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Palutena's Frame Data [Deleted]

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Rainiris

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I want a full study on her counter if possible.

Edit: Please?
 
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rpgcaster

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We need to get this stickied once it's complete. Great Job so far Aerodrome! The Palutena community is appriciative :p
 

KuroganeHammer

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She's basically a tree.



Fsmash

Big hitboxes are windboxes, little ones are hitboxes

Yo sisters, I gotta run and Fsmash actually destroyed me, so I'll update the OP in a biT.

 
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Admiral Pit

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This Palutena data is looking good. I'm eager to see how her other moves look. You're doing great so far, so keep it up!
 

KuroganeHammer

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Been playing the game for once, thought I'd let you guys know I'll be back into this shortly!
 

Admiral Pit

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I so look forward to seeing more of this. I wish I could be of help even though I can't upload snapshots.
 

Fuoujin 2

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F air is her most reliable aerial imo.
It has to be like 5-6 frame or less I'm assuming.

B air if great too, just cant hit grounded small characters with it.
 

Tailisu10

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I always thought that Palutena uses her staff for her dair.

It wasn't until these pics that I realized it was her leg.
 
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Pirunner

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If your still loking at data, can you expand on Dtilts hitbox tests, I noticed the other day when someone attacked me from behind that it clashed with something. I haven't checked it out, but either their is a strange startup hitbox behind palutena of the sheild blocks attacks from behind when using downtilt.
 

KuroganeHammer

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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.
 

Pirunner

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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.
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?
 

TsuKiyoMe

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After looking through this thread and the Marth thread, I think this one is missing something really really important: Recovery frames.

I simply want to know when the move comes out, how long it's active, and what frame can I move again on. It's great that Jab is active for 3 frames... but when does it recover? This is mostly important for Smashes.
 

KuroganeHammer

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i need all the hats for my 140th challenge im sorry

... i should be sleeping

why am i not sleeping
 

Yoshi Kirishima

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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.

Also, so there's really no weak hitboxes outside of that? Just those 3 hitboxes? I wonder if there used to be before the patch, I remember testing it out in training and having a CPU walk into the upsmash late into the attack (I would up smash, then let the CPU walk into the remaining duration).
 
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Rashid

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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.
Huh, good catch. I doubt @ KuroganeHammer KuroganeHammer made a mistake. Have we misunderstood it all along?
 

KuroganeHammer

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Damage is a key part of the knockback formula, if they all did 16% that would be true, but 9% vs 16% is a huge difference.
 

BJN39

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tbh 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?
 

KuroganeHammer

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tbh 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 literally one 2.5 sized hitbox

zelda lightning kick is 1.9.
 

Lavani

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dtilt's hitbox is literally one 2.5 sized hitbox

zelda lightning kick is 1.9.
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.

Code:
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, )
My understanding was that the last two parameters were stretching the hitboxes, so it'd look something like this:



Or am I just completely misinterpreting it?
 

KuroganeHammer

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oh

huh

maybe I will have to look and find the stretchy hitbox bit

this is weird

palutena's entire moveset

is weird
 

KuroganeHammer

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Yaaas this is the most activity the board has had all week!

Why is her moveset to weird compared to other characters?
1. it seems a lot of her moves use a stretchy form of hitbox, basically usually hitboxes are circles, but palutena's are cylinders

2. many strange hitbox attributes, like her tilt attacks having no rebound set meaning that it clanks, but the move doesnt retract

I dont think we've seen things with this sort of stuff since melee
 

KuroganeHammer

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... 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 Lavani might know
 

Lavani

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it means she'd be a really good baton twirler in a marching band
 

BJN39

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... 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 Lavani might know
Having 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.
 
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KuroganeHammer

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Having 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.
sounds like your thinking of glide attack

@Fughin it's like MK glide attack basically
 

BJN39

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Still waiTing on this to be finished...




I need to know if going for the spike is worth it with that 1 frame hitbox.....
def game_6C():
AsynchronousTimer_0D0(Frame=3.000000, ) < Edit: This stands for the landing lag window stuffs, NOT the hit-frame.
unk_170(0xD, 0x2100, )

AsynchronousTimer_0D0(Frame=10.000000, )
Hitbox_029(ID=0x0, GID=0x0, Bone=0x0, Damage=9.000000, Angle=0x10E, KBG=0x64, WKB=0x0, BKB=0x14, Size=4.000000, Z=0.000000, Y=-3.700000, X=0.500000, Element=0x0, Tripping=0x0, Hitlag=1.500000, SDI=1.000000, unk_=0x0, unk_=0x1, ShieldDamage=0x0, 0x2, 0x10, 0x2, 0x1, 0x6, 0x0, -5.200000, 0.500000, )
Hitbox_02D(ID=0x1, GID=0x0, Bone=0x0, Damage=9.000000, Angle=0x37, KBG=0x64, WKB=0x0, BKB=0x1E, Size=6.300000, Z=0.000000, Y=-5.000000, X=1.500000, 0x0, 0x0, 1.500000, 1.000000, 0x0, 0x1, 0x0, 0x2, 0x10, 0x1, 0x1, 0x6, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x4, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, -5.000000, -0.500000, )
AsynchronousTimer_0D0(Frame=11.000000, )
RemoveAllHitboxes_014()
AsynchronousTimer_0D0(Frame=48.000000, )
unk_16F(0xD, 0x2100, )
End_196()


lmao syst, it's frame 10.

Not to mention it's pretty much the size of Zelda's DAir sweet-spot when attempting to meteor, AND it has like, KB comparable to ha sour-spoT.

It ain't worth using sis.
 
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