Palutena (SSBU): Difference between revisions

m
Line 99: Line 99:
|game=SSBU
|game=SSBU
|neutralcount=2
|neutralcount=2
|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}})
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=0.6% (loop),<br/>3.5% (last)
|neutral2dmg=0.6% (loop),<br/>3.5% (last)
|neutraldesc=Thrusts her staff forward to emit a blast of light from its orb. While holding her staff out, she then proceeds to attack with repeated bursts of light, followed swinging her staff upward to emit a final burst of light. The first hit can lock. The final hit does decent knockback, allowing it to function as a situational KO move. However, it is slow for a neutral attack, due to coming out on frame 8.
|neutraldesc=Thrusts her staff forward to emit a blast of light from its orb. While holding her staff out, she then proceeds to attack with repeated bursts of light, followed swinging her staff upward to emit a final burst of light. The first hit can lock. The final hit does decent knockback, allowing it to function as a situational KO move. However, it is slow for a neutral attack, due to coming out on frame 8.
|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% (hit 1), 7% (hit 2)
|ftiltdmg=6% (hit 1), 7% (hit 2)
|ftiltdesc=Telekinetically spins her staff in front of herself. This move can hits twice altogether if the tail of the staff hits the opponent. Its long duration and range allows it to punish sidesteps and backward rolls. The second hit has slightly more range than that of the first. However it comes out on frame 14, and its long duration and high lag makes it very punishable if missed.
|ftiltdesc=Telekinetically spins her staff in front of herself. This move can hits twice altogether if the tail of the staff hits the opponent. Its long duration and range allows it to punish sidesteps and backward rolls. The second hit has slightly more range than that of the first. However it comes out on frame 14, and its long duration and high lag makes it very punishable if missed.
Line 124: Line 124:
|dsmashdmg={{ChargedSmashDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|13}} (late)
|dsmashdmg={{ChargedSmashDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|13}} (late)
|dsmashdesc=Conjures a pair of ethereal wings and flaps them downward on both sides. It has very long range. Its clean hitbox has the highest knockback scaling out of her smash attacks. Much like her forward smash, huge windboxes appear near the tips of her wings and has a sourspot at the tip. Much like her forward smash, Palutena occasionally utters "Goddess Wings!" when using this move. Due to coming out on frame 17 and having extreme ending lag (49 frames), it is very easy to punish.
|dsmashdesc=Conjures a pair of ethereal wings and flaps them downward on both sides. It has very long range. Its clean hitbox has the highest knockback scaling out of her smash attacks. Much like her forward smash, huge windboxes appear near the tips of her wings and has a sourspot at the tip. Much like her forward smash, Palutena occasionally utters "Goddess Wings!" when using this move. Due to coming out on frame 17 and having extreme ending lag (49 frames), it is very easy to punish.
|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={{ShortHopDmgSSBU|1.4}} (hits 1-6), {{ShortHopDmgSSBU|5.1}} (hit 7)
|nairdmg={{ShortHopDmgSSBU|1.4}} (hits 1-6), {{ShortHopDmgSSBU|5.1}} (hit 7)
|nairdesc=Telekinetically spins her staff while it is adjacent to her right arm. Has the lowest amount of startup lag in her moveset, coming out on frame 5. Notorious for its ability to effectively combo into itself and into other aerials, being capable of comboing into itself at low percentages until four times, and especially for its importance to Palutena's gameplan thanks to its low ending and landing lag, making it very spammable. It also can easily set up an edge-guard when fast fallen, and due to its high knockback scaling, it has enough knockback to KO middleweights at around 150% on the edge of Final Destination. All of these traits combined make it one of her best moves and is arguably one of the best moves in the game due to its effectiveness. Auto-cancels in a full hop.
|nairdesc=Telekinetically spins her staff while it is adjacent to her right arm. Has the lowest amount of startup lag in her moveset, coming out on frame 5. Notorious for its ability to effectively combo into itself and into other aerials, being capable of comboing into itself at low percentages until four times, and especially for its importance to Palutena's gameplan thanks to its low ending and landing lag, making it very spammable. It also can easily set up an edge-guard when fast fallen, and due to its high knockback scaling, it has enough knockback to KO middleweights at around 150% on the edge of Final Destination. All of these traits combined make it one of her best moves and is arguably one of the best moves in the game due to its effectiveness. Auto-cancels in a full hop.
Line 133: Line 133:
|bairdmg={{ShortHopDmgSSBU|12}}
|bairdmg={{ShortHopDmgSSBU|12}}
|bairdesc=A backfist with her shield-equipped arm. Much like her dash attack, the clean hitbox grants invincibility around her upper body, and the duration of its hitbox is indicated by a shine. Its invincibility is brief, which is just before the hitbox first comes out (frame 7). Like her forward aerial, it has a generous auto-cancel window, allowing it to autocancel in a short hop fast fall. It has a large hitbox, but is unable to cover Palutena at point-blank range. It also has 40 frames of ending lag, making it very punishable if it is not used close to the ground.
|bairdesc=A backfist with her shield-equipped arm. Much like her dash attack, the clean hitbox grants invincibility around her upper body, and the duration of its hitbox is indicated by a shine. Its invincibility is brief, which is just before the hitbox first comes out (frame 7). Like her forward aerial, it has a generous auto-cancel window, allowing it to autocancel in a short hop fast fall. It has a large hitbox, but is unable to cover Palutena at point-blank range. It also has 40 frames of ending lag, making it very punishable if it is not used close to the ground.
|uairname=Halo ({{ja|後光|Gokō}})
|uairname=Halo/Nimbus ({{ja|後光|Gokō}})
|uairdmg={{ShortHopDmgSSBU|1}} (hits 1-5), {{ShortHopDmgSSBU|5}} (hit 6)
|uairdmg={{ShortHopDmgSSBU|1}} (hits 1-5), {{ShortHopDmgSSBU|5}} (hit 6)
|uairdesc=Twirls briefly and then emits her halo above herself. Comes out on frame 10, tying it with down aerial for having the slowest start-up of Palutena's aerials. However, it has several hitboxes that grant great coverage above Palutena, and its last hit's respectable power enables it to KO reliably around 110%. Auto-cancels in a full hop.
|uairdesc=Twirls briefly and then emits her halo above herself. Comes out on frame 10, tying it with down aerial for having the slowest start-up of Palutena's aerials. However, it has several hitboxes that grant great coverage above Palutena, and its last hit's respectable power enables it to KO reliably around 110%. Auto-cancels in a full hop.
|dairname=Purging Kick ({{ja|追放キック|Tsuihō Kikku}})
|dairname=Purging/Exile Kick ({{ja|追放キック|Tsuihō Kikku}})
|dairdmg={{ShortHopDmgSSBU|11}}
|dairdmg={{ShortHopDmgSSBU|11}}
|dairdesc=A downward roundhouse kick. Unlike most meteor smashes, it will always meteor smash midair opponents, thanks to its consistent hitbox. It is also fairly fast for a meteor smash, coming out on frame 10. Conversely, it will obliquely launch grounded opponents (grounded opponents in front of Palutena are launched behind her, and vice versa), which allows it to be used as a punishment option from [[out of shield]] when SHFF'd. However, it is unarguably Palutena's worst aerial for a number of reasons. Due to it hitting on frame 10, it is tied with her up aerial for her slowest aerial. It also has the shortest range, duration, and worst auto-cancel window of her aerials (auto-canceling late in a full hop), while its knockback is only average at best for a meteor smash. It also has immense ending lag (47 frames), which is among the laggiest aerials in the game. These traits make it a highly risky, yet only moderately rewarding move, with characters such as {{SSBU|Ivysaur}}, {{SSBU|Luigi}} and {{SSBU|Cloud}} having noticeably better meteor smashes that are similar or even faster in comparison.
|dairdesc=A downward roundhouse kick. Unlike most meteor smashes, it will always meteor smash midair opponents, thanks to its consistent hitbox. It is also fairly fast for a meteor smash, coming out on frame 10. Conversely, it will obliquely launch grounded opponents (grounded opponents in front of Palutena are launched behind her, and vice versa), which allows it to be used as a punishment option from [[out of shield]] when SHFF'd. However, it is unarguably Palutena's worst aerial for a number of reasons. Due to it hitting on frame 10, it is tied with her up aerial for her slowest aerial. It also has the shortest range, duration, and worst auto-cancel window of her aerials (auto-canceling late in a full hop), while its knockback is only average at best for a meteor smash. It also has immense ending lag (47 frames), which is among the laggiest aerials in the game. These traits make it a highly risky, yet only moderately rewarding move, with characters such as {{SSBU|Ivysaur}}, {{SSBU|Luigi}} and {{SSBU|Cloud}} having noticeably better meteor smashes that are similar or even faster in comparison.
Line 144: Line 144:
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A point-blank burst of light. Average power and speed.
|pummeldesc=A point-blank burst of light. Average power and speed.
|fthrowname=Zero-Contact Throw ({{ja|触れない投げ|Sawarenai Nage}})
|fthrowname=Zero-Contact Throw ({{ja|触れない投げ|Sawarenai Nage}}, ''No Touching Throw'')
|fthrowdmg=9%
|fthrowdmg=9%
|fthrowdesc=Curls herself slightly and then telekinetically tosses the opponent forward while throwing out her arms. It is Palutena's second-most damaging throw, but its only utility is as an edge-guard set-up.
|fthrowdesc=Curls herself slightly and then telekinetically tosses the opponent forward while throwing out her arms. It is Palutena's second-most damaging throw, but its only utility is 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 {{iw|wikipedia|Arabesque|ballet position}} (a ballet position) to fling the opponent backward. It is Palutena's most damaging throw, and her only throw that KOs at reasonable percentages, doing so at around 130% on middleweights on the edge of Final Destination. It is also useful for setting up an edge-guard.
|bthrowdesc=Telekinetically lifts the opponent and then performs an inverted version of the {{iw|wikipedia|Arabesque|ballet position}} (a ballet position) to fling the opponent backward. It is Palutena's most damaging throw, and her only throw that KOs at reasonable percentages, doing so at around 130% on middleweights on the edge of Final Destination. It is also useful for setting up an edge-guard.
Line 153: Line 153:
|uthrowdmg=8%
|uthrowdmg=8%
|uthrowdesc=Telekinetically raises the opponent upward with her left arm, and heaves them upward by thrusting her staff 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]], while its ending lag makes it unfavorable as a combo starter. As a result, it is better suited for setting up aerial pressure.
|uthrowdesc=Telekinetically raises the opponent upward with her left arm, and heaves them upward by thrusting her staff 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]], while its ending lag makes it unfavorable as a combo starter. 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 lifts the opponent and slams them onto the ground. It is Palutena's most useful throw, thanks to its high base knockback, very low knockback growth, and diagonal launching angle. These traits make it a potent combo starter at a wide range of percentages, being able to set up neutral aerial strings at low to mid percentages (or just combo into any of her aerials), and can even set up for KO confirms into back aerial at high percentages. As of update 7.0.0, however, the latter combo is noticeably more difficult to perform.
|dthrowdesc=Telekinetically lifts the opponent and slams them onto the ground. It is Palutena's most useful throw, thanks to its high base knockback, very low knockback growth, and diagonal launching angle. These traits make it a potent combo starter at a wide range of percentages, being able to set up neutral aerial strings at low to mid percentages (or just combo into any of her aerials), and can even set up for KO confirms into back aerial at high percentages. As of update 7.0.0, however, the latter combo is noticeably more difficult to perform.
2,443

edits