Down aerial, in particular, is her worst aerial: it lasts for only 1 frame, is short-ranged, and has very high ending/landing lag. Arm invinicibility on frame 7-10.

As a result, her As a result of these factors, Palutena has a very small playerbase, which has been reflected in representation and results being very sparse. This is most apparent with her grounded moveset, which is unfitting for a character with great grounded mobility. By extension, down throw's KO set-ups can potentially fail if she is affected by Palutena's default special moves are also infamously unimpressive because of their limited utility, poor synergy with her regular moves, and their aforementioned sluggishness. I'm eager to see how her other moves look. Hitbox_029(ID=0x0, GID=0x0, Bone=0x0, Damage=9.000000, Angle=0x10E, KBG=0x64, WKB=0x0, BKB=0x14, Size=4.000000, Z=0.000000, Y=-3.700000, X=0.500000, Element=0x0, Tripping=0x0, Hitlag=1.500000, SDI=1.000000, unk_=0x0, unk_=0x1, ShieldDamage=0x0, 0x2, 0x10, 0x2, 0x1, 0x6, 0x0, -5.200000, 0.500000, )

These traits result in Palutena's missed attacks being very susceptible to punishment, even if the opponent is a fair distance away from her, and results in her having an almost nonexistent grounded In addition to considerable ending lag, Palutena's grounded KOing options are risky in other ways: her smash attacks have considerable start-up lag, whereas up tilt and clean dash attack are situational at best. As a result, her neutral game is predictable, and her grounded approach is almost nonexistent.

Attack: Invulnerable on frame 1-5 in addition to counter freeze frames.Jump Squat (pre-Jump frames) — 3 frames (universal) However, they also make her susceptible to heavy pressure unless mastered, and she can sometimes have difficulty at resetting the 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. As such, she is often considered a lower low tier, so hopefully these buffs will help to change that. Aside from down tilt, Palutena's other grounded moves have disproportionately high ending lag. Forward aerial also has a very short duration and high ending lag, whereas up aerial has minimal horizontal range, fairly high landing lag, and can only be interrupted before it can auto-cancel. Up throw has the least amount of utility, although it can be used to pressure the opponent with aerial attacks at low percentages. After looking through this thread and the Marth thread, I think this one is missing something really really important: Recovery frames.i need all the hats for my 140th challenge im sorryDamage is a key part of the knockback formula, if they all did 16% that would be true, but 9% vs 16% is a huge difference.tbh all of her hit-boxes look surprisingly small. I haven't checked it out, but either their is a strange startup hitbox behind palutena of the sheild blocks attacks from behind when using downtilt.the hitbox of dtilt is two really tiny (as in, "I'm really surprised they got away with this" tiny) hitboxes. She has very sluggish frame data in relation to her power and weight, which is especially noticeable in regard to her grounded moves. Palutena's abysmal frame data also extends beyond her moveset. I think they travel behind her somewhat when she moves the staff around, because i have definitely hit people with it when they're behind me. 8.5 (grounded opponents) // 5.0 (aerial opponents) 3.

When coupled with an overall below-average damage output, Palutena's offense has major issues that are distinct from her fellow middleweights. RIP.

Use Smashboards links to get your gaming stuff and support the site, JavaScript is disabled. However, Palutena's weaknesses are quite glaring. Autocancels on frame 1-3 and 40 onward. Smash input for farther distance

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. Her most glaring flaw is her extremely poor frame data in relation to her power and weight class, which is overall the laggiest in the entire game. Neutral attack is a very reliable damage racking option and has excellent Despite these advantages, Palutena's weaknesses are very noticeable, to the point that they counterbalance them. Angle BKB/WBKB KBG; Jab 1: 8-10: 26: 3: 80: 30: 60: …

However, they also make her susceptible to heavy pressure unless mastered, and she can sometimes have difficulty at resetting the 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. They seem to hit alright though. Her optimal playstyle is similar to Due to her flaws and learning curve, Palutena initially received a poor reception within the Western scene. Total frames refers to ending on the ground. Warp is considered to be Palutena's best default special move: it is a quick and rather safe recovery move that improves her neutral game, allows for swift re-positioning, and can easily be Palutena's other custom moves also have noticeable advantages, but some of them are held back by their easily exploitable weaknesses.

By continuing to use this site, you are agreeing to our use of cookies. Her grab game, in particular, is very effective: her overall grab range is long-ranged; her pummel deals impressive damage and has average speed; and her down throw is an excellent combo starter at low to high percentages. Attacks Hitbox Active FAF Base Dmg.



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