ChivalRuse
Smash Hero
Yeah, it's pretty amazing. Useful for getting out of Diddy's d-throw air traps and the like.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Personally I love using it as a reset to a more neutral position and to recover through edge guard attempts. I also feel due to Palutena's great jump height it gives her surprising survivability.Yeah, it's pretty amazing. Useful for getting out of Diddy's d-throw air traps and the like.
Your Smash fundamentals should be good enough to not need it as an escape tool.You aren't serious right? Warp's landing lag is low. It's very hard to punish unless your opponent reads it. You shouldn't spam it, but it's an amazing escape tool in the right circumstances.
Being above somebody is a bad position no matter how good your fundamentals are.Your Smash fundamentals should be good enough to not need it as an escape tool.
Especially if you're above Palutena herself. I think the majority of her kills are this way, at least for me. Her up-air is basically an anti-meteor smash, and death sentence. Hers is probably my favorite in the game.Being above somebody is a bad position no matter how good your fundamentals are.
Dude what? There's no way Palutena's that bad. She has far more going for her than Brawl Link ever did.Answer to the topic: **** yes. Worse than my main in Brawl (I played Link lmfao)
Character is terrible as ****.
You must be doing something wrong then, because she's a very solid character.Answer to the topic: **** yes. Worse than my main in Brawl (I played Link lmfao)
Character is terrible as ****.
@ the bolded parts.My main reason for thinking this is because of AR's ability to home on someone. It forces them to move, but it's not useful against characters who are playing in a mobile way. The best keep away characters IMO are Megaman, Zelda, Robin, and Link, and the only one who can directly aim at someone is zelda. If she's hit during her side b, she loses control of it, meaning she can't hit you. What this means is that you can jump at an extremely awkward angle where these characters can't hit you and poke them down, forcing them to get closer as they will not win long range trades with you.
I haven't tested if side b works on zelda's down b and side b, but I think she has plenty of tools for dealing with her.
3333 would be the way I go honestly. That set has Super Speed. The move is just that good.I agree. If I had to choose between 1111, 2222 and 3333 I'd still go with 1111.
Pretty bad. His telegraphed moves cause him to either bounce off or go past whatever he hits. The counter's punish wiffs because of this. It's a tiny hitboxWhat do we all think of counter in the sonic matchup? His attacks are pretty telegraphed...
Shulk's counter is slow but has a huge hitbox. If he does it in the air he gets the full sword swipe below him. You can even move shulk before the attack comes out to help him hit with it.Shulk's counter is pretty slow so I'd understand if it didn't work on Sonic. I'm not sure about Palutena's though. Definitely going to test this out regardless.
I want this message engraved in fine letters upon a marble pedestal and put at the entrance to the Palutena board for all to bear witness to as they enter.People in this thread keep throwing around terms like "terrible" and "unusable" as if it's been predetermined how you have to play this game. All characters have many tools, and each tool has multiple applications. To disregard a character's tool simply because it doesn't quite accomplish what YOU want it to, or because you can't use it the way that you want to, doesn't make it a bad tool necessarily. Sometimes it has undiscovered or underrated utility.
If he does it in the air, it barely hits below him, and even if he is facing toward center stage, if he misses he can be punished.Shulk's counter is slow but has a huge hitbox. If he does it in the air he gets the full sword swipe below him. You can even move shulk before the attack comes out to help him hit with it.
Meanwhile Palutena's is criminally terrible
I'm sensing that it upsets you. It shouldn't. We have different definitions of a good and bad move, and a powerful character doesn't need all of its moves to be good (melee marth, jigglypuff, sheik, Luigi). I define a good move in that it has a lot of uses and is still good even if the opponent is fully aware of its existence. If a move is only useful in extremely specific situations and certain characters then I don't consider it a good move.People in this thread keep throwing around terms like "terrible" and "unusable" as if it's been predetermined how you have to play this game. All characters have many tools, and each tool has multiple applications. To disregard a character's tool simply because it doesn't quite accomplish what YOU want it to, or because you can't use it the way that you want to, doesn't make it a bad tool necessarily. Sometimes it has undiscovered or underrated utility.
It's a large attack and it does hit about half of his height below him. I've landed Pal's upsmash against him with him above me, resulting in a counter punish.If he does it in the air, it barely hits below him, and even if he is facing toward center stage, if he misses he can be punished.
Palutena's doesn't really kill but it does still give her nice damage and help her defend against rush downs. Also, it doesn't get weaker over time. Even if you compare it 1:1 they're different characters so it doesn't really matter. Palutena's counter is very useful and the simple existence and possibility of using that move in a game will weaken the opponent by making him consider more things
Fair enough. I will admit that while I believe Palutena counter is among the worst, it IS still a counter. Unlike say... Jigglypuff's sing (which MAY have uses, but it's unlikely), I find myself using Palutena's counter in useful ways. It's especially great when you counter a heavy hitter like Aeris. Oooo man!I'm not trying to argue that counter is good or bad. Obviously a move that relies on your opponent doing something is going to have its flaws. We all can accept this. The purpose of my last few posts was to emphasize the importance of considering all of the weapons at our disposal when we attempt to formulate a game plan.
Few things are more satisfying than countering Ganondorf's Warlock Punch or Ike's Fsmash and watching them fly across the screen at light speed, lol.Fair enough. I will admit that while I believe Palutena counter is among the worst, it IS still a counter. Unlike say... Jigglypuff's sing (which MAY have uses, but it's unlikely), I find myself using Palutena's counter in useful ways. It's especially great when you counter a heavy hitter like Aeris. Oooo man!
It's a pretty good Aair move. Her hitbox becomes tiny and it's a disjointed hitbox, so if Sheik uses her dair, or if another character uses a move like that, the up tilt will beat it.My take after a few hours of Palutena from yesterday.
UTilt is, situational. Against Sheik, you're just asking to get kicked.
It's a great move. It uses Pal's shield, which gives it a special property where it ignores clashes. It makes it a great edgeguarding move because of that, or if you know you need to hit someone through a dangerous move.Her back air is pretty common. Quick and KO-able, though, I question her range.
I find the side b windbox pushes them back enough for it to be safe against some aerial moves.Side and Down Smash have small windboxes. Though, it doens't prevent you form being punished for missing. But I guess they could be used for edge-guarding?
I try to use it like Pikachu's thunder, just denying an area. It's easy for opponent's to forget about it, and it's possible to catch them during aerials with it.Up smash should be used at a very rare occasion, as people have a tendency to forget that Palutena has the largest up smash in the game. Coupled with the execution speed and power, that's a deadly skill.
I don't know why I didn't spot this beforeI play her like I would play Mewtwo, as they are halfly similar. Both being floaty, got a long lasting NAir, and teleports.
Kind of the only reaso I play Palutena. I'm a sucker for teleports.
Whoooa, I never thought about this, but you're totally right!I play her like I would play Mewtwo, as they are halfly similar. Both being floaty, got a long lasting NAir, and teleports.
Kind of the only reaso I play Palutena. I'm a sucker for teleports.
It wasn't even a real period, it's like people used her moves and saw her range and just said "whoa, so OP" then when they played her and she wasn't as easy to use as Diddy or Sheik, just none of them bothered to look past her surface value.It's not that Palutena is bad at all, but after the whole "Palutena is OP" period in the very early going of Smash 4, it seems like people rebounded from that in a big way.
From my point of view, it was also that people were somewhat traumatized by Meta Knight. Between that and Kirby in Smash 64, people thought that Sakurai was some crazy biased mad man who deliberately makes his characters overpowered on purpose.It wasn't even a real period, it's like people used her moves and saw her range and just said "whoa, so OP" then when they played her and she wasn't as easy to use as Diddy or Sheik, just none of them bothered to look past her surface value.