Link to Palutena's Complete Frame Data: http://kuroganehammer.com/Smash4/Palutena
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Maybe a little more zoomed in, but otherwise it's fine~ I will admit though, at first I didn't know where Palutena was
How tiny are we talking? cause something clashed with my opponents ftilt and usually it would just do over dtilt if I was hit from the front. While we are at it can someone tell me if they know the trigger conditions for dtilt triping people? is it random or does it happen when someone is running?the hitbox of dtilt is two really tiny (as in, "I'm really surprised they got away with this" tiny) hitboxes. I think they travel behind her somewhat when she moves the staff around, because i have definitely hit people with it when they're behind me.
Huh, good catch. I doubt @ KuroganeHammer made a mistake. Have we misunderstood it all along?Question about Up Smash
So correct me if I'm wrong
There's 3 hitboxes, between the 4 coordinates.
The lower the hitbox the more damage it does.
But for killing it's better to hit them higher up? Always thought the lower the hitbox the stronger. I guess that was a misconception since usually when you charge a smash they'd get hit at the bottom. I noticed sometimes I could get an early kill at the top of the upsmash so I thought it was strange, but this would explain it.
dtilt's hitbox is literally one 2.5 sized hitboxtbh all of her hit-boxes look surprisingly small. They seem to hit alright though.
I can nawt believe that Ftilt hit-box though. How'd they get away with thaT?
dtilt's hitbox is stretched a lot though, no? At least, that's how I think it works since it seemed like that's what the frame data was saying when I was comparing grabs.dtilt's hitbox is literally one 2.5 sized hitbox
zelda lightning kick is 1.9.
Hitbox_02D(Bone=0x3E8, Size=2.400000, Z=0.000000, Y=8.000000, X=0.000000, -7.000000, 0.000000, )
Hitbox_02D(Bone=0x3E8, Size=1.900000, Z=0.000000, Y=3.000000, X=0.000000, -2.000000, 0.000000, )
1. it seems a lot of her moves use a stretchy form of hitbox, basically usually hitboxes are circles, but palutena's are cylindersYaaas this is the most activity the board has had all week!
Why is her moveset to weird compared to other characters?
Having a non animation cancelling clank hit-box is a double-edged sword.... Yeah I would go as far to say she's easily the most complicated character in Smash 4 right now
Also no, it's not like transcendant priority
You know how when 2 moves clank and they're like
OH NO
I HAVE TO PUT AWAY MY WEAPON NOW
well palutena gives no ****s
and continues to do her move
idk what this means in the long run if it's good or bad
@ Lavani might know
sounds like your thinking of glide attackHaving a non animation cancelling clank hit-box is a double-edged sword.
If your opponent tries to go in with a non-disjoint after the clank, they could, for instance, get hit by the still active hit-box like Palutena's Ftilt. (Used this as an example 'cuz it has a LONG duration.)
Inversely, if they know about it, then they can maneuver close/around her and get a free punish.
In most cases niether of these outcomes will really happen, as the move has to have a long-ish duration to either get hit by, or get a free punish.
I'm pretty sure there were a couple attacks in Brawl that could "Eat" other attacks in a clank. A similar example would be how Brawl MK can clank aerials with his dash attack (Or so I've heard) but when he does, his animation doesn't stop.
def game_6C():Still waiTing on this to be finished...
I need to know if going for the spike is worth it with that 1 frame hitbox.....