ChivalRuse
Smash Hero
Just practice it a lot in training mode until you get the feel for how to space the nair hitbox and when to fast fall.
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Eh, guessed so. Funny thing is I can do the light weight super speed > nAir > uAir combo way more consistently.Just practice it a lot in training mode until you get the feel for how to space the nair hitbox and when to fast fall.
I'd say both. I use Jump Glide for mobility. I can combo off of it with aerials using its momentum and approach at short hop height for when I'm in Lightweight form. I can cross up with it with aerials and cover more distance horizontally for recovery. The fact that I can act out of Jump Glide anytime makes it less punishable on the cooldown compared to Warp, which requires edge canceling (depending on certain stages it's situational) to act out of it.Why run jump glide over warp? Simply as a combo extender or is it good in neutral?
If i'm not mistaken Jump Glide automatically drops you into free fall after a few seconds? I tried jump glide for a while and ended up not liking it because of that, always felt like I didn't have time to act out of it.I'd say both. I use Jump Glide for mobility. I can combo off of it with aerials using its momentum and approach at short hop height for when I'm in Lightweight form. I can cross up with it with aerials and cover more distance horizontally for recovery. The fact that I can act out of Jump Glide anytime makes it less punishable on the cooldown compared to Warp, which requires edge canceling (depending on certain stages it's situational) to act out of it.
Yes, you full hop the nair for maximum height after the upair for the early KO.When doing the Lightweight Dthrow->nair->uair, are you supposed to full hop the nair?
D-throw>N-air might work on fatties at super-low percents (0-10%?), other than that it only works if they don't DI. D-Throw > RAR B-air works for quite a while, not exactly sure when it stops.Tell me more about D-Throw without customs. Does it true combo into stuff at every percent? Is D-Throw -> N-Air viable on certain characters/percents? D-Throw -> RAR B-Air?
The hitbox matches up with most of the graphic, like 98% of it or something. The tippy top (around the part where the beam starts to fade) doesn't hit tho.How high up does U-Smash hit, exactly? Is it the entirety of the light pillar?
Sweet spot is the area of a hitbox that has the most knockbock/damage; it's basically the spot you want to hit with the most. (i.e the tip of Zelda's foot with her F-Air, or the tip of Marth's blade)Question... I've been interested in Palutena lately. The Smash Bros Guidebook says this for Palutena: "Forward Air is extremely quick and has a sweetspot just on top of Palutena's foot." Maybe my understanding of a "sweetspot" isn't great, but can anyone explain this? I didn't notice a sweetspot for her Fair.
Sidenote: Is anyone else besides me trying not to type Paletuna? Lol...
Palutena's Warp actually has 16 directions. I believe you may inputting the direction in between down and diagonal down for the really short Warp. I could be wrong, but I think that's what is happening.Sorry to have to ask this here but I couldn't find it anywhere else, is there information anywhere on how to do the third kind of horizontal warp, the one where you travel only a very small distance? I have the full one, where you jut press Up B then sideways, and the second one where I press diagonally down, but sometimes when I try the second one I get that third one, where I move forward only very little. Thanks in advance.
Ah I see. There are only 3 straight horizontal distances though, right? Is there an image / video indication of all the distances and where to put the control stick for them?Palutena's Warp actually has 16 directions. I believe you may inputting the direction in between down and diagonal down for the really short Warp. I could be wrong, but I think that's what is happening.
Palutena is more of a defensive character in default.Default wise I want to understand Palutena. She's one of my secondaries, above Zero Suit and Peach but below Mario and Pac-Man. I do fine with her most of the time but when I actually get an opponent that knows a thing or two I struggle, quite a lot. I'm a Sonic main and I'm used to being aggressive with approaches and overall just being fast. Maybe it's the playstyle I'm adjusted to? Am I supposed to play defensively with her? What exactly is her character default wise? If this question was already asked and answered forgive me, I don't really have the time to go back and look, playing Smash as I speak.
Am I doing it right? XDPalutena is more of a defensive character in default.
To my knowledge, when dashing, instead of dash dancing or foxtrotting back and forth you make a normal turnaround. During the ending part of the turnaround animation is where you want to slide the controller stick upwards, then press A. However, it's more easier to execute with Tap Jump disabled.
How do i do this dash into uptilt?
It's actually pretty powerful, but slow. It's risk is high and it's reward is meh unless you see the dude hit Warlock Punch or something. It's not bad as a surprise tactic and can get you out of bad situations but it's not something to rely on, especially in a game where grabs are so strong.Is Palutena's counter considered bad? I don't see a lot of people use it and it seems like the knock back ratio is kinda mediocre.
Jab > Grab > Fair is her BnB, you can Nair instead if they DI in. It doesn't work well on some fastfallers.Are there any good ground combos for palu? i know she has good aerial combos from her down-throw (like d-throw NAIR to FAIR?)?
and what are her best killing moves?