voice clip) used for special moves, Final Smashes, and. Most notably, its final hit's extremely high knockback growth also makes it arguably her most viable KOing option. Angle BKB/WBKB KBG; Jab 1: 8-10: 26: 3: 80: 30: 60: … Conversely, it will obliquely launch grounded opponents, which allows it to be used as a punishment option from, Telekinetically clinches the opponent. As a result, her neutral game is predictable, and her grounded approach is almost nonexistent. The barrier, Shoots herself forward to perform a corkscrew. In addition, Palutena's tall height, below-average weight and high gravity collectively make her susceptible to combos, juggles and early KOs. Outside of this, down throw can even combo into down aerial and up smash if the opponent's reaction is read properly. Palutena's abysmal frame data also extends beyond her moveset. When coupled with an overall below-average damage output, Palutena's offense has major issues that are distinct from her fellow middleweights. This is the place for all things data regarding Palutena. Frame Startup: 5/9/13/17/21/25/29: On Shield:-10/-9: Active on: 5/9/13/17/21/25/29-30: Total frames: 51: Frames Landing Lag: 12: Note: Autocancels on frame 1-3 and 40 onward: Base Damage: 1.4/5.0: Frames Shield Lag: 4/9: Frames Shield Stun: 2/3: Which hit box: Multi/Final Unlike other meteor smashes, it will always meteor smash aerial opponents, thanks to its consistent hitbox. The move can also be used for huge horizontal recovery if jump-cancelled. Palutena's air game is impressive, thanks to her aerial moves' utility, minimal start-up lag and, aside from her neutral and up aerials, low landing lag. ; Dropping your shield (Shield Drop) takes 11 frames Although her custom moves significantly remedy the problems involving her approach and bolster her mobility, damage racking potential and combo game, the ban on custom movesets prevents Palutena from taking advantage of them in tournaments. Due to it hitting on frame 6, it is one of the fastest dash attacks in the game. By extension, its up aerial combo boasts KO potential on almost the entirety of the cast at high percentages, while its back aerial combo also has decent KO potential. The changes to game mechanics have worsened her defensive game, though she was also overall buffed directly, as most of her moves were changed, each in a different way, with the majority of them noticeably improving her previously mediocre offensive game. Characters with great frame data or faster ground moves like Mario can suffocate her when they get in close, simply by having faster buttons to press. Telekinetically lifts the opponent and then performs an inverted version of the, Telekinetically heaves the opponent upward. Neutral attack is a very reliable damage racking option and has excellent jab cancel potential, thanks to its very quick interruptibility. Dash Attack; Frame Startup: 6: On Shield:-21: Active on: 6-9/10-17: Total frames: 37: Frames Landing Lag:--Note: Head, torso, and arm invincibility on frame 5-6. This is further compounded by her poor out of shield potential, in spite of her high traction. Its clean hitbox has the highest knockback scaling out of her smash attacks. By extension, Palutena's attributes make her unreliable at air-to-ground transitions, and render her susceptible to juggling, combos and being KO'd early from strong vertical attacks. Although Palutena's default moveset ultimately renders her as a "high-risk, medium-reward" character, she can be fairly threatening when mastered. Autoreticle can outright stop or force an approach; be used for mindgames when B-reversed; and is reliable for locking. Reflect Barrier has an unblockable hitbox, a weak push effect, a long duration, and can be reused immediately after breaking. Walks out of a golden door that is decorated with her halo's design and emits a bright, shining light. There isn't a difference in frame data between Wii U and 3DS. This page was last edited on July 15, 2020, at 07:45. Ultimate, officially confirmed on June 12th, 2018.Palutena is classified as fighter #54. However, update 1.1.1 brought an indirect, yet immense nerf: the changes to shield mechanics worsened Palutena's already poor out of shield potential even further, as they neutralized the crux of her defense and make it more difficult for her to shield against characters with moves that possess high hitlag, such as Ryu. Palutena (パルテナ, Palutena) is a playable character in Super Smash Bros. Emits a large, rectangular field of supernal light above herself. As such, her custom moves are rivaled only by the Mii Fighters' in regard to variety and versatility, and they in turn benefit her tremendously in comparison to the majority of her default special moves. Palutena, as she appears in Super Smash Bros. for Wii U. Palutena, as she appears in Super Smash Bros. for Nintendo 3DS. It is Palutena's second most damaging throw, but only has utility as an edge-guard set-up. Its last hit's extremely high knockback scaling also makes it decent for edge-guarding, and even capable of setting up combos at low percentages. However, it lacks hitboxes and does not grant invincibility or intangibility, which can leave her open to attacks before and just after she uses it. However, opinions on her would later drop dramatically after her weaknesses began to emerge when custom moves were not accounted for, largely because of her sluggish frame data, flawed special moves and, surprisingly enough, her lack of offensive options outside of her grab game, and was seen as one of the worst characters in the game. Palutena also boasts fast walking and dashing speeds; the seventh highest traction; a high jump and double jump; and is tied with Rosalina, Peach and Mega Man for the fastest air acceleration in the game. Palutena possesses a unique blend of archetypes: she is tall like Mewtwo, Zelda, Peach and Rosalina, yet is tied with Duck Hunt as the third lightest middleweight. Her pummel's average speed and high damage output make it one of the best pummels in the game. Transitions to rapid jab as early as frame 13, 8.5 (grounded opponents) // 5.0 (aerial opponents), Head, torso, and arm invincibility on frame 5-6. ", She occasionally calls out the names of all but one of her special moves upon using them. Frame Data Notes. However, it is still the weakest reflector of its kind, neither covers her entirely or accompanies her in midair, and has noticeable start-up lag for a reflector. When coupled with its respectable damage output, it KOs middleweights at 110%/102% (, Telekinetically spins her staff around herself. However, thanks to buffs from game updates, the expansion of her metagame, and notable tournament results from the likes of TLTC, Iceninja and Prince Ramen, the competitive community's reception toward Palutena has improved over time, even in spite of her continually sparse representation. 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, Telekinetically slams the opponent onto the ground. Overall, Palutena is a frail, yet defensive character who has a surprisingly high learning curve in spite of her default moveset being rudimentary. Shield Lag is just extra freeze frames that both the attacker and defender suffer, so it does not affect frame advantage.Shield Stun is the amount of frames that the defender is stuck after Shield Lag ends.

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