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Welcome to the Palutena Data Thread! This is the place for all things data regarding Palutena. Here you can find just about all of the raw data on any of her hit-boxes, as well as her frame data, and a few bonuses. All displayed in a clean format for your viewing pleasure.
At the moment you will see a few things are yet to be completed. It's still in a sort of WiP mode. I'm on-and-off busy, but I hope to finish the rest of the main stuff missing soon. In the future the thread will also include WiiU specific KO Potential numbers, block advantage, and patch note details. I also want the thread to have a better title later. (If anyone has good suggestions!)
Palutena's Statistics Table (Run & Fall Speeds, Weight, etc.)
Maximum Jumps|2|--
Wall Jump|NO|--
Wall Cling|NO|--
Tether|NO|--
Crawl|NO|--
Walk Speed |1.21|14th
Run Speed |1.888|13th
Jumpsquat |5 frames|--
Soft Landing|2 frames|--
Hard Landing|4 frames|--
SH Air Time|37 frames|--
FH Air Time|58 frames|--
Weight |91|39-40th
Air Speed |0.91|49th
Fall Speed |1.4|40-41st
Fast Fall Speed |2.24|39-41st
Air Acceleration |0.1|
Gravity |0.105|
What do each of the terms in the "BnB Data Table" mean?
Move Name |The move's "placeholder" name. Seeing as none of her normals were given official names, these names were put together.
Hit-Frames |The frame window(s) when a hit-box is active.
FAF |First Actionable Frame. This is the first frame upon which you can execute another action.
Damage |The base damage(s) the move deals.
Hit-Angle |The knock-back trajectory of the hit-box. Note the unique trajectory types of the Sakurai Angle , and the Auto-Link Angle .
KO Potential |A rough number to estimate KO timings around, used by taking Mario's earliest percent on an omega stage at which he was KO'ed by the move even with correct survival DI or Vectoring. The heaviest characters will cap at about 20% higher, while the lightest characters can be KO'ed around 20-30% earlier. I eventually cut off some moves with "N/A" if they couldn't KO by around the mid 200s. Red coloring means 3DS %, aqua coloring means WiiU %.
OoS |The abbreviation for " Out of Shield ". The earliest frame an attack can hit when used as an out of shield option.
Charge Frame (Smash Attacks) |The frame at which the character pauses to charge a smash attack.
AC Window (Aerials) |The Auto-Cancel Window. The frame windows during an aerial in which Zelda will land with normal landing instead of landing lag.
Landing Lag (Aerials) |The duration of time you will be forced to wait until you can act if you land an aerial during the landing lag window.
Invincible / Intangible Frames |A frame of time during a move where Palutena is invincible/intangible, meaning she won't take any damage. If the invincibility only covers part of her, it is denoted by "Partial" on the table label.
What do each of the terms in the "Complex Data Table" mean?
Hit-Frame |The first frame a hit-box is present.
Duration |The total amount of frames a hit-box lasts.
ID |The order of priority if two or more hit-boxes are touching a target's hurt-box at the same time.
GID |Group ID. This signifies whether or not two hit-boxes will both hit if they're both overlapping on a hurt-box. If they are in the same group, only the one with the lowest ID will hit.
Bone |Which or whether the hit-box is connected to a certain bone on Palutena during its duration. If the bone is set to 0 the hit-box is not attached to any bone, but rather floating in a specified (By z/y/x) place.
Damage |The base damage the hit-box deals.
Angle |The knock-back trajectory of the hit-box. Note the unique trajectory types of the Sakurai Angle , (361) and the Auto-Link Angle . (365, 366, or 367)
BKB |Base Knock-back. The set minimum distance a hit-box will launch a target.
WKB |Weight-based Knock-back, also known as Set KB or Weighted KB. A set KB distance calculated using the target's weight that does not scale larger with damage. It is affected by rage, though.
KBG |Knock-back Growth, also known as KB Scaling. This acts as a multiplier that increases the KB distance with damage.
Size |The length of the radius of the hit-bubble. (Hit-boxes in SSB4 are spherical.)
z/y/x |The displacement coordinates of the hit-box relative to any bone it is attached to. If the hit-box is set at Bone 0, then the origin starts exactly at the character's central axis and at the ground. (Note: If a hit-box attached to a bone has an altered y or z coordinate, this likely means it is actually actually displaced horizontally, like an x-axis change, from the bone due to how some bone-connections work.)
Hit-Lag |The "freeze-frames" when a hit-box connects with a target. Aside form increased or decreased multipliers, these freeze frames' length is partially dependent upon the damage of the move.
SDI |Smash Directional Influence. This is the multiplier of how strongly you can Smash Directional Influence the hit.
Clank? |Whether or not the hit-box will "clank" with other hit-boxes that can clank. If a move cannot clank it has transcending priority . An asterisk next to "yes" denotes that while the move will interact with other clankable hit-boxes, the animation will not be interrupted by the rebounding animation.
Shield Damage |How much additional shield damage the hit-box inflicts. 0 means it does no extra shield damage.
Notes |A place to note various other occasionally used quirks in hitboxes, such as angle flippers, rehit rates, stretchy/"extended" hitboxes, and airborne/grounded target modifiers.
What do each of the terms in the "Block Advantage Data Table" mean?
First Frame [Drop] |The advantage if the first hit-frame of the move in question hits the target's shield, and the target decides to shield drop after the hit on their shield.
Last Frame [Drop] |The advantage if the last hit-frame of the move in question hits the target's shield, and the target decides to shield drop after the hit on their shield.
First Frame [OoS] |The advantage if the first hit-frame of the move in question hits the target's shield, and the target decides to use an Out of Shield option in response.
Last Frame [OoS] |The advantage if the last hit-frame of the move in question hits the target's shield, and the target decides to use an Out of Shield option in response.
Credits
@Aerodrome : Obviously a sexy beast. But no really, the Palutena data on his website helped me expedite the process for her data a LOT. He also provided a large majority of the frame data, as well as the stat table near the top.
@Nammy12 : Very helpful in improving the whole aesthetic of this thread and providing every GIF found here.
@Admiral Pit : For having provided the banner image of the three Palutenas.
@Nammy12 : Very helpful in improving the whole aesthetic of this thread and providing every GIF found here.
@Admiral Pit : For having provided the banner image of the three Palutenas.
Note: Red KO Potential numbers signify that the number was recorded in the 3DS version. The Aqua colored numbers were recorded in the WiiU version for that same move/hitbox.
~ Grounded Moves ~
STANDARD ATTACK - JAB
Palutena does a quick poke with her staff and creates a small pop of teal light. She can then follow up with a quick succession of hits from her staff and blast them away with a final blast of light.
BnB Data Table
Light Poke|8-10|14-17|26|3%|80|YES|N/A
Light Vortex|||N/A|0.7% (Per hit) |??|YES|N/A
Light Blast|3-4|N/A|43|3.5% [1.1.5] |Sakurai Angle|YES| 231% [1.1.5]
Jab 1 hitbox|11|3F|0|0|25|3.0|80|30|0|60|6.0|z=0, y=9, x=0 / z=0, y=6, x=0|magic|×0.5|×1.0|yes|0|stretchy hitbox
Ender hitbox|3|2F|0|0|25|3.5 [1.1.5] |361|55|0|140|7.0|z=0, y=5, x=0 / z=0, y=8, x=0|magic|×2.0|×1.0|yes|0|stretchy hitbox
Code:
DASH ATTACK
Palutena dives forward, delivering a quick shield bash that also briefly shields her from frontward attacks and projectiles.
BnB Data Table
Shield Tackle|6-9, (Early) 10-17 (Late) |4-15|52|9% (Early) / 5% (Late) |70 (Early sweet-spot) / 60 (Early sour-spot & Late hit) |YES*| 168%* / 182%
Early hitbox 1|6|4F|0|0|0|9.0|70|70|0|90|4.5|z=0, y=9, x=13 / z=0, y=11, x=13|none|×1.0|×1.0|yes*|3|stretchy hitbox
Early hitbox 1|6|4F|1|0|0|9.0|60|70|0|90|3.5|z=0, y=10, x=5 / z=0, y=10, x=9|none|×1.0|×1.0|yes*|3|stretchy hitbox
Late hitbox|10|8F|0|0|0|5.0|60|60|0|70|2.5|z=0, y=9, x=10 / z=0, y=12, x=10|none|×1.0|×1.0|yes*|0|stretchy hitbox
Code:
FORWARD TILT
Palutena sweeps her arm forward, and twirls her staff a few times in front of her using levitation.
BnB Data Table
Staff Fantasia|17-24, (Hit 1) 25-39 (Hit 2) [1.1.0] |68|6% (Staff, head) / 4% (Staff, base) |48 (Hit 1) [1.1.0] / Sakurai Angle (Hit 2) |YES*|N/A
Hit 1, staff head|17|8F|0|0|980|6.0|48 [1.1.0] |43|0|65 [1.1.0] |4.1 [1.1.0] |z=0, y=5.5, x=0|none|×1.0|×1.0|yes*|1|only hits the direction Palutena is facing
Hit 1, staff tail|17|8F|1|0|980|4.0|48 [1.1.0] |43|0|65 [1.1.0] |2.8 [1.1.0] |z=0, y=-5.5, x=0|none|×1.0|×1.0|yes*|1|only hits the direction Palutena is facing
Hit 2, staff head|25|19F|0|0|980|6.0|361|43|0|100|4.1 [1.1.0] |z=0, y=5.5, x=0|none|×1.0|×1.0|yes*|1|only hits the direction Palutena is facing
Hit 2, staff tail|25|19F|1|0|980|4.0|361|43|0|100|2.8 [1.1.0] |z=0, y=-5.5, x=0|none|×1.0|×1.0|yes*|1|only hits the direction Palutena is facing
Code:
DOWN TILT
While crouching, Palutena levitates her staff just above the ground and spins it around.
BnB Data Table
Staff Sweep|14-24|40 [1.1.0] |8.5% (Grounded targets) / 5% (Airborne targets) |Sakurai Angle (Grounded targets) / 70 (Airborne targets) |YES*| 203% / 192%
Hitbox 1|14|11F|0|0|980|8.5|361|40|0|100|2.7 [1.1.0] |z=0, y=8, x=0 / z=0, y=-7, x=0|none|×1.0|×1.0|yes*|1|stretchy hitbox / only hits grounded targets
Hitbox 2|14|11F|1|0|980|5.0|70|40|0|100|2.1 [1.1.0] |z=0, y=3, x=0 / z=0, y=-2, x=0|none|×1.0|×1.0|yes*|1|stretchy hitbox / only hits airborne targets
Code:
UP TILT
Palutena quickly ducks down and levitates her staff above her, spinning it around and hitting many times.
BnB Data Table
Baton Twirl|10-38, 41-42 (Loop hitbox re-hit rate: 5F) |68|1.2 + 1.2 + 1.2 + 1.2 + 1.2 + 1.2 + 2.5/1.5 = 9.7% or 8.7% (Top/bottom) [1.0.8] |85 (Final hit) |YES*| 149% / 139%
Center loop hitbox|10|29F|0|0|0 [1.0.8] |1.2 [1.0.8] |366|0|20|100|3.0|z=0, y=16, x=4 [1.0.8] |none|×1.0|×0.3|yes*|+1|re-hit rate: 5F
Upper loop hitbox|10|29F|1|0|0 [1.0.8] |1.2 [1.0.8] |200|0|30 [1.0.8] |100|2.0|z=0, y=17, x=10.5 / z=0, y=17, x=-5 [1.0.8] |none|×1.0|×0.3|yes*|+1|stretchy hitbox / re-hit rate: 5F
Lower loop hitbox|10|29F|2|0|0 [1.0.8] |1.2 [1.0.8] |366|0|50 [1.0.8] |100|2.0|z=0, y=13, x=10.5 / z=0, y=13, x=-5 [1.0.8] |none|×1.0|×0.3|yes*|+1|stretchy hitbox / re-hit rate: 5F
Top final hitbox|40|2F|0|0|0 [1.0.8] |2.5|85|60|0|195|3.0|z=0, y=17.5, x=10.5 / z=0, y=17.5, x=-5 [1.0.8] |none|×2.0|×1.0|yes*|+1|stretchy hitbox
Bottom final hitbox|40|2F|1|0|0 [1.0.8] |1.5|85|60|0|195|3.0|z=0, y=13, x=10.5 / z=0, y=13, x=-5 [1.0.8] |none|×2.0|×1.0|yes*|+1|stretchy hitbox
Code:
FORWARD SMASH
Palutena reveals her goddess wings and does a powerful wing clap that also creates a gust of wind.
BnB Data Table
Goddess Wings|12|18-19 (Wings hit) / 20-25 (Wind-box) / 26-31 (Late wind-box) |67|16% (Sweet-spot) / 13% (Sour-spot) |Sakurai Angle|NO| 110% / 106% (Sweet-spot) / 141% / 135% (Sour-spot)
Wing hitbox 1|18|2F|0|0|0|16.0|361|40|0|97|5.1|z=0, y=11, x=6 / z=0, y=8.5, x=18.5|slash|×1.0|×1.0|no|1|stretchy hitbox / only hits the direction Palutena is facing
Wing hitbox 2|18|2F|1|0|0|13.0|361|40|0|96|5.1|z=0, y=11, x=6 / z=0, y=9.9, x=11.9|slash|×1.0|×1.0|no|1|stretchy hitbox / only hits the direction Palutena is facing
Windbox 1|20|6F|0|0|0|0.0|361|0|40|100|12.0|z=0, y=10, x=8 / z=0, y=10, x=25|pushing|×1.0|×1.0|no|0|stretchy hitbox / only hits the direction Palutena is facing
Windbox 2|26|6F|0|0|0|0.0|361|0|26|100|12.0|z=0, y=10, x=8 / z=0, y=10, x=40|pushing|×1.0|×1.0|no|0|stretchy hitbox / only hits the direction Palutena is facing
Code:
DOWN SMASH
Palutena powerfully smashes her goddess wings down, hitting on both sides and creating gusts of wind.
BnB Data Table
Wing Smash|14|17, (Sweet-spot) 18-19, (Sour-spot) 20-27 (Windbox) |72|15% (Sweet-spot) / 13% (Sour-spot) |60 (Sweet-spot) / 28 (Sour-spot) |NO| 128% / 124% (Sweet-spot) / 139% / 135% (Sour-spot)
Sweet-spot|17|1F|0|0|0|15.0|60|40|0|103|2.5|z=0, y=9, x=7 / z=0, y=9, x=-7|slash|×1.0|×1.0|no|0|stretchy hitbox
Late hitbox|18|2F|0|0|0|13.0|28|30|0|90|4.0|z=0, y=6, x=14 / z=0, y=6, x=-14|slash|×1.0|×1.0|no|0|stretchy hitbox
Windbox|20|8F|0|0|0|0.0|361|0|32|100|8.0|z=0, y=6, x=22 / z=0, y=6, x=-22|none|×1.0|×1.0|no|0|stretchy hitbox
Code:
UP SMASH
Palutena mightily raises her staff and creates a massive vertical beam of teal light in front of her.
BnB Data Table
Mercury Poisoning|13|18-26 [1.0.4] |19|68|16% (Beam, base) / 12% (Beam, middle) / 9% (Beam, top) |88|NO| 101% / 98%
Base hitbox|18|9F [1.0.4] |0|0|0|16.0|88|53|0|84|4.5|z=0, y=20, x=9.7 / z=0, y=4, x=9.7|none|×1.0|×1.0|no|0|stretchy hitbox / only hits the direction Palutena is facing
Middle hitbox|18|9F [1.0.4] |1|0|0|12.0|88|55|0|85|2.5|z=0, y=48, x=9.7 / z=0, y=4, x=9.7|none|×1.0|×1.0|no|0|stretchy hitbox / only hits the direction Palutena is facing
Top hitbox|18|9F [1.0.4] |2|0|0|9.0|88|55|0|87|2.5|z=0, y=65, x=9.7 / z=0, y=4, x=9.7|none|×1.0|×1.0|no|0|stretchy hitbox / only hits the direction Palutena is facing
Code:
~ Aerial Moves ~
NEUTRAL AERIAL
Palutena twirls her staff around in midair, hitting multiple times on both sides.
BnB Data Table
Staff Twirl|5-27, 31-32 (Loop hitbox re-hit rate: 5F) |10|52|1-3, 40>|20F|1.7 + 1.7 + 1.7 + 1.7 + 1.7 + 5 = 13.5% [1.1.5] |55 (Final hit) |YES*| 227%* / 177% (Final hit only) [1.1.5]
Loop hitbox 1|5|23F|0|0|980|1.5|366|0|20|100|3.4 [1.1.0] |z=0, y=6, x=0|none|×1.0|×0.3|yes*|1|re-hit rate: 5F / only hits airborne targets
Loop hitbox 2|5|23F|1|0|980|1.5|366|0|20|100|3.4 [1.1.0] |z=0, y=-6, x=0|none|×1.0|×0.3|yes*|1|re-hit rate: 5F / only hits airborne targets
Loop hitbox 3|5|23F|2|0|980|1.5|100|0|20|100|3.4 [1.1.0] |z=0, y=6, x=0|none|×1.0|×0.3|yes*|1|re-hit rate: 5F / only hits grounded targets
Loop hitbox 4|5|23F|3|0|980|1.5|100|0|20|100|3.4 [1.1.0] |z=0, y=-6, x=0|none|×1.0|×0.3|yes*|1|re-hit rate: 5F / only hits grounded targets
Final hitbox|31|2F|0|0|980|4.0|55|30|0|180|11.0|z=0, y=0, x=0|none|×2.0|×1.0|yes*|3|
Code:
FORWARD AERIAL
Palutena does a quick midair kick creating a spark of light where her foot hit.
BnB Data Table
Light Kick|9-11|14|45|1-3, 24>|12F|9% [1.1.5] |45|YES*| 231% [1.1.5]
Hitbox|9|3F|0|0|0|9.0 [1.1.5] |45|31 [1.1.5] |0|92 [1.1.5] |5.5|z=0, y=6.9, x=9 / z=0, y=6.9, x=15|none|×1.0|×1.0|yes*|3|stretchy hitbox
Code:
BACK AERIAL
Palutena leans back and delivers a midair shield bash behind her that also shields behind her briefly.
BnB Data Table
Shield Bash|8-10|13|51|3-10|1-2, 35>|16F|12% (Sweet-spot) / 9% (Sour-spot) |Sakurai Angle|YES*| 172% / 165%
Sweet-spot|8|3F|0|0|0|12.0|361|30|0|92|7.0|z=0, y=10.2, x=-14|none|×1.2|×1.0|yes*|3|only hits opposite the direction Palutena is facing
Sour-spot|8|3F|1|0|0|9.0|361|30|0|92|3.0|z=0, y=10.2, x=-11 / z=0, y=10.2, x=-9|none|×1.0|×1.0|yes*|3|stretchy hitbox / only hits opposite the direction Palutena is facing
Code:
DOWN AERIAL
Palutena does an acrobatic midair bend, bringing her legs up behind her, and then quickly sweeping one leg down, hitting directly below her.
BnB Data Table
Miracle Foot|10|15|60|1-2, 48>|18F|9%|125 (Grounded target) / 270 (Airborne target) |NO| 216%
Airborne target hitbox|10|1F|0|0|0|9.0|270|20|0|100|4.0|z=0, y=-3.7, x=0.5 / z=0, y=-5.2, x=0.5|none|×1.5|×1.0|no|0|stretchy hitbox
Grounded target hitbox|10|1F|1|0|0|9.0|55|30|0|100|6.3|z=0, y=-5, x=1.5 / z=0, y=-5, x=-0.5|none|×1.5|×1.0|no|0|stretchy hitbox / only hits opposite the direction Palutena is facing
Code:
UP AERIAL
Palutena spins in midair and reveals her halo with a flash of light that deals multiple hits above her.
BnB Data Table
Goddess Halo|8-23, 25-26 (Loop hitbox re-hit rate: 5F) |13|52|1-2, 64>|24F|1 + 1 + 1 + 1 + 5 = 9%|88 (Final hit, top) / 65 (Final hit, sides) |YES*| 142% / 139%
Ground target loop hitbox|8|16F|0|0|0|1.0|105|0|40|100|4.0|z=0, y=20, x=6 / z=0, y=20, x=-6|none|×0.8|×0.7|yes*|0|stretchy hitbox / only hits grounded targets / re-hit rate: 5F / only hits opposite the direction Palutena is facing
Top loop hitbox|8|16F|1|0|0|1.0|366|0|20|100|4.0|z=0, y=22.799999, x=0|none|×0.8|×0.7|yes*|0|only hits airborne targets / re-hit rate: 5F / only hits opposite the direction Palutena is facing
Front loop hitbox|8|16F|2|0|0|1.0|366|0|20|100|3.0|z=0, y=18, x=4 / z=0, y=22, x=9|none|×0.8|×0.7|yes*|0|stretchy hitbox / only hits airborne targets / re-hit rate: 5F / only hits opposite the direction Palutena is facing
Back loop hitbox|8|16F|3|0|0|1.0|366|0|20|100|3.0|z=0, y=18, x=-4 / z=0, y=22, x=-9|none|×0.8|×0.7|yes*|0|stretchy hitbox / only hits airborne targets / re-hit rate: 5F / only hits opposite the direction Palutena is facing
Top final hitbox|25|2F|0|0|0|5.0|88|50|0|152|6.0|z=0, y=23, x=0|none|×1.5|×1.0|yes*|0|only hits opposite the direction Palutena is facing
Front final hitbox|25|2F|1|0|0|5.0|65|50|0|152|4.0|z=0, y=18, x=4 / z=0, y=23, x=12|none|×1.5|×1.0|yes*|0|stretchy hitbox / only hits opposite the direction Palutena is facing
Back final hitbox|25|2F|2|0|0|5.0|65|50|0|152|4.0|z=0, y=18, x=-4 / z=0, y=23, x=-12|none|×1.5|×1.0|yes*|0|stretchy hitbox / only hits opposite the direction Palutena is facing
Code:
~ Miscellaneous Moves ~
GET UP ATTACK
After being knocked down, Palutena sweeps her staff around her before getting up, hitting on both sides.
BnB Data Table
Retaliation Sweep|16-17, (Back A) 25-26 (Front A) / 14-15, (Back B) 24-25 (Front B) |45|1-26 (Getup A) / 1-25 (Getup B) |7% (Per hit) |48|N/A
Back hitbox A|16|2F|0|0|0|7.0|48|80|0|48|5.0|z=0, y=5, x=-15 / z=0, y=5, x=-4|none|×1.0|×1.0|no|+10|stretchy hitbox
Front hitbox A|25|2F|0|0|0|7.0|48|80|0|48|5.0|z=0, y=5, x=15 / z=0, y=5, x=4|none|×1.0|×1.0|no|+10|stretchy hitbox
Back hitbox B|16|2F|0|0|0|7.0|48|80|0|48|5.0|z=0, y=5, x=-13 / z=0, y=5, x=-4|none|×1.0|×1.0|no|+10|stretchy hitbox
Front hitbox B|25|2F|0|0|0|7.0|48|80|0|48|5.0|z=0, y=5, x=13 / z=0, y=5, x=4|none|×1.0|×1.0|no|+10|stretchy hitbox
Code:
TRIPPED ATTACK
After having tripped, Palutena sweeps her staff around her before getting up, hitting on both sides.
BnB Data Table
Retaliation Sweep|13-14, (Front) 24-25 (Back) |50|1-7|5% (Per hit) |Sakurai Angle|N/A
Front hitbox|13|2F|0|0|0|5.0|361|60|0|50|4.5|z=0, y=4.5, x=13 / z=0, y=4.5, x=4|none|×1.0|×1.0|no|+10|stretchy hitbox
Back hitbox|24|2F|0|0|0|5.0|361|60|0|50|4.5|z=0, y=4.5, x=-13 / z=0, y=4.5, x=-4|none|×1.0|×1.0|no|+10|stretchy hitbox
Code:
LEDGE ATTACK
After heaving herself up from the ledge, Palutena sweep her leg across the ledge before rising up fully.
BnB Data Table
Ledge Attack|23-25|56|1-20|7%|45|N/A
Hitbox|23|3F|0|0|0|7.0|45|90|0|20|5.0|z=0, y=4.5, x=9.2 / z=0, y=4.5, x=5.2|none|×1.0|×1.0|no|+1|stretchy hitbox / only hits the direction Palutena is facing
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