario}}'s neutral attack for the fourth slowest in the game. Its neutral infinite also has high ending lag.
|neutraldesc=Thrusts her staff forward to emit a blast of light from its orb that hits multiple times, followed by an upward swipe. It is Palutena's best ground attack and arguably one of the best neutral attacks in the game, thanks to its spacing, damage racking and [[jab cancel]]ing potential. Jab cancel follow-ups include itself and standing/dash grabs at low to high percentages, and neutral aerial, back aerial, and smash attacks at very high percentages. Its neutral infinite's finisher is useful for spacing, thanks to its extremely high knockback scaling. Due to it hitting on frame 8, however, it is tied with {{SSB4|Wario}}'s neutral attack for the fourth slowest in the game. Its neutral infinite also has high ending lag.
|ftiltname=Circle of Protection ({{ja|守りの環|Mori no Wa}})
|ftiltname=Circle of Protection ({{ja|守りの環|Mamori no Wa}})
|ftiltdmg=6% (staff's head), 4% (staff's tail)
|ftiltdmg=6% (staff's head), 4% (staff's tail)
|ftiltdesc=Telekinetically twirls her staff in front of herself. Hitting with the staff's tail can make it hit twice altogether, while its long duration and good range can allow it to punish [[sidestep]]s and backward [[roll]]s. It has [[Priority#Moves that cannot rebound|anti-rebounding priority]], which means that it will not suffer ending lag if it collides with an attack that does not have [[transcendent priority]]. Due to it hitting on frame 17, however, it is her slowest tilt attack. When coupled with its high ending lag and long duration, it is very punishable.
|ftiltdesc=Telekinetically twirls her staff in front of herself. Hitting with the staff's tail can make it hit twice altogether, while its long duration and good range can allow it to punish [[sidestep]]s and backward [[roll]]s. It has [[Priority#Moves that cannot rebound|anti-rebounding priority]], which means that it will not suffer ending lag if it collides with an attack that does not have [[transcendent priority]]. Due to it hitting on frame 17, however, it is her slowest tilt attack. When coupled with its high ending lag and long duration, it is very punishable.
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|dashdmg=9% (clean), 5% (late)
|dashdmg=9% (clean), 5% (late)
|dashdesc=Rams into the opponent with her shield. Due to it hitting on frame 6, it is one of the fastest dash attacks in the game. It also has deceptive range, thanks to it slightly boosting Palutena. Thanks to its clean hitbox's high knockback scaling, it can function as a situational KOing option; it KOs middleweights at 157%/145% (''3DS''/''Wii U'') while near the edge of Final Destination. Its clean hitbox also grants partial [[invincibility]] to Palutena's body on frames 4-15. However, its high ending lag makes it very punishable.
|dashdesc=Rams into the opponent with her shield. Due to it hitting on frame 6, it is one of the fastest dash attacks in the game. It also has deceptive range, thanks to it slightly boosting Palutena. Thanks to its clean hitbox's high knockback scaling, it can function as a situational KOing option; it KOs middleweights at 157%/145% (''3DS''/''Wii U'') while near the edge of Final Destination. Its clean hitbox also grants partial [[invincibility]] to Palutena's body on frames 4-15. However, its high ending lag makes it very punishable.
|fsmashname=Goddess Wings ({{ja|女神の翼|Megami no Tsubasa}})
|fsmashname=Goddess' Wings ({{ja|女神の翼|Megami no Tsubasa}})
|fsmashdmg={{ChargedSmashDmgSSB4|16}} (near), {{ChargedSmashDmgSSB4|13}} (far), — (tip)
|fsmashdmg={{ChargedSmashDmgSSB4|16}} (near), {{ChargedSmashDmgSSB4|13}} (far), — (tip)
|fsmashdesc=Conjures ethereal wings and flaps them forward. It has impressive horizontal range, while its respectable damage output and high knockback scaling make it very strong. Its sweetspot covers the majority of the wings, whereas its sourspot is on their tips. Its sweetspot KOs middleweights at 84%/74% (''3DS''/''Wii U'') while near the edge of Final Destination. Conversely, its sourspot latter KOs them at 108%/97% (''3DS''/''Wii U'') while near the edge of Final Destination. It also has a windbox near the tips of the wings that can [[push]] away opponents and potentially [[gimp]] recoveries. Due to it hitting on frame 18 and having 47 frames of ending lag, however, it is very punishable and thus best suited as a punishment option. Occasionally, Palutena utters "Goddess Wings!" while using the move.
|fsmashdesc=Conjures ethereal wings and flaps them forward. It has impressive horizontal range, while its respectable damage output and high knockback scaling make it very strong. Its sweetspot covers the majority of the wings, whereas its sourspot is on their tips. Its sweetspot KOs middleweights at 84%/74% (''3DS''/''Wii U'') while near the edge of Final Destination. Conversely, its sourspot latter KOs them at 108%/97% (''3DS''/''Wii U'') while near the edge of Final Destination. It also has a windbox near the tips of the wings that can [[push]] away opponents and potentially [[gimp]] recoveries. Due to it hitting on frame 18 and having 47 frames of ending lag, however, it is very punishable and thus best suited as a punishment option. Occasionally, Palutena utters "Goddess Wings!" while using the move.
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|usmashdmg={{ChargedSmashDmgSSB4|16}} (base), {{ChargedSmashDmgSSB4|12}} (middle), {{ChargedSmashDmgSSB4|9}} (top)
|usmashdmg={{ChargedSmashDmgSSB4|16}} (base), {{ChargedSmashDmgSSB4|12}} (middle), {{ChargedSmashDmgSSB4|9}} (top)
|usmashdesc=Conjures a cyan beam of light that erupts from the ground. It has the highest vertical range of any up smash in the game, and the second highest vertical range of all up smashes in the series, surpassed only by {{SSBB|Snake}}'s. It has three hitboxes: one at the base of the beam, one at the middle, and one at the top. Its high vertical range and base hitbox's great KO potential make it very useful for edge-guarding. Its base hitbox KOs middleweights at 102%/94% (''3DS''/''Wii U'') from anywhere on Final Destination. Although its middle hitbox deals slightly less damage, it also KOs reliably; it KOs aerial middleweights at 117%/106% (''3DS''/''Wii U'') from anywhere on Final Destination. Due to it hitting on frame 18, and having both 42 frames of ending lag and very minimal horizontal range, it is best suited as a punishment option. In addition, its top hitbox KOs noticeably later because of its average damage output.
|usmashdesc=Conjures a cyan beam of light that erupts from the ground. It has the highest vertical range of any up smash in the game, and the second highest vertical range of all up smashes in the series, surpassed only by {{SSBB|Snake}}'s. It has three hitboxes: one at the base of the beam, one at the middle, and one at the top. Its high vertical range and base hitbox's great KO potential make it very useful for edge-guarding. Its base hitbox KOs middleweights at 102%/94% (''3DS''/''Wii U'') from anywhere on Final Destination. Although its middle hitbox deals slightly less damage, it also KOs reliably; it KOs aerial middleweights at 117%/106% (''3DS''/''Wii U'') from anywhere on Final Destination. Due to it hitting on frame 18, and having both 42 frames of ending lag and very minimal horizontal range, it is best suited as a punishment option. In addition, its top hitbox KOs noticeably later because of its average damage output.
|dsmashname=Goddess Wings ({{ja|女神の翼|Megami no Tsubasa}})
|dsmashname=Goddess' Wings ({{ja|女神の翼|Megami no Tsubasa}})
|dsmashdmg={{ChargedSmashDmgSSB4|15}} (near), {{ChargedSmashDmgSSB4|13}} (far), — (tip)
|dsmashdmg={{ChargedSmashDmgSSB4|15}} (near), {{ChargedSmashDmgSSB4|13}} (far), — (tip)
|dsmashdesc=Conjures ethereal wings and flaps them downward on both sides. Its clean hitbox has the highest knockback scaling out of her smash attacks. When coupled with its respectable damage output, it KOs middleweights at 110%/102% (''3DS''/''Wii U'') while near the edge of Final Destination. Although its late hitbox deals slightly less damage, it is also reliable thanks to being a [[semi-spike]] that is strong enough to KO middleweights at 115%/104% (''3DS''/''Wii U'') while near the edge of Final Destination. Like forward smash, it has a windbox near the tips of the wings. However, it hits on frame 17 and has 52 frames of ending lag; the latter of which is the highest amount of ending lag of all down smashes in the game, and the second highest ending lag of all smash attacks in the game. As a result, it is best used as a punishment option. Occasionally, Palutena utters "Goddess Wings!" while using the move.
|dsmashdesc=Conjures ethereal wings and flaps them downward on both sides. Its clean hitbox has the highest knockback scaling out of her smash attacks. When coupled with its respectable damage output, it KOs middleweights at 110%/102% (''3DS''/''Wii U'') while near the edge of Final Destination. Although its late hitbox deals slightly less damage, it is also reliable thanks to being a [[semi-spike]] that is strong enough to KO middleweights at 115%/104% (''3DS''/''Wii U'') while near the edge of Final Destination. Like forward smash, it has a windbox near the tips of the wings. However, it hits on frame 17 and has 52 frames of ending lag; the latter of which is the highest amount of ending lag of all down smashes in the game, and the second highest ending lag of all smash attacks in the game. As a result, it is best used as a punishment option. Occasionally, Palutena utters "Goddess Wings!" while using the move.
|nairname=Omnidirectional Circle ({{ja|四方の環|Yomo no Wa}})
|nairname=Omnidirectional Circle ({{ja|四方の環|Shihō no Wa}}, ''Four-Directions' Circle'')
|nairdmg=1.7% (loop), 5% (last)
|nairdmg=1.7% (loop), 5% (last)
|nairdesc=Telekinetically spins her staff around herself. Its loop hits have the [[Autolink angle|auto-link angle]], which makes it reliably trap opponents. When coupled with its long duration, it is a great pressuring and juggling option against opponents in the air or on platforms. Its last hit's extremely high knockback scaling also allows it to function as a decent edge-guarding option, and combo into grounded or other aerial attacks at low percentages.
|nairdesc=Telekinetically spins her staff around herself. Its loop hits have the [[Autolink angle|auto-link angle]], which makes it reliably trap opponents. When coupled with its long duration, it is a great pressuring and juggling option against opponents in the air or on platforms. Its last hit's extremely high knockback scaling also allows it to function as a decent edge-guarding option, and combo into grounded or other aerial attacks at low percentages.
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|bairdmg=12% (shield), 9% (arm)
|bairdmg=12% (shield), 9% (arm)
|bairdesc=Rotates her body to slam her shield into the opponent. Due to it hitting on frame 8, it is tied with up aerial as her second fastest aerial. It also has the second lowest amount of landing lag out of her aerials, and can be auto-canceled from a short hop. When these traits are coupled with its shield hitbox's respectable damage and high knockback scaling, it is one of Palutena's most viable KOing options. Its shield hitbox KOs middleweights at 135%/123% (''3DS''/''Wii U'') while near the edge of Final Destination. Like dash attack's clean hitbox, it grants partial invincibility around her body, but does so for its entire duration instead of for several frames. However, it has very high ending lag and a very small sourspot on her arm that deals less damage. Due to having its hitboxes positioned only on her shielded arm, it can also potentially miss an opponent that is too close to her.
|bairdesc=Rotates her body to slam her shield into the opponent. Due to it hitting on frame 8, it is tied with up aerial as her second fastest aerial. It also has the second lowest amount of landing lag out of her aerials, and can be auto-canceled from a short hop. When these traits are coupled with its shield hitbox's respectable damage and high knockback scaling, it is one of Palutena's most viable KOing options. Its shield hitbox KOs middleweights at 135%/123% (''3DS''/''Wii U'') while near the edge of Final Destination. Like dash attack's clean hitbox, it grants partial invincibility around her body, but does so for its entire duration instead of for several frames. However, it has very high ending lag and a very small sourspot on her arm that deals less damage. Due to having its hitboxes positioned only on her shielded arm, it can also potentially miss an opponent that is too close to her.
|uairname=Halo ({{ja|後光|Gokō}})
|uairname=Halo/Nimbus ({{ja|後光|Gokō}})
|uairdmg=1% (hits 1-4), 5% (hit 5)
|uairdmg=1% (hits 1-4), 5% (hit 5)
|uairdesc=Twirls while emitting her halo. Due to it hitting on frame 8, it is tied with back aerial as her second fastest aerial. Like neutral aerial, it has a long duration, hits multiple times and its last hit has extremely high knockback scaling. These traits allow it to reliably pressure aerial opponents above Palutena, and make it one of her most viable KOing options. Its last hit KOs middleweights at 104%/95% (''3DS''/''Wii U'') while near the upper blast line of Final Destination. However, it has a noticeable amount of ending lag. Due to having more interruptible frames than auto-canceling frames, it also cannot be auto-canceled at all, even a few frames after its animation ends. Despite this, its auto-cancel issue can be mitigated by using another attack with less ending lag, such as forward aerial, before Palutena lands on solid ground.
|uairdesc=Twirls while emitting her halo. Due to it hitting on frame 8, it is tied with back aerial as her second fastest aerial. Like neutral aerial, it has a long duration, hits multiple times and its last hit has extremely high knockback scaling. These traits allow it to reliably pressure aerial opponents above Palutena, and make it one of her most viable KOing options. Its last hit KOs middleweights at 104%/95% (''3DS''/''Wii U'') while near the upper blast line of Final Destination. However, it has a noticeable amount of ending lag. Due to having more interruptible frames than auto-canceling frames, it also cannot be auto-canceled at all, even a few frames after its animation ends. Despite this, its auto-cancel issue can be mitigated by using another attack with less ending lag, such as forward aerial, before Palutena lands on solid ground.
|dairname=Purging Kick ({{ja|追放キック|Tsuihō Kikku}})
|dairname=Purging/Exile Kick ({{ja|追放キック|Tsuihō Kikku}})
|dairdmg=9%
|dairdmg=9%
|dairdesc=A downward roundhouse kick. Unlike other meteor smashes, it will always meteor smash aerial opponents, thanks to its consistent hitbox. Conversely, it will obliquely launch grounded opponents, which allows it to be used as a punishment option from [[out of shield]] when SHFF'd. Due to it hitting on frame 10 and having the highest ending lag of any aerial attack in the game, it is her slowest aerial and thus very punishable. In addition, it only lasts for only 1 frame, has very minimal horizontal range, and cannot auto-cancel unless used from a jump. As a result of its flaws, it is unarguably Palutena's least effective aerial attack.
|dairdesc=A downward roundhouse kick. Unlike other meteor smashes, it will always meteor smash aerial opponents, thanks to its consistent hitbox. Conversely, it will obliquely launch grounded opponents, which allows it to be used as a punishment option from [[out of shield]] when SHFF'd. Due to it hitting on frame 10 and having the highest ending lag of any aerial attack in the game, it is her slowest aerial and thus very punishable. In addition, it only lasts for only 1 frame, has very minimal horizontal range, and cannot auto-cancel unless used from a jump. As a result of its flaws, it is unarguably Palutena's least effective aerial attack.
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|fthrowdmg=9%
|fthrowdmg=9%
|fthrowdesc=Slightly curls herself and then telekinetically pushes the opponent forward. It is Palutena's second most damaging throw, but only has utility as an edge-guard set-up.
|fthrowdesc=Slightly curls herself and then telekinetically pushes the opponent forward. It is Palutena's second most damaging throw, but only has utility as an edge-guard set-up.
|bthrowname=Zero-Contact Reverse Throw ({{ja|触れない逆投げ|Sawarenai Sakanage}})
|bthrowname=Zero-Contact Reverse Throw ({{ja|触れない逆投げ|Sawarenai Sakanage}}, ''No Touching Inverted Throw'')
|bthrowdmg=10%
|bthrowdmg=10%
|bthrowdesc=Telekinetically lifts the opponent and then performs an inverted version of the [[wikipedia:Arabesque (ballet position)|Arabesque]], a ballet position, to fling the opponent backward. It is Palutena's most damaging throw, and her only throw that KOs at reasonable percentages. It is also useful for setting up an edge-guard. It KOs middleweights at 156%/146% (''3DS''/''Wii U'') while near the edge of Final Destination.
|bthrowdesc=Telekinetically lifts the opponent and then performs an inverted version of the [[wikipedia:Arabesque (ballet position)|Arabesque]], a ballet position, to fling the opponent backward. It is Palutena's most damaging throw, and her only throw that KOs at reasonable percentages. It is also useful for setting up an edge-guard. It KOs middleweights at 156%/146% (''3DS''/''Wii U'') while near the edge of Final Destination.
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|uthrowdmg=8%
|uthrowdmg=8%
|uthrowdesc=Telekinetically heaves the opponent upward. Despite having high base knockback, its average damage output and below-average knockback scaling make it unreliable at KOing without the use of a highly elevated [[platform]], such as {{SSB4|Battlefield}}'s top platform. As a result, it is better suited for setting up aerial pressure.
|uthrowdesc=Telekinetically heaves the opponent upward. Despite having high base knockback, its average damage output and below-average knockback scaling make it unreliable at KOing without the use of a highly elevated [[platform]], such as {{SSB4|Battlefield}}'s top platform. As a result, it is better suited for setting up aerial pressure.
|dthrowname=Knock Down ({{ja|叩き落とし|Tataki Otoshi}})
|dthrowname=Knock Down ({{ja|叩き落とし|Tataki Otoshi}}, ''Thrashing Dropper'')
|dthrowdmg=5%
|dthrowdmg=5%
|dthrowdesc=Telekinetically slams the opponent onto the ground. It is Palutena's most useful throw, thanks to its high base knockback, very low knockback growth, and diagonal launching angle. Depending on the opponent's DI, it can combo into any of her aerials, most notably up aerial. At high percentages, its up aerial combo is a reliable KO combo against almost the entirety of the cast, similarly to {{SSB4|Zelda}}'s own respective combo. Its back aerial combo also has decent KO potential, but must be used with a [[reverse aerial rush]]. In comparison, its down aerial combo requires both a successful read of the opponent's air dodge, and the opponent failing to DI properly. It can also combo into up smash, although it has the same requirements as the down aerial combo. However, down throw's combos are susceptible to DI, and it loses its effectiveness while Palutena has high [[rage]].
|dthrowdesc=Telekinetically slams the opponent onto the ground. It is Palutena's most useful throw, thanks to its high base knockback, very low knockback growth, and diagonal launching angle. Depending on the opponent's DI, it can combo into any of her aerials, most notably up aerial. At high percentages, its up aerial combo is a reliable KO combo against almost the entirety of the cast, similarly to {{SSB4|Zelda}}'s own respective combo. Its back aerial combo also has decent KO potential, but must be used with a [[reverse aerial rush]]. In comparison, its down aerial combo requires both a successful read of the opponent's air dodge, and the opponent failing to DI properly. It can also combo into up smash, although it has the same requirements as the down aerial combo. However, down throw's combos are susceptible to DI, and it loses its effectiveness while Palutena has high [[rage]].
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