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Palutena's characteristics are unique, and defy archetypes set up by characters such as {{SSB4|Mewtwo}}, {{SSB4|Zelda}} and {{SSB4|Rosalina & Luma}}. She is tall, she has a fast [[walking]] speed, a very fast [[dashing]] speed, high [[traction]], below average [[weight]], [[falling speed]] and [[air speed]], high [[gravity]], high [[jump]] force and is tied for the highest [[air acceleration]]. These characteristics give Palutena very quick ground movement, great ground-to-air transitioning, a decent perfect pivot, and allow her to quickly change direction in mid-air. However, they also make her very susceptible to [[juggling]], and while her weight isn't necessarily low, her high gravity makes her susceptible to vertical [[knockback]]. | Palutena's characteristics are unique, and defy archetypes set up by characters such as {{SSB4|Mewtwo}}, {{SSB4|Zelda}} and {{SSB4|Rosalina & Luma}}. She is tall, she has a fast [[walking]] speed, a very fast [[dashing]] speed, high [[traction]], below average [[weight]], [[falling speed]] and [[air speed]], high [[gravity]], high [[jump]] force and is tied for the highest [[air acceleration]]. These characteristics give Palutena very quick ground movement, great ground-to-air transitioning, a decent perfect pivot, and allow her to quickly change direction in mid-air. However, they also make her very susceptible to [[juggling]], and while her weight isn't necessarily low, her high gravity makes her susceptible to vertical [[knockback]]. | ||
Palutena's greatest strength is her formidable aerial game. All of her aerial moves have good utility, fast start-up, and in most cases, low landing lag (excluding neutral and up air), giving her a good combo game. Her neutral air is a useful damage racking move, dealing 11.5%, and a decent protection move, coming out on frame 5. Her up air is her most polarized aerial move, having the strongest knockback while lacking range, having 24 frames of landing lag, and being [[Interruptibility|interruptible]] before it can even [[autocancel]]. Her down air lasts only one frame, but its lack of sourspots makes it an easy-to-use [[meteor smash]], as well as a relatively safe [[out of shield]] option. Her forward and back air, however, are her most useful aerials. Forward air has the longest range of her aerial moves and the least landing lag, as well as completely autocancelling in a [[SHFF]]. Her back air is her most damaging one, dealing 12%, and having [[invincibility frame]]s during start-up and as long as the hitbox is out. It can | Palutena's greatest strength is her formidable aerial game. All of her aerial moves have good utility, fast start-up, and in most cases, low landing lag (excluding neutral and up air), giving her a good combo game. Her neutral air is a useful damage racking move, dealing 11.5%, and a decent protection move, coming out on frame 5. Her up air is her most polarized aerial move, having the strongest knockback while lacking range, having 24 frames of landing lag, and being [[Interruptibility|interruptible]] before it can even [[autocancel]]. Her down air lasts only one frame, but its lack of sourspots makes it an easy-to-use [[meteor smash]], as well as a relatively safe [[out of shield]] option. Her forward and back air, however, are her most useful aerials. Forward air has the longest range of her aerial moves and the least landing lag, as well as completely autocancelling in a [[SHFF]]. Her back air is her most damaging one, dealing 12%, and having [[invincibility frame]]s during start-up and as long as the hitbox is out. It can also KO at higher percentages off the side of the stage. However, the majority of her aerial moves have high ending lag in proportion to their power and range, most notably her down air, meaning they must be spaced accordingly. | ||
Her grab game is also very capable. She has one of the longest, non-tether grab ranges in the game. Her [[pummel]] is very good, as it is fairly damaging and decently fast, being a great move to rack up damage. Her back throw is a rather weak KO throw, having an easily [[DI]]ed launch angle (the [[Sakurai angle]]) and, ironically, the lowest base knockback of all her throws, but is nevertheless her most damaging throw, and a great way to send the opponent offstage to set up an [[edgeguard]]. Her forward throw has high base knockback, deals a good 9% damage, and while it has very low knockback scaling, it is even better than her back throw at setting up edgeguards, as well as an almost infallible trigger if [[Autoreticle]] is used. Her most versatile throw, however, is her down throw: possessing the right amount of base knockback and extremely low knockback scaling, it can combo into almost any aerial move, the exception being down air (only with Lightweight), and perhaps an up smash if the player can read the opponent's reaction. It can even combo at KO percentages into up air. | Her grab game is also very capable. She has one of the longest, non-tether grab ranges in the game. Her [[pummel]] is very good, as it is fairly damaging and decently fast, being a great move to rack up damage. Her back throw is a rather weak KO throw, having an easily [[DI]]ed launch angle (the [[Sakurai angle]]) and, ironically, the lowest base knockback of all her throws, but is nevertheless her most damaging throw, and a great way to send the opponent offstage to set up an [[edgeguard]]. Her forward throw has high base knockback, deals a good 9% damage, and while it has very low knockback scaling, it is even better than her back throw at setting up edgeguards, as well as an almost infallible trigger if [[Autoreticle]] is used. Her most versatile throw, however, is her down throw: possessing the right amount of base knockback and extremely low knockback scaling, it can combo into almost any aerial move, the exception being down air (only with Lightweight), and perhaps an up smash if the player can read the opponent's reaction. It can even combo at KO percentages into up air. |
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