Super Smash Bros. Ultimate

Palutena (SSBU)/Neutral aerial

< Palutena (SSBU)
Revision as of 01:09, December 1, 2022 by Derekblue1 (talk | contribs) (I mixed up the names XD)
Hitbox visualization showing Palutena's neutral aerial.

Overview

 
Palutena (Nairo) performing two neutral aerials and a back aerial on Chrom (Shoyo James).

Also known as Omnidirectional Circle (四方の環), Palutena telekinetically spins her staff while it is adjacent to her right arm. It has the lowest amount of startup lag in her moveset, coming out on frame 5.

Being one of her combo starters, it is 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 its importance to Palutena's gameplan thanks to its low ending and landing lag, making it very spammable.

It also can easily set up as 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.

Update History

  2.0.0

  •   Reduced hitlag on neutral air, allowing it to execute faster.

  7.0.0

  •   Neutral aerial's last hit deals less knockback (30 base/180 scaling → 35/155). While this slightly improves its combo potential at low percents, it more drastically hinders its KO potential at high percents.
  •   Neutral aerial's last hit has a smaller hitbox against aerial opponents (11.5u → 9.8u).
  •   Neutral aerial's penultimate hit inflicts 13 less frames of hitstun, worsening the move's drag-down setups and removing its infinites against certain opponents on platforms (such as Ridley).

Hitboxes

For the late multihits, the scripts only specify hitstun modifiers for the ID 0 and 1 hitboxes, but due to a glitch, they also apply to the ID 2 and 3 hitboxes.

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Hitstun
Multihits (early)
0 0 4 1.4% 1.0   Standard 0 100 0   4.2 stick 0.0 5.2 0.0 0.5× 0.3× 0%               Magic   All All            
1 0 4 1.4% 1.0   Standard 0 100 0   4.2 stick 0.0 -5.4 0.0 0.5× 0.3× 0%               Magic   All All            
2 0 4 1.4% 1.0   Standard 0 100 65   4.2 stick 0.0 5.2 0.0 0.5× 0.3× 0%               Magic   All All            
3 0 4 1.4% 1.0   Standard 0 100 80   4.2 stick 0.0 -5.4 0.0 0.5× 0.3× 0%               Magic   All All            
Multihits (mid)
0 0 4 1.4% 1.0   Standard 0 100 0   4.2 stick 0.0 5.2 0.0 0.5× 0.3× 0%               Magic   All All            
1 0 4 1.4% 1.0   Standard 0 100 0   4.2 stick 0.0 -5.4 0.0 0.5× 0.3× 0%               Magic   All All            
2 0 4 1.4% 1.0   Standard 0 100 65   4.2 stick 0.0 5.2 0.0 0.5× 0.3× 0%               Magic   All All            
3 0 4 1.4% 1.0   Standard 0 100 65   4.2 stick 0.0 -5.4 0.0 0.5× 0.3× 0%               Magic   All All            
Multihits (late)
0 0 4 1.4% 1.0   Standard 0 100 65   4.2 stick 0.0 5.2 0.0 0.5× 0.0× 0%               Magic   All All             -13 frames
1 0 4 1.4% 1.0   Standard 0 100 65   4.2 stick 0.0 -5.4 0.0 0.5× 0.0× 0%               Magic   All All             -13 frames
2 0 4 1.4% 1.0   Standard 0 100 65   4.2 stick 0.0 5.2 0.0 0.5× 0.3× 0%               Magic   All All            
3 0 4 1.4% 1.0   Standard 0 100 65   4.2 stick 0.0 -5.4 0.0 0.5× 0.3× 0%               Magic   All All            
Final hit
0 0 0 5.1% 3.0   Forward 35 155 0   9.8 stick 0.0 0.0 0.0 1.5× 1.0× 0%               Magic   All All            
1 0 0 5.1% 3.0   Forward 35 155 0   11.5 stick 0.0 0.0 0.0 1.5× 1.0× 0%               Magic   All All            

Timing

Attack

Initial autocancel 1-3
Multihits 5-6, 7-23, 24-27 (rehit rate: 4)
Final hit 29-30
Ending autocancel 40-
Interruptible 52
Animation length 64
                                                                                                                               
                                                                                                                               

Landing lag

Interruptible 13
Animation length 19
                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Interruptible