Admiral Pit
Smash Hero
Apparently the F-tilt has 3 hitboxes (or at least when I was doing Stadium), so I would think it picks off shields or roll spammers if you can space it or anticipate such a move, but yea, a move not used much.
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I would be down for a couple of matches, perhaps I could learn a thing or two.Hey, if anyone wants to play some matches with me let me know.
This is Ninty's tactic make some characters feel like u need a real controller so you would buy the wii u versionI honestly feel like Palutena is a character more suited for the Wii U version, she'll probably play a lot more conformably there. Though admittedly, I am playing on a regular 3ds (I was gonna upgrade to an XL, but then they had to announce the New 3ds). Palutena is certainly a character out of my comfort zone, but I really want to learn her.
I would be down for a couple of matches, perhaps I could learn a thing or two.
It's all part of the master plan.This is Ninty's tactic make some characters feel like u need a real controller so you would buy the wii u version
Play constantly. Play consistently. Play until you don't want to play any more and then play on anyway. Play through the madness and the futility until you reach the truth of why you play.I've had no trouble generally playing any other character except for Palutena and Rosalina. Rosalina is just obviously complex and I haven't really given her the time to learn her (probably won't til the Wii U release) but Palutena is messing with me.
Does she just have no priority whatsoever? I can't seem to time out more than a single hit. She feels like she's stuck in a tub of butter - I know I'm just doing something wrong. Any advice?
EDIT: I just want to emphasize I've far from mastered anyone except for DK, because I've always played DK and they just made him better. Played quite a bit of Pac-Man as well and he's great, but yeah of course I've tried out just a bit of everyone and I just can't get any sort of flow going with Palutena.
Ok, registered you, I'll play tomorrow.
Spent a bunch of time practicing Palutena and playing some players on and off @ KTAR this weekend, as well as some doubles matches with NinjaLink. You're pretty much right. I'm still trying to play the character to learn her but this weekend has given me quite a bit to think about.I've had no trouble generally playing any other character except for Palutena and Rosalina. Rosalina is just obviously complex and I haven't really given her the time to learn her (probably won't til the Wii U release) but Palutena is messing with me.
Does she just have no priority whatsoever? I can't seem to time out more than a single hit. She feels like she's stuck in a tub of butter - I know I'm just doing something wrong. Any advice?
EDIT: I just want to emphasize I've far from mastered anyone except for DK, because I've always played DK and they just made him better. Played quite a bit of Pac-Man as well and he's great, but yeah of course I've tried out just a bit of everyone and I just can't get any sort of flow going with Palutena.
I think I might just end up maining this character. I'm finding her to be a lot of fun. She reminds me of a inverse Project M Sheik almost. Air based instead of ground based but lacks that neutral game still. But she has the mobility to subvert this and like P:M Sheik she has a really good grab game.So Palutena. First off, people saying she is bad are those who aren't using custom moves. Custom moves define her. The current set-up I've been running with is a 1312 set-up. Explosive Flame, her 2nd Nspecial, would be better then Autoreticle if the distance could be changed for it, but due to the constantly same distance it has it becomes super predictable. Super Speed, 3rd Sspecial, is like Sonic's spin dashing and Koopalings Sspecial, and is a very useful 1-2 combo and like the name implies it is really really fast and can easily take the opponent off guard. Her other Sspecials just aren't comparable to that one. Warp is her best recovery option. Goes a fair distance, and can go any direction. And then her Dspecials. In general I am not a fan of counter moves, so I would rather not use it. There is no point to use Celestial Firework when her Upsmash exists, they have the same function but Usmash is better in everything. So that leaves Lightweight which will make her faster and jump higher for an amount of time. Be warned though, after the time-frame ends here is a small time of cool down period where she becomes much slower. Now for her regular attacks... it gets a bit tricky here. Her ground ground attacks are laggy, aside from Usmash, but her air attacks are fast. Her ground attacks are also all disjointed and have good range while some of her air attacks are disjointed and have less range then her ground attacks. Her grab game is good. Pummel is great. And her Dthrow leads into a lot of things at like all percents. Early percents you have Dthrow > Fair > Fair after that you can do Dthrow > Nair, Dthrow > Usmash, Dthrow > Uair, and maybe more. Need more testing. Her neutral game is going to be mostly in the air and fishing for the grab while her ground attacks will be used for creating walls with lingering hit boxes to try and keep the opponent a bay. Overall she seems solid, but he has some defined weaknesses and strengths. I don't think she'll be top, but I think she might be in in the higher region of the cast still.
Spot on, but you should experiment more with the intangibility properties of Celestial Fireworks before you write it off, as it lasts for a rather generous period of time. There's all kinds of things only that kind of attack can do with the kind of reads you can make. I don't think the attack component is supposed to be the selling point.So here are my impressions on Palutena so far;
I think I might just end up maining this character. I'm finding her to be a lot of fun. She reminds me of a inverse Project M Sheik almost. Air based instead of ground based but lacks that neutral game still. But she has the mobility to subvert this and like P:M Sheik she has a really good grab game.
It is in my belief that none of her down specials are really staple moves, anyway. Granted, Lightweight is good for taking the fight off stage, if it doesn't work out, the penalty is kind of a bummer.So Celestial has intangibility eh? That explains the white flash she has at the beginning of the move. I look into it more then. Though I think Lightweight will still have more uses.
Tier listHey guys, found this site interesting. You just vote for matchups and it creates a tier list off of it that changes a lot every day.
Palutena was like 4th yesterday, but now she's close to the bottom.
Just wondering if you agree with some of these matchups, or want to vote on some opinions of your own.
Either way, you can check it all out here:
http://www.eventhubs.com/tiers/ssb4/
Oh I wasn't linking for the tier list, but for the match ups. Wanted to see if anybody here wanted to vote what they thought some of Palutena's matchups could be. It's not one tier list, it changes like every hour based off the votes on the match-ups.Tier list
+ Within a week of the international release.
+ Tier list determined largely by people with remarkably little experience. (ANYONE can vote)
+ Content on Event Hubs.
= A formula for dubiousness.
No tier list should be given any credence until at least minimum three months after the Wii U release. By then we'll have Smash 4 on the main stage at nationals, and we can truly see people bring their best game out with the character. Furthermore, tier lists should be determined by credible, knowledgeable, and experienced players who can back up their claims with statistics and results. Ultimately tier lists are nothing more than an opinion, but that opinion in of itself still requires support and credibility.
I will stick with the other two but I see your reasoning. I won't outright dismiss any move and perhaps in say, a week or so, maybe I'll change my mind yet again.While it's not exactly the fastest move in the world sure, is there really a better move suited for a KO in that situation?
Also not 100% sure how important it is how early it kills heavies as they're... well, heavies. Of course they're going to last longer.
I have fiddled around enough with Warp and Jump Glide, both being great options, but having access to a double jump that outclasses others by a mile via Lightweight (slight exaggeration, I'll admit) among other tools makes me feel an extra KO option that has uses in a very common scenario is warranted enough.
I think they got rid of the jab lock. I tried it with Mario during the demo but on the fourth hit they get back up and I couldn't keep them in the lock..Just firgured out something probably stupid but... Palutena cannot jablock with a her jab. Was kinda sad at first, but her jab1 is really great otherwise, so I guess it's fine.