JayWon
Smash Journeyman
Hey guys! I main Pikachu (Palutena's secondary) and tried transfering over Pikachu's utilizations of the Quick Attack playstyle to Palutena's Warp Up-Special. It seems like incorporating Warp in Palutena's neutral game hasn't quite received enough attention in this forum and I'm asking all of you to help out and experiment more aggressively with Warp. Warp has more than acceptable, decent start up and end lag to work with (relatively speaking, compared to Zelda/Shiek's similar Up-Special), and let's be honest, it's no where near as punishable than Palutena's tilts.
For starters, I encourage all of you to experiment mixing your throws (I know Down throw is amazing) by throwing your opponent towards the center of the stage with either the appropriate Forward or Back throw. I found out you can very easily follow up a Forward throw with a horizontal Warp to continuously maintain pressure. The knockback of Forward throw is not very affected by the amount of percentage the opponent has. Whether the opponent is at 0% or 100%, immediately Warping horizontally towards your opponent after a Forward throw consistently puts Palutena in a very great position to follow up with another set of attacks.
The knockback of the Back Throw, however, is not as consistent as the Forward throw because it is more affected by percentage than that of the Forward throw. The angle of the knockback of the Back throw is a lot more vertical as well, so I found myself aiming an Up-Smash and/or actually using the Up-tilt after Back throw >> Warp.
Have the mindset of finding ways to efficiently connect moves, rather than expecting to find true combos. (As a Pikachu main, it's very selfish if I feel entitled to have a guarantee Thunder combo after an Up-throw. That would be pretty OP and that's why many people find Diddy OP because he can guarantee combo after throws all the time.)
Though Palutena's dash is very fast, Warp is even faster when you want to position yourself at Warp's given certain distance. Warp also puts you back in neutral so you won't accidentally Dash attack or Dash grab. Keep in mind, it is possible to not go the full horizontal Warp distance depending on how much you angle the control stick towards the ground.
Additionally, keep in mind when hanging on the ledge, Palutena has the option to drop >> warp back on stage. Compared to rolling back on stage, Warping back on stage goes deeper in (about a character length more).
Also, for the potential development of Palutena's meta game, try perceiving Warp as a very long range shield roll; See where that might take her.
Please discuss and share your findings! Good luck!
________
Edit:
Hi guys, just a quick example I just did to show the potential. Obviously a jab or another grab would have been much faster than a F-Smash but in this case I got away with it and it worked out. I'll post more examples as I play For Glory.
https://vine.co/v/OvhB9HZzPmg
Here is another example. I could have Warped much much faster (as shown in example above) after the Forward throw but for some reason I took my sweet time:
(more to come...)
For starters, I encourage all of you to experiment mixing your throws (I know Down throw is amazing) by throwing your opponent towards the center of the stage with either the appropriate Forward or Back throw. I found out you can very easily follow up a Forward throw with a horizontal Warp to continuously maintain pressure. The knockback of Forward throw is not very affected by the amount of percentage the opponent has. Whether the opponent is at 0% or 100%, immediately Warping horizontally towards your opponent after a Forward throw consistently puts Palutena in a very great position to follow up with another set of attacks.
The knockback of the Back Throw, however, is not as consistent as the Forward throw because it is more affected by percentage than that of the Forward throw. The angle of the knockback of the Back throw is a lot more vertical as well, so I found myself aiming an Up-Smash and/or actually using the Up-tilt after Back throw >> Warp.
Have the mindset of finding ways to efficiently connect moves, rather than expecting to find true combos. (As a Pikachu main, it's very selfish if I feel entitled to have a guarantee Thunder combo after an Up-throw. That would be pretty OP and that's why many people find Diddy OP because he can guarantee combo after throws all the time.)
Though Palutena's dash is very fast, Warp is even faster when you want to position yourself at Warp's given certain distance. Warp also puts you back in neutral so you won't accidentally Dash attack or Dash grab. Keep in mind, it is possible to not go the full horizontal Warp distance depending on how much you angle the control stick towards the ground.
Additionally, keep in mind when hanging on the ledge, Palutena has the option to drop >> warp back on stage. Compared to rolling back on stage, Warping back on stage goes deeper in (about a character length more).
Also, for the potential development of Palutena's meta game, try perceiving Warp as a very long range shield roll; See where that might take her.
Please discuss and share your findings! Good luck!
________
Edit:
Hi guys, just a quick example I just did to show the potential. Obviously a jab or another grab would have been much faster than a F-Smash but in this case I got away with it and it worked out. I'll post more examples as I play For Glory.
https://vine.co/v/OvhB9HZzPmg
Here is another example. I could have Warped much much faster (as shown in example above) after the Forward throw but for some reason I took my sweet time:
(more to come...)
Last edited: