I've always said that move was bad
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'Cuz it is, and you're smarT.I've always said that move was bad
I don't know about it specifically, but one of the loading screen tips states that, generally, projectiles that do over 50 damage will not be reflected. Or something? It was quick so I couldn't read it, but that's the general idea.Regarding Palutena's reflect, is there a certain damage threshold where it "breaks" after being reflected back and forth too many times?
Bad, bad, really bad.What are Zeldawfuls?
http://smashboards.com/threads/character-attributes-directory.384665/But better than Brawl?
Also can you link me to your walk/run speed chart?
And any other charts you have done?
Remember, I don't get Tag alerts. Quite because of yew in fact.The neglect Paletuna gets is kinda sad.
she's so unpopular, and I have so many questions
How fast is d smash?
Any faster than f smash/u smash?
Because I once was able to use it as a out of shield option(http://youtu.be/0rvtstcGx0Q?t=1m27s), but I have a feeling this only works on laggy moves.
She desperately needs more out of shield options, preferably something that hits behind/above her.
This board is full of people saying she moves the same speed as Fox, people telling me to spam reflect and people recommending using her tilts.
We really need smart people for Paletuna her boards.
At least for one thread
@ BJN39 @ KuroganeHammer @ Lavani pls
go on the offensive and bash the KO punch out of himI'm too scared to get near lil mac with a KO punch, let alone grab him..
The autocancel for uair is <3f 63f>, its FAF seems to be around 52f.Something to note about uair (until the frame data's there): It seems to have some IASA/FAF frames. I can't really explain it, but I did notice it when experimenting with its landing lag.
It seems you need about 1.5 jumps to do the full hit of uair and land without any lag (she spins a bit after attacking, and landing before it finishes incurs the lag). However, it seems you can interrupt this spin halfway through with any other aerial or special move to reduce landing lag. This can be done out of a full hop uair: You'd normally incur the landing lag, but you can sneak in another attack just before landing to replace/negate it. This is sort of like cancelling air dodges with aerials or special moves to bypass the air dodge landing lag.
This is what I was looking for. Thanks! And you can use a special to bypass the landing lag as well, but I guess that's more situational.The autocancel for uair is <3f 63f>, its FAF seems to be around 52f.
Fair's probably the best bet for cancelling its landing lag, its early autocancel window is 1-3f (sadly the best Palutena has to offer) but it only has 12f landing lag so it's not too costly to botch.
The exact same. Lightweight only affects movement speeds, not attack speeds.How does Lightweight affect the Frame Data? Specifically her Jab. What's her frame data for Jab when in Lightweight?
Wow. I swear her tilts all feel much faster when she's in Lightweight. Thanks!The exact same. Lightweight only affects movement speeds, not attack speeds.
Okay I just read from ADHD's custom move discussion post stating that Lightweight shortens the endlag of her moves. Is this true? So start up frame data is unaffected but her moves finish quicker?The exact same. Lightweight only affects movement speeds, not attack speeds.
Was that picture just added? It looks nice. If you're asking about the picture,Updated the OP.
Input appreciated.
I meant about the link, but this works also.Was that picture just added? It looks nice. If you're asking about the picture,
weight should be a little lower, it looks about dead center right now instead of 35-40% of the way
I think power (killpower) is important enough to be added as its own category. Offense being how good she is at things like approaching/rush down/aggression. Similar to how defense and weight are separated. Having an average offense lacks the detail that she has some very strong moves despite not being a really aggressive character.
Also I think zoning is fine. She doesn't want people to be right up to her, which is what I would think of in a pure turtler (doesn't care about stage control or approaching the opponent). She's defensive and wants to keep them out but that happens at the ideal mid-distance, which is covered by the archetype "zoning".
I would argue that "rush down" should be attributed to her no less than "turtling", especially if we're talking about customs on. So either zoning/rush down or just zoning is enough.
I think visual wise, it looks great though!
Oh, I guess measuring the weight in that sense works too. I've always thought of it relative to the # of characters heavier or lighter, but if it was relative then it wouldn't properly represent the weight differences (the range between heaviest to average is the same as average to lowest).I meant about the link, but this works also.
The picture is mainly just for fun, but a couple of the stats (weight and speed) have had each characters weight tiered and speed averaged with weights as a statistic
Weight: 10=128, 9=122-115, 8=112-106, 7=104-98, 6=97-96, 5=95-89, 4=85-80, 3=79-77, 2=75, 1=68
As you can see here. 95 is the mean of all the characters, so it starts as the 95 point (robin) and goes down to 89 (Peach). The next weight is a whole 4 points less at Sheik/Zelda, so that's where 4 starts.
If that makes sense.
Kind of agree about turtling, I may change this.
Offense is just an amalgamation of camping, KO potential, safety on shield, damage output, shield pressure, attack speed, but I ran out of colours to make kill power a separate catagory =P