Palutena (SSB4): Difference between revisions

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(Also Drill B., I don't know what you're saying, her forward throw is good. Cloud's grab game is trash XD (I know what I'm saying, remember I main him now, only down throw is good.))
Tag: Mobile edit
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On top of this, Palutena's default special moveset is also infamously poor, due to its extremely limited utility and, like her grounded moveset, very poor frame data. Even though her Autoreticle has homing capabilities, the same cannot be said about its projectiles, as they move only towards the fixed reticle, and on top of being incredibly slow, each one deals very slightly less than 3%, giving them very low [[priority]] (though this makes them reliable for [[jab lock]]ing). [[Reflect Barrier]], while having an [[unblockable]] hitbox, a small [[push]] effect and being a long lasting [[reflect]]or, does not cover her entirely and does not move along with her in mid-air. [[Warp]] is quick and allows for a safe recovery and swift repositioning, as well as being easily ledge-cancelled which can make her movement unpredictable on stages wiith platforms, but it has absolutely no hitboxes, leaving her wide open to attacks before and after she moves. Lastly, even though her {{B|Counter|Palutena}} has a high damage multiplier, it comes out slow, has low duration, low KO power, a sourspot (the only one to do so), and less range and more ending lag than most other counters (only {{SSB4|Lucario}}'s is slower).
On top of this, Palutena's default special moveset is also infamously poor, due to its extremely limited utility and, like her grounded moveset, very poor frame data. Even though her Autoreticle has homing capabilities, the same cannot be said about its projectiles, as they move only towards the fixed reticle, and on top of being incredibly slow, each one deals very slightly less than 3%, giving them very low [[priority]] (though this makes them reliable for [[jab lock]]ing). [[Reflect Barrier]], while having an [[unblockable]] hitbox, a small [[push]] effect and being a long lasting [[reflect]]or, does not cover her entirely and does not move along with her in mid-air. [[Warp]] is quick and allows for a safe recovery and swift repositioning, as well as being easily ledge-cancelled which can make her movement unpredictable on stages wiith platforms, but it has absolutely no hitboxes, leaving her wide open to attacks before and after she moves. Lastly, even though her {{B|Counter|Palutena}} has a high damage multiplier, it comes out slow, has low duration, low KO power, a sourspot (the only one to do so), and less range and more ending lag than most other counters (only {{SSB4|Lucario}}'s is slower).


All of these traits make Palutena a frail, though defensively-minded character, as without punishing, her offensive options are lacking, moreso than most other characters. While she holds a decent punish game, her overall slow moveset and lack of [[approach]] options means she'll mostly rely on shielding attacks at close range and [[turtling]] for a good portion of the match until an opening can be found, as long as she isn't left open as well, while being outshined by a lot characters in terms of what her traits are: being outclassed by {{SSB4|Mewtwo}} in terms of mobility, approach and dealing with zoning, {{SSB4|Samus}} in terms of zoning and turtling, {{SSB4|Zelda}} in terms of KOing, and almost all of them in terms of pressuring, frame data and damage output.
All of these traits make Palutena a frail, though defensively-minded character, as without punishing, her offensive options are lacking, moreso than most other characters. While she holds a strong punish game, her overall slow moveset and lack of [[approach]] options means she'll mostly rely on shielding attacks at close range and [[turtling]] for a good portion of the match until an opening can be found, as long as she isn't left open as well, while being outshined by a lot characters in terms of what her traits are: being outclassed by {{SSB4|Mewtwo}} in terms of mobility, approach and dealing with zoning, {{SSB4|Samus}} in terms of zoning and turtling, {{SSB4|Zelda}} in terms of KOing, and almost all of them in terms of pressuring, frame data and damage output.


Due to her poor special moveset, Palutena benefits from custom moves more than any other character. [[Super Speed]] allows her to move faster than even {{SSB4|Sonic}}'s [[Spin Charge]], and since it can be jump-cancelled into any aerial move and up smash, or straight into a dash attack, it is considered to have immense utility. The ram itself can also link into the aforementioned attacks, but only as long as it isn't telegraphed or interrupted with a [[disjointed hitbox]]. [[Lightweight]] amplifies her movement speed and jump force, to the point where she dashes faster than Sonic, and jumps almost as high as {{SSB4|Falco}}. This move gives her 15 seconds of drastically improved mobility and offstage game, a quicker and safer recovery, blinding ground speed and an even more capable combo game, including a guaranteed link into up aerial or down aerial, both of which can reliably KO after 80%. As a recoil, this move nearly doubles damage taken, and after expiration of the move, Palutena moves at half-speed for 5 seconds, with her damage vulnerability and jump force returning to their original values. These two moves allow for various new mix-ups, mindgames, combos and edgeguards.
Due to her poor special moveset, Palutena benefits from custom moves more than any other character. [[Super Speed]] allows her to move faster than even {{SSB4|Sonic}}'s [[Spin Charge]], and since it can be jump-cancelled into any aerial move and up smash, or straight into a dash attack, it is considered to have immense utility. The ram itself can also link into the aforementioned attacks, but only as long as it isn't telegraphed or interrupted with a [[disjointed hitbox]]. [[Lightweight]] amplifies her movement speed and jump force, to the point where she dashes faster than Sonic, and jumps almost as high as {{SSB4|Falco}}. This move gives her 15 seconds of drastically improved mobility and offstage game, a quicker and safer recovery, blinding ground speed and an even more capable combo game, including a guaranteed link into up aerial or down aerial, both of which can reliably KO after 80%. As a recoil, this move nearly doubles damage taken, and after expiration of the move, Palutena moves at half-speed for 5 seconds, with her damage vulnerability and jump force returning to their original values. These two moves allow for various new mix-ups, mindgames, combos and edgeguards.
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