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!
This. In the time it takes to Jab, diddy can roll behind her and grab.Come on, the ending lag on pretty much every single attack of hers is just plain ridiculous. We should get rid of that.
She does have some of the best aerials in the game. I would add a sweetspot to her F-Air so it's just like Zelda's, though. That way she would have yet another KO move.This. In the time it takes to Jab, diddy can roll behind her and grab.
Her aerials are all pretty awesome though
This. Autoreticle is so underrated.I think AR has more use. It's a good anti camper tool
I agree, she could get some few buffs, I hope this patch brings some changes to her.There's an upcoming balance patch, I hope Palutena gets some buffs
Her down B are extremely good, mainly Lightweight, it makes her as swift as the wind and allows her to be more agressive, Celestial Fireworks is good to negate quite some approaches from the air, besides of that little inv frames she gets from using it. Her Counter is fine, you just gotta read through the opponent to use it (just like any other counter).I'm conflicted on her Down Special because there are a few options I would choose and none of them are a Down Special she can actually use. My first thought is to make Reflect Barrier her Down, but I would change how it works in the air. When falling, her momentum should stop like Mario using his cape. It's incredibly hard to time reflecting projectiles while airborne, because if you put out the reflector you then immediately fall out from behind it making you vulnerable if you're opponent aims a bit low. But to time it right, you have to wait until the projectile is right on top of you making it very risky for little reward.
Lastly, I would consider Heavenly Light under the condition that it has a lot of improvements made to it. Others have suggested some good ideas, but I don't know what would be best. I just like how it looks and think it is very fitting for Palutena. If it were a better, more useful move, I would love it to be in her default set.
I know her Lightweight is very good, I just don't prefer using it and wouldn't want it as her default. It's just a personal playstyle thing I guess. I still really like it as an alternate custom. I usually use Celestial Fireworks as her Down Special when I get the chance to play with customs on, so of the existing Down Specials, it's my favorite, but I still would prefer a number of other things to it. Again it's fine as an alternate custom. And Counter, besides the fact I don't think it suits Palutena at all and having both a reflect and a counter really limits her offensive options, the Counter as it is does not punish hard enough for how difficult it is to hit. I land it plenty, but the precise timing needed should make it much more powerful. Most opponents don't fear being hit by it at all. But like I said, even if it were a better move I would prefer something more interesting in it's place.Her down B are extremely good, mainly Lightweight, it makes her as swift as the wind and allows her to be more agressive, Celestial Fireworks is good to negate quite some approaches from the air, besides of that little inv frames she gets from using it. Her Counter is fine, you just gotta read through the opponent to use it (just like any other counter).
Your changes are a bit odd if you ask me, but like some people say: "Opinions, opinions". I personally would like Auto Reticle to lock on opponents when firing and add the momentum you stated, also make Heavenly Light more useful, it's VERY fitting on her, but it has little use. I would recommend making it heal party members in the same rate it hits enemies, but last less, making it a great 2vs2 tool to use.
I still think Heavenly Light was intended to be a teams custom, but I wanted it to heal because I find it fitting if you ask me, healing both the user and her teammates would be absurdly good even if it's a little over 15% (by the time opponents come back), it would be a Nosferatu with thousand times more range and without having to hit enemies for it.I know her Lightweight is very good, I just don't prefer using it and wouldn't want it as her default. It's just a personal playstyle thing I guess. I still really like it as an alternate custom. I usually use Celestial Fireworks as her Down Special when I get the chance to play with customs on, so of the existing Down Specials, it's my favorite, but I still would prefer a number of other things to it. Again it's fine as an alternate custom. And Counter, besides the fact I don't think it suits Palutena at all and having both a reflect and a counter really limits her offensive options, the Counter as it is does not punish hard enough for how difficult it is to hit. I land it plenty, but the precise timing needed should make it much more powerful. Most opponents don't fear being hit by it at all. But like I said, even if it were a better move I would prefer something more interesting in it's place.
I like your idea of Heavenly Light being a healing move, but I would also want it to be viable in 1 v 1's. Then again, having Jump Glide and Super Speed already makes her a really good character. If Heavenly Light were a default move with them maybe it would be best not to make it overly powerful. Just slightly better is all I'd want. I did like someone elses idea of the move lasting a few extra seconds after she stops so she could kind of deploy the zone of damage and move away.
I still think Heavenly Light was intended to be a teams custom, but I wanted it to heal because I find it fitting if you ask me, healing both the user and her teammates would be absurdly good even if it's a little over 15% (by the time opponents come back), it would be a Nosferatu with thousand times more range and without having to hit enemies for it.
I agree that her customs are already plenty good and I also think both a Counter and a Reflect limit her default playstyle a lot, if they replaced either of those with Lightweight or Super Speed, she would be amazing in defaults. At least for me, the default moveset works wonders in for glory, where campers (Reflect OP) and little macs (Counter OP) reside.
Haha palutenas mobility, especially with lightweight, makes the idea of her Nair having the same range as a sword character sounds slightly op to me. Especially if it lasts just as long as it currently does. I definitely wouldn't complain if it happened though.I feel like the lag on her Smashes and even the mediocre/weird hitboxes could be more tolerable if she was character quick, long ranging tilts. I mean she'd the only character with anything like a Staff in this game, why not put it to use and make the range of attacks involving her staff longer? Example: giving her neutral air the range of Shulk's neutral but keeping everything else about it the same (not that neutral air isn't already a good move, just using it as an example.)
Weird, I usually condition people to fall into my killing moves, most normally dthrowing them, expecting to get uair'd, but instead airdodge to fall on the bottom-spot charged usmash, there are a lot of other conditioning methods, but they don't work with everyone.For me, her main issue is that she cant lad her killing moves with ease, and whiffing them is very easy, and punishable. Killing with Uair and Usmash is nice and dandy, but when opponentes know those are ur main killing moves! Get very aware of it.
She needs to kill more consistently without getting as exposed as she gets right now with all her laggy moves
I really, really, really, really want this.Land Mine could work like Snake's C4, giving a strategic layer in playing her and giving her options with her default kit.
As a Palu main, trust me, Dair spike is a challenge by itself to land, I'm able to hit most of her moves (yes, luckily enough, tilts included), but dair is so weird, clunky and unsafe it's unbelievable, although the true satisfaction of landing it is pretty much unmatched by a lot of things to be honest.I would change up tilt hitbox, forward tilt, lag of down tilt, hitbox of bair, and her spike timing! I'm not used to it, and probably won't be until I either go full secondary or main with Palutena...
The sexiness of that would shock even Luffy.Without taking trivialities like "balance" and "fairness" into consideration:
- Make opponents flinch when they come into contact with Reflect Barrier. I thought that this would happen pre-launch and was all hyped to try pulling some Urien Aegis Reflector shenanigans.
- Make Lightweight her default Down Special. Half the roster has counters, Palutena doesn't need hers.
- Make Autoretical track for a second before locking on.
- Make her tilts faster.
- Give her the ability to buffer one aerial move out of Warp before becoming helpless.
- Give her Zero Suit Samus' fusion alternate outfit. Don't judge. I think it'd look good on her.
At least she's tall like a goddess. (looks at Rosalina)I wish warp had a longer range and/or hitboxes like Zelda's/Shiek's teleports, currently it just feels like a downgraded version of theirs.
I also wanna say her F-air should have a sweetspot like Zelda/C-Falcon, but she already has a lot of pretty good kill moves so it might be unbalanced.
-You should definitely be able to decide the distance explosive flame lands by pushing forward or back after inputting it; really dumb that's not already there, especially considering how slow it is to come out; the enemy will have moved by then.
-Auto-reticule should fire sooner, have better tracking, or be an instant beam instead.
-Heavenly light should have a use outside of trophy rush, maybe it should heal or something? There's various things that could be done to make it better…
-Counter should be the same as Lucina/Marth... instead of a slower, weaker and shorter ranged version of it (-.-)
-Angelic Missile should have much faster startup so it's not the most obvious and punishable thing like it is now, perhaps at the cost of it's damage.
I also generally wish Palutena just had overall more power and weight, she's supposed to be a goddess but she just often just feels like a slow and weak character (or like she's holding back so much of her power… which is very unsatisfying to play with)
This is such a good idea omgWhen the target doesn't appear, because the opponent is too far away or he is dodging etc. the lag should be massively reduced.