No worries, there are a few small things I'll be doing to update this, such as colour coding aerial/grounded only hitboxes, but congrats on being one of the only character boards so far with complete frame data
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To be fair, she has an aerial game, is really fast, and ftilt/utilt aren't really that terrible because they have a funny rehit rate.Oh lol wow, looking at her frame data makes me feel justo little better about some of Zelda's frame data.
Dash Attack is 51 frames? Two of ha tilts are are 67 frames?
Yeah, her aerial game itself almost makes up for her ground game shortcomings.Aerodrome submitted a new guide:
Palutena's Frame Data - "I will quickscope you."
Read more about this guide...
To be fair, she has an aerial game, is really fast, and ftilt/utilt aren't really that terrible because they have a funny rehit rate.
Need to update the site with a few things.
*cough cough MISSING CUSTOMS cough cough*No worries, there are a few small things I'll be doing to update this, such as colour coding aerial/grounded only hitboxes, but congrats on being one of the only character boards so far with complete frame data
Are you playing Paletuna for EVO?*cough cough MISSING CUSTOMS cough cough*
Excuse me! Must be getting that Evo fever thats goin 'round...
Not Evo, but all the tournament I attend use the Evo ruleset.Are you playing Paletuna for EVO?
What customs are you using?
Up B's only ever have hitbox data usually. Warp has the highest vertical reach, Jump Glide has the longest horizontal distance plus gives you a hilarious grounded approach option, and Rocket Jump is the shortest of the two, but has a frame 11 hitbox that kills at about 130-140% on medium weights with no rage when Palutena is grounded (12%, 70/99, 54 degree angle, frame 11-12).Not Evo, but all the tournament I attend use the Evo ruleset.
Super Speed and Lightweight on all sets, but then I'm undecided on everything else. Frame Data would be useful in choosing sets.
Adding to your first point, Bowser's dair can also hit through Palutena's up air because of the intangibility on his shell (which is also present in his up smash, down smash, and up b). I learned that the hard way. Edit: Also, Link's dair gets through Palutena's up air.1) I would be extremely interested to see the hitbox size of Tena's up air. I know it's pretty huge and disjointed, I was able to get past Rosalina's dair with it. However in a grand finals tournament game, I was juggling a fox until it used his Twisting Fox and killed me through the upair.
2) How big is the invincibility on the bair? Is it just her arm area or the entire body like the dash attack?
3) This question is specifically to help deal with custom villager players. Do we have any way of defending a ledge whilst standing on the stage? Any moves that hit under the ledge? I've heard in some commentaries that the UpSmash is capable of doing this, but I've had no luck, even when the enemy does not have ledge invincibility. Is the Explosive Flame capable of doing this?
That isn't lightweight@ KuroganeHammer Hey Aero, would you happen to have any frame data on Celestial Fireworks?
That isn't lightweight
I can look.
So I'll take it you don't have anything then?
Thank you so much! All I really want to know is what frame the hitbox comes out on and how long it lasts.I can look.
Getup attacks do +10 shield damage per hit. So if both hits hit it can do 34/50 shield damage.Yooooooo so today I broke someones shield with getup attack
It caused me to notice that this move does TONS of shield damage o_o
The second hit takes about half of a full shield and both hits almost completely breaks shields!
@ KuroganeHammer @ BJN39 can you gorls look into this?
What are the sheild damage modifiers on this move?
I think I read somewhere that all of her staff attacks have shield damage modifiers?
Yes. Both hits have to hit to get anywhere near a shield break, though, and the shielder basically has to be inside the opponent before they use it. Otherwise it only does aroundSo everyones get up attacks do that much?
I had never seen it happen.
Nope. Her getup hits do 17 shield damage each (mis-spoke previously when I said 14.) which is the same as everyone else I've ever looked at.I went and testing it and it seems the second hit of hers alone is enough to break a shield if its around halfway.
Does hers maybe do a little extra?
In the Smash Bros Guidebook, the startup on her Counter was on the 10th frame and (from the link) now it's on the 5th frame. So...buff?Hello all. Just wanted to share my Palutena frame data. Includes stuff on block and all of her customs.
If I missed anything feel free to let me know.
I never did dair :]Hey! Just a couple of things:
1. Thank you for doing all this, it's really helpful!
2. I visited this thread a while ago and there were a lot of images showing Palutena's hitboxes. I sadly didn't study them too well at the time and now I can't find some of them. The one I'm really interested in is the down air because I remember that one being strange.
Thank you again!
It feels bad to me, since it's rare that I'd ever hit the second hitbox after a clank. I'm just stuck there vulnerable.... 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
How do you do this stuff? I wanna do this to help out in on of the Lucas threads, but have no idea how to... do them.I never did dair :]
http://i.imgur.com/lsLR2cr.jpg fsmash
http://i.imgur.com/EhZdcY3.jpg explosive flame
http://i.imgur.com/j9lNIQt.jpg ftilt
http://i.imgur.com/fvMCR5x.jpg nair
http://i.imgur.com/wzpIPdb.jpg usmash
Did her fair get slower or was it always frame 9?I never did dair :]
http://i.imgur.com/lsLR2cr.jpg fsmash
http://i.imgur.com/EhZdcY3.jpg explosive flame
http://i.imgur.com/j9lNIQt.jpg ftilt
http://i.imgur.com/fvMCR5x.jpg nair
http://i.imgur.com/wzpIPdb.jpg usmash
Wait...there's two hitboxes!?Lo and behold!
View attachment 77840
Hitbox ID=0x0 (foot) active 10; 9.0% damage, 270° angle; 20 BKB, 0 FKB, 100 KBG; 1.5 hitlag, 1.0 SDI; aerial-only
Hitbox ID=0x1 (foot, not shown) active 10; 9.0% damage, 55° angle; 30 BKB, 0 FKB, 100 KBG; 1.5 hitlag, 1.0 SDI
I specifically mention that the 55° hitbox isn't shown because it's actually a larger hitbox than the meteor hitbox. 4.0 units for the meteor, 6.3 units for the non-meteor.
Yeah, but only one is ever active against an opponent. If the opponent is in the air, it's the meteor hitbox; if he's on the ground it's the 55° hitbox. Means you can't cause an on-stage meteor bounce against a grounded opponent.Wait...there's two hitboxes!?
That's weird and unneeded...Yeah, but only one is ever active against an opponent. If the opponent is in the air, it's the meteor hitbox; if he's on the ground it's the 55° hitbox. Means you can't cause an on-stage meteor bounce against a grounded opponent.
Lol what's weird and unneeded is that long, sweeping action she does with her leg when the move hits at literally one single spot and not the whole arc. IMO the move should be a 9-12 hit. 9-10 meteor, 11-12 don't. Makes it a lot easier for it to hit, period, and actually follows the arcing movement of her foot.That's weird and unneeded...