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Data Palutena Data & Research Repository

BJN39

Smash Data Ranger
Moderator
Joined
Aug 14, 2012
Messages
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Location
The Zelda Boards

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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!)

~ Information ~

Palutena's Statistics Table (Run & Fall Speeds, Weight, etc.)
Statistic|Value|Rank
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?
Term in Question|Description
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?
Term in Question|Description
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?
Term in Question|Description
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.


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
Move Name|Hit Frames|Transition Frame|FAF|Damage|Hit Angle|Clank|KO Potential
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]
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
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
Block Advantage Data Table
MOVE|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:



DASH ATTACK

Palutena dives forward, delivering a quick shield bash that also briefly shields her from frontward attacks and projectiles.

BnB Data Table
Move Name|Hit Frames|Partially Invincible Frames|FAF|Damage|Hit Angle|Clank|KO Potential
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%
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
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
Block Advantage Data Table
MOVE|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:



FORWARD TILT

Palutena sweeps her arm forward, and twirls her staff a few times in front of her using levitation.

BnB Data Table
Move Name|Hit Frames|FAF|Damage|Hit Angle|Clank|KO Potential
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
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
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
Block Advantage Data Table
MOVE|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:



DOWN TILT

While crouching, Palutena levitates her staff just above the ground and spins it around.

BnB Data Table
Move Name|Hit Frames|FAF|Damage|Hit Angle|Clank|KO Potential
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%
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
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
Block Advantage Data Table
MOVE|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:



UP TILT

Palutena quickly ducks down and levitates her staff above her, spinning it around and hitting many times.

BnB Data Table
Move Name|Hit Frames|FAF|Damage|Hit Angle|Clank|KO Potential
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%
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
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
Block Advantage Data Table
MOVE|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:



FORWARD SMASH

Palutena reveals her goddess wings and does a powerful wing clap that also creates a gust of wind.

BnB Data Table
Move Name|Charge Frame|Hit Frames|FAF|Damage|Hit Angle|Clank|KO Potential
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)
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
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
Block Advantage Data Table
MOVE|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:



DOWN SMASH

Palutena powerfully smashes her goddess wings down, hitting on both sides and creating gusts of wind.

BnB Data Table
Move Name|Charge Frame|Hit Frames|FAF|Damage|Hit Angle|Clank|KO Potential
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)
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
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
Block Advantage Data Table
MOVE|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:



UP SMASH

Palutena mightily raises her staff and creates a massive vertical beam of teal light in front of her.

BnB Data Table
Move Name|Charge Frame|Hit Frames|OoS|FAF|Damage|Hit Angle|Clank|KO Potential
Mercury Poisoning|13|18-26 [1.0.4] |19|68|16% (Beam, base) / 12% (Beam, middle) / 9% (Beam, top) |88|NO| 101% / 98%
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
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
Block Advantage Data Table
MOVE|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:




~ Aerial Moves ~



NEUTRAL AERIAL

Palutena twirls her staff around in midair, hitting multiple times on both sides.

BnB Data Table
Move Name|Hit Frames|OoS|FAF|AC Window|Landing Lag|Damage|Hit Angle|Clank|KO Potential
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]
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
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|
Block Advantage Data Table
MOVE|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:



FORWARD AERIAL

Palutena does a quick midair kick creating a spark of light where her foot hit.

BnB Data Table
Move Name|Hit Frames|OoS|FAF|AC Window|Landing Lag|Damage|Hit Angle|Clank|KO Potential
Light Kick|9-11|14|45|1-3, 24>|12F|9% [1.1.5] |45|YES*| 231% [1.1.5]
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
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
Block Advantage Data Table
MOVE|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:



BACK AERIAL

Palutena leans back and delivers a midair shield bash behind her that also shields behind her briefly.

BnB Data Table
Move Name|Hit Frames|OoS|FAF|Partially Invincible Frames|AC Window|Landing Lag|Damage|Hit Angle|Clank|KO Potential
Shield Bash|8-10|13|51|3-10|1-2, 35>|16F|12% (Sweet-spot) / 9% (Sour-spot) |Sakurai Angle|YES*| 172% / 165%
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
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
Block Advantage Data Table
MOVE|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
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
Move Name|Hit Frames|OoS|FAF|AC Window|Landing Lag|Damage|Hit Angle|Clank|KO Potential
Miracle Foot|10|15|60|1-2, 48>|18F|9%|125 (Grounded target) / 270 (Airborne target) |NO| 216%
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
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
Block Advantage Data Table
MOVE|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
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
Move Name|Hit Frames|OoS|FAF|AC Window|Landing Lag|Damage|Hit Angle|Clank|KO Potential
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%
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
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
Block Advantage Data Table
MOVE|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
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
Move Name|Hit Frames|FAF|Invincible Frames|Damage|Hit Angle|KO Potential
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
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
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
Block Advantage Data Table
MOVE|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:
One of Palutena's knocked down getup attacks has slightly less horizontal range. Thus "A" and "B" in the complex table.



TRIPPED ATTACK

After having tripped, Palutena sweeps her staff around her before getting up, hitting on both sides.

BnB Data Table
Move Name|Hit Frames|FAF|Invincible Frames|Damage|Hit Angle|KO Potential
Retaliation Sweep|13-14, (Front) 24-25 (Back) |50|1-7|5% (Per hit) |Sakurai Angle|N/A
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
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
Block Advantage Data Table
MOVE|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:



LEDGE ATTACK

After heaving herself up from the ledge, Palutena sweep her leg across the ledge before rising up fully.

BnB Data Table
Move Name|Hit Frames|FAF|Invincible Frames|Damage|Hit Angle|KO Potential
Ledge Attack|23-25|56|1-20|7%|45|N/A
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
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
Block Advantage Data Table
MOVE|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:
 
Last edited:

BJN39

Smash Data Ranger
Moderator
Joined
Aug 14, 2012
Messages
5,047
Location
The Zelda Boards
~ Special Moves ~



NEUTRAL SPECIAL - AUTORETICLE

Palutena raises her staff and magically scans the area in front of her. The closest target detected in range will automatically be targeted by a reticle, and three teal light bullets will be aimed and shot at their position.

BnB Data Table
Move Name|Detector Frame|Hit Frames|FAF|Damage|Hit Angle|Clank|KO Potential
Autoreticle|8|29-, 35-, 41-|68|2.9 + 2.9 + 2.9 = 8.7%|Sakurai Angle|YES|N/A
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
Bullet|30, 36, 42|--|0|0|0|2.9|361|20|0|42|2.3|z=0, y=0, x=0|magic|×1.0|×1.0|yes|0|only hits the direction Palutena is facing
Block Advantage Data Table
MOVE|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:



SIDE SPECIAL - REFLECT BARRIER

Palutena creates a barrier of light in front of her that can reflect incoming projectile attacks for a couple seconds. Anyone who touches the barrier will be gently pushed away.

BnB Data Table
Move Name|Hit Frames|FAF|Reflect Frames|Damage|Hit Angle|Clank|KO Potential
Reflect Barrier|8, (Shield hit) ?? (Wind-box. Re-hit rate: 5F) |56|9-66 (Damage multiplier: ×1.17) |5% (Shield hit) |25 (Shield hit) |NO|N/A
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
Shield hitbox|8|1F|0|0|0|5.0|25|10|0|70|6.0|z=0, y=12, x=7 / z=0, y=16, x=7|none|×1.0|×1.0|no|+1|stretchy hitbox / unblockable / re-hit rate: 15F / only hits the direction Palutena is facing
Barrier windbox|??|??|0|0|0|0.0|50|35|0|130|3.5|z=0, y=10, x=0 / z=0, y=-6, x=0|none|×1.0|×1.0|no|0|stretchy hitbox / unblockable / re-hit rate: 8F / only hits the direction Palutena is facing
Block Advantage Data Table
MOVE|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:



DOWN SPECIAL - COUNTER

Palutena strikes a pose and stands in place for a moment. Should anything try to attack her, she will retaliate and create a yellow blast of light with her staff and return damage varying in amount depending on the strength of the attack that hit her.

BnB Data Table
Move Name|Counter Frames|Hit Frames|FAF|Invincible Frames|Damage|Hit Angle|Clank|KO Potential
Counter|10-31|4-6 (Attack) |75|10-16 (Counter) / 1-5 (Attack) |10% (Minimum damage. Damage multiplier: ×1.3) |Sakurai Angle|NO| 231% (Minimum damage)
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
Counter hitbox 1|5|3F|0|0|0|10.0|361|40|0|75|7.0|z=0, y=10.5, x=13 / z=0, y=10.5, x=14.5|none|×1.5|×1.0|no|0|stretchy hitbox / only hits the direction Palutena is facing
Counter hitbox 2|5|3F|0|0|0|10.0|361|20|0|65|7.0|z=0, y=10.5, x=9 / z=0, y=10.5, x=20|none|×1.5|×1.0|no|0|stretchy hitbox / only hits the direction Palutena is facing
Block Advantage Data Table
MOVE|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:



UP SPECIAL - WARP

Palutena quickly disappears with a flash of light and and short time after reappears a small distance in the direction of her choosing. Palutena will slide along the ground in the chosen direction a little upon grounded reappearance. The move is entirely passive.

BnB Data Table
Move Name|FAF|Intangible Frames|Landing Lag
Warp|67|16-31|30F
Patch History
Code:




~ Custom Special Moves ~



NEUTRAL SPECIAL 2 - EXPLOSIVE FLAME

Palutena dramatically motions her staff at a point of light a great distance in front of her and generates a ball of fire there that quickly expands in place, hitting multiple times.

BnB Data Table
Move Name|Hit Frames|FAF|Damage|Hit Angle|Clank|KO Potential
Explosive Flame|28-55, 57 (Loop hitbox re-hit rate: 5F) |90|0.8 + 0.8 + 0.8 + 0.8 + 0.8 + 0.8 + 4.2 = 9% [1.1.1] |84 (Final hit) |NO| 177%
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
Loop hitbox|28|28F|0|0|0|0.6|160|50|0|100|4.8, 5.9, 7.0, 8.1, 9.2, 10.3, 11.4 [1.1.1] |z=0, y=0, x=0|fire|×1.0|×1.0|no|0|re-hit rate: 5F / hitbox size increases by 1.1 every 4F
Final hitbox|57|1F|0|1|0|4.0|84|60|0|141|15.5 [1.1.1] |z=0, y=0, x=0|fire|×1.0|×0.4|no|0| un blockable [1.1.1] / only hits the direction Palutena is facing
Block Advantage Data Table
MOVE|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:



NEUTRAL SPECIAL 3 - HEAVENLY LIGHT

Palutena raises her staff to the sky and creates a large and very tall field of heavenly light. Anyone in range will be given passive damage and slowly pushed out of the field's range. Palutena can hold this field of light for several seconds before she is forced to stop and rest.

BnB Data Table
Move Name|Hit Frames|FAF|Damage|Hit Angle|Clank|KO Potential
Heavenly Light|20-35 (Min length. Re-hit rate: 5F) |83 (Min length) / 47 (End lag) |1% (Per hit) |24|NO|N/A
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
Windbox 1|20|16F|0|0|0|1.0|24|0|9|100|25.0|z=0, y=45, x=0 / z=0, y=23, x=0|flame|×1.0|×1.0|no|0|stretchy hit-box / indirectly attached hit-box / re-hit rate: 5F
Windbox 2|20|16F|1|0|0|1.0|24|0|5|100|25.0|z=0, y=70, x=0 / z=0, y=15, x=0|flame|×1.0|×1.0|no|0|stretchy hit-box / indirectly attached hit-box / re-hit rate: 5F
Windbox 3|20|16F|2|0|0|1.0|24|0|19|100|25.0|z=0, y=45, x=0 / z=0, y=23, x=0|flame|×1.0|×1.0|no|0|stretchy hit-box / indirectly attached hit-box / re-hit rate: 5F
Block Advantage Data Table
MOVE|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:



SIDE SPECIAL 2 - ANGELIC MISSILE
ohai Dpit
Palutena lanuches forward head-first cloaked in orange light, quickly covering a great horizontal distance as she flies forward like a missile. The attack will inflict devastating damage to anyone she collides with.

BnB Data Table
Move Name|Hit Frames|FAF|Damage|Hit Angle|Clank|KO Potential
Angelic Missile|30-??|96|13%|34|NO| 140%
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
Hitbox|3|1F|0|0|0|13.0|34|35|0|82|5.2|z=0, y=7.5, x=2.5|none|×1.3|×1.0|no|0|only hits the direction Palutena is facing
Block Advantage Data Table
MOVE|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:



SIDE SPECIAL 3 - SUPER SPEED

Palutena cloaks herself in blue light and begins to fly forward at high speed, hitting anyone in her path. She will move faster and deal stronger blows the longer she has been travelling. After finishing, Palutena will need to briefly recharge before reuse.

BnB Data Table
Move Name|Hit Frames|FAF|Damage|Hit Angle|Clank|KO Potential
Super Speed|11-|11 (Cancel start) / 32 (Skid stop) |0-7.8% (Scales with distance) |60|NO|N/A
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
hitbox|11|??|0|0|0|2.6|60|60|0|90|2.5|z=0, y=7.5, x=3.8|none|×1.5|×1.0|no|0|base damage: 0.0
Block Advantage Data Table
MOVE|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:



DOWN SPECIAL 2 - LIGHTWEIGHT

Palutena surrounds herself in a teal aura, and grants herself impressive movement capabilities for a brief period, allowing her to fall like a feather, and move around at great speeds. During this time, Palutena will be much more vulnerable to attacks, however, and after the time is up, the move will need to recharge before reuse.

BnB Data Table
Move Name|FAF|Lightweight Duration|Cooldown Duration|Damage Taken
Lightweight|33|~12 Seconds|~5 Seconds, (Mobility nerf) ~5 Seconds (Before reuse) |×1.5
Patch History
Code:



DOWN SPECIAL 3 - CELESTIAL FIREWORK

Palutena shows her celebratory spirit and releases a small celestial firework upwards that explodes into a large, vibrant blast of light, dealing multiple hits. By the light of the rising firework, Palutena cannot be harmed.

BnB Data Table
Move Name|Hit Frames|FAF|Invincible Frames|Damage|Hit Angle|Clank|KO Potential
Celestial Firework|15-41, (Fireball) 42-57 (Fireworks) |65|??-??|3.2 + 1.2 + 1.2 + 1.2 + 1.2 = 8%|80 (Final hit) |NO| 154%
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
Setup hitbox 1|15|2F|0|0|0|3.2|91|0|105|100|3.6|z=0, y=0, x=0|fire|×1.0|×1.0|no|0|
Setup hitbox 2|17|25F|0|0|0|3.2|91|0|80|100|3.6|z=0, y=0, x=0|fire|×1.0|×1.0|no|0|
Explosion Loop hitbox|42|16F|0|0|0|1.2|80|50|0|240|10.0|z=0, y=0, x=0|fire|×1.0|×0.0|no|0|re-hit rate: 5F / only hits the direction Palutena is facing
Block Advantage Data Table
MOVE|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:



UP SPECIAL 2 - JUMP GLIDE
ohai again Dpit
Palutena cloaks herself in a light blue light, and hops into the air. From her elevated position, Palutena will gently glide to the ground. Palutena can freely maneuver left and right as she descends.

BnB Data Table
Move Name|FAF|Landing Lag
Jump Glide|36 (Grounded version) / 52 (Aerial version) |??F
Patch History
Code:



UP SPECIAL 3 - ROCKET JUMP

Palutena readies herself before suddenly bursting a short distance into the air with an explosive blast. The blast is large and powerful, and airborne opponents will be powerfully meteor smashed should they be close.

BnB Data Table
Move Name|Hit Frames|OoS|Landing Lag|Damage|Hit Angle|Clank|KO Potential
Rocket Jump|11|frame 12|38F|12% (Ground version) / 10% (Aerial version) |54 (Ground version) / 66 (Aerial version) / 270 (Aerial version, sweet-spot) |NO| 130% (Ground version) / 161% (Aerial version)
Complex Data Table
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
Grounded hitbox|11|1F|0|0|0|12.0|54|70|0|99|12.0|z=0, y=4, x=2.8 / z=0, y=4, x=-2|fire|×1.0|×1.0|no|0|stretchy hitbox
Aerial sweet-spot|11|1F|0|0|0|10.0|270|10|0|100|7.0|z=0, y=-3, x=0 / z=0, y=-3, x=0|fire|×1.0|×1.0|no|0|stretchy hitbox (LOL) / only hits airborne targets
Aerial hitbox|11|1F|1|0|0|10.0|66|70|0|97|10.0|z=0, y=1, x=2 / z=0, y=1, x=-2|fire|×1.0|×1.0|no|0|stretchy hitbox
Block Advantage Data Table
MOVE|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
Patch History
Code:




~ Grabs & Throws ~

Grabs and Throws are currently not completed. :^)
 
Last edited:

BJN39

Smash Data Ranger
Moderator
Joined
Aug 14, 2012
Messages
5,047
Location
The Zelda Boards
Also reserved. You're welcome, Fuujin. :secretkpop:


Also sort of taking move name suggestions.
 
Last edited:

PHP

Smash Journeyman
Joined
Jul 15, 2015
Messages
246
Location
California
NNID
PHPalutena
FINALLY! Accurate frame data for all of her moves :D
I still wish they switched out her counter and put one of her customs as her default down B because her frame 9 counter comes out late 98% of the time and it rarely KOs even at high percentage
 

BJN39

Smash Data Ranger
Moderator
Joined
Aug 14, 2012
Messages
5,047
Location
The Zelda Boards
Also I requested a sticky for this thread because its info could be very useful!

I forgot to tag @AeroLink_the_SoulMaster at the time though for iT.


This thread being dead



Everytime I post here a Red Tyrant deletes it.

The irony of them trying to keep me out actually removing competitive discussion for a character, which is what this site is for.
Poor Mods/Admins.


Anyways to quote a post you made a while back that I wanted to ask about

"Do you mean derp sliding?

It basically makes PaleTuna a sleeper top tier.

You start walking one way, quickly turn without dashing but then keep holding the first direction. Rinse and repeat before Palutena starts her walking animation to slide across the stage while spinning.

Better timing can get PaleTuna to really side around.

I could do it perfectly on the 3DS. Not so much on WiiU. It's harder to execute there imo.

It works well with Palutena because of whatever weird designing they did with ha turning animation.
"


Can you elaborate on this?
I think I know what you're referring to, but not 100% sure.
Derp sliding is what I called it when you like, for instance,

Facing left, turn right and hold right until just before she starts her walk animation, then quickly turn back left but without losing your momentum. Palutena will be looking left while moving right. Rinse and repeat for slidey goodness. Her turning animation is really weird and retains weird momentum, so she can slide around. Since she isn't dashing she can do any normal if timed right. It's kind of slow, however, so uses in a real battle are slightly limited outside using it to taunt.

You can probably use it to like, move in for a standing grab, or a jab (If executed well.) it doesn't suddenly make the rest of her ground game usable though.
 

BJN39

Smash Data Ranger
Moderator
Joined
Aug 14, 2012
Messages
5,047
Location
The Zelda Boards
If I'm understanding your description correctly, that's generally known as "swag walking". It was in Brawl, too.
^^^^^^^

It was doable by just about anyone in Brawl. A change to turning animations or a mechanic has made it toned down significantly in SSB4. (See: Marth between versions.)

Something about Palutena's turn animation is different though, allowing her to mess around like it's Brawl days. Her dash turn animation is kind of weird too.

@Bravely Fuj¡n they are all transcendent. No clanks I believe. I'm gonna have to verify Usmash for my own sake, but I'm quite sure it's transcendent.

Oh sis I probably hadn't implemenTed that yet did I?

Let me make sure to add:
Priority (Clank)
• Block Advantages

They exist in Zelda's thread and will in Bayonetta's, sew let's keep the consistency :4wiifit:

Edit: waiT, I do have clanking.

Clank=YES means does awful rebound animation and clanks
Clank=NO means transcending
Clank=YES* means it clanks with other clanking hitboxes but no rebound animation.

I think the terminology talks about it.

Edit 2: oh hunTy I really need to go through this and make some improvements...

Bleß!

Finally representing the Goddess!!!
Yeah I hadn't realized the thread got stickied!

I mean, when modpression comes in and sends 70% of the character boards back into the Stone Age, you look for some way to reverse that.

So Palutena's boards are actually still in decent shape even though their goddess droppeT their goddess. :secretkpop:

Maybe I should apply for modship herE... :^)

edit 1/22 some data for block advantage to be added
jab -7/-5 -14/-12
jab 3 -29/-28 -36/-35
66a -30/-27 -37/-34
66a -30/-23 -37/-30
ftilt -37/-30 -44/-37
ftilt -39/-32 -46/-39
ftilt -29/-15 -36/-22
ftilt -31/-17 -38/-24
dtilt -11/-1 -18/-8
utilt -47/-43,-42/-38,-37/-33,-32/-28,-27/-23,-22/-18 -54/-50,-49/-45,-44/-40,-39/-35,-34/-30,-29/-25
utilt -15/-14 -22/-21
fsm -30/-29 -37/-36
fsm -31/-30 -38/-37
dsm -37 -44
dsm -37/-36 -44/-43
usm -31/-25 -38/-32
usm -34/-28 -41/-35
 
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Masonomace

Yeah Shulk, get stuck in!
Joined
Apr 10, 2010
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Independence, MO
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Masonomace
Hey Palutena boards, could be my first time visiting here but I wanted to contribute Air Times for Lightweight Palutena since I've been doing that a lot for the rest of the cast. I play Shulk so naturally the Monado arts, Decisive arts, & Hyper arts have a different spread of Air Times & I find that fascinating, just like Palutena's Lightweight. Anyways, here's some numbers. You're welcome to double-check them if you like, but I'm sure they're correct.

:4palutena:
Lightweight SH Air Time: 52 frames
Lightweight FH Air Time: 88 frames
Lightweight DJ Air Time: 91 frames
 
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wpwood

Smash Apprentice
Joined
May 12, 2015
Messages
187
How can I test the size of Palutena's hit boxes? I spiked a Roy the other day through the stage and I've seen a DH spiked through the stage as well so I want to know how effective the move would be at catching the 2 frame on characters while staying on stage. It seems to happen when the character's head pokes into the stage some so it could possibly work if Palutena is right at the ledge and not over some. I know hit boxes go through the stage, but without knowing the actual size of the hit box I can't know how far into the stage dair can hit. Looking at the animation, I think the hit box is either there where her staff is and is also shifted down some or is just shifted down. I'm gonna try to test it out, but I might not get the best results and I can't record what I do anyway.

Also this applies to her up smash since it dips below the ledge as well. I've caught Rosa and Falcon on their 2 frames with up smash before, but I don't know all the characters it could work on. Also some characters can't be hit by up smash when they don't have invincibility on the ledge but others do. I'll probably just make a list of characters that can be hit by up smash on the ledge when they don't have invincibility and another one for who can be hit on the 2 frame.
 

MzNetta

Oh no she betta don't
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Nov 6, 2004
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Cape Coral, FL
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ParisNicholson
3DS FC
4940-5470-2081
This is a wonderful resource for our boards, and I really appreciate you taking the time to put this together, BJN39 BJN39 . Next we should work on Hitbox Visualization for Palutena. Is anyone on this board capable of putting this together? Ive reached out to Furil (responsible for this beautiful zelda hitbox thread) in the hopes that I may be able to learn how to take on this task.
 

PHP

Smash Journeyman
Joined
Jul 15, 2015
Messages
246
Location
California
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PHPalutena
This is a wonderful resource for our boards, and I really appreciate you taking the time to put this together, BJN39 BJN39 . Next we should work on Hitbox Visualization for Palutena. Is anyone on this board capable of putting this together? Ive reached out to Furil (responsible for this beautiful zelda hitbox thread) in the hopes that I may be able to learn how to take on this task.
I'm interested but I don't know how to do it
 

MzNetta

Oh no she betta don't
Joined
Nov 6, 2004
Messages
700
Location
Cape Coral, FL
NNID
ParisNicholson
3DS FC
4940-5470-2081
I'm interested but I don't know how to do it
Furil has confirmed that they dont mind doing Palutena next! They said the tools are pretty buggy and hard to use so teaching someone else would be a challenge.
 

BJN39

Smash Data Ranger
Moderator
Joined
Aug 14, 2012
Messages
5,047
Location
The Zelda Boards
I've felt a little bad about this thread not yet having gotten it's due improvements, so I've made a start now. Here's what I've gotten in now:

POST 1
- FIXED RIDICULOUS FONT ERROR. From Ftilt to Misc moves the font was glitched. Evil font error has been vanquished now finally.
- Added latest patch alterations. Self explanatory. Still sad that she gets more neglected by patches than Zelda. At least she ain't Jigglypuff :secretkpop:
- Added the table/spoiler sets for Block Advantages and Patch Notes. These are a couple of very important table additions, THEY ARE NOT COMPLETED YET HOWEVER. Having them there now though will make it easier to get them inputted when I've completed them. Patch notes spoilers will actually eventually provide details as to WHAT certain changes actually do, because sometimes just numbers can be confusing.

POST 2
- Same things mentioned above.
- A million individual presentation improvements! Move descriptions, KO colorations, the post is now visually as complete as the first post.

Still have to:
- FINISH block advantage and patch history sections.
- Add WiiU KO potential numbers.
- ADD GRABS AND THROWS OML.

Somethingsomething there's probably other things I hope to get cracking!

ALSO TITLE SUGGESTIONS PLEASE
 
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