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SSBU/Palutena/Combos: Difference between revisions

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(down throw theorybox for setups, will probably change wording or add some more later)
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== Common Set-ups ==
== Common Set-ups ==
{{TheoryBox
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| Title = <big>{{clr|grab|Down Throw}}</big>
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Palutena's {{clr|grab|Dthrow}} is one of her most potent tools available to directly put opponents in a dangerous situation. Ater the opponent is in disadvantage, the opponent has limited options to choose from after a {{clr|grab|Dthrow}}, and each can be punished hard if correctly read or reacted to.




<big>'''DI In'''</big>

If an opponent is ever {{tt|DI|Directional Influence: the direction someone holds on the control stick when getting launched by a move. Effects the angle of knockback.}}ing into Palutena, or in most cases if they aren't DIing at all, Palutena can follow up much more easily than if the opponent DIs the move correctly (straight away, or down and away). {{clr|aerial|Uair}} becomes a very easy followup and kill confirm from {{clr|grab|Dthrow}} on DI in, and {{clr|aerial|Bair}} (Palutena's usual followup at higher percents) becomes much easier as well. With consistent reactions and muscle memory, after a {{clr|grab|Dthrow}} at appropriate percents a Palutena player could begin a {{tt|RAR|Reverse Aerial Rush: quickly turning around and jumping to move forward in the air while facing away from the direction of movement.}} and react to poor DI with an {{clr|aerial|Uair}} while still being prepared to follow up proper DI.

<big>'''Common Followups'''</big>
* '''{{clr|aerial|Bair}} and {{clr|aerial|Fair}}''': Although no longer the near-universal kill confirm {{clr|grab|Dthrow}}->{{tt|RAR|Reverse Aerial Rush: quickly turning around and jumping to move forward in the air while facing away from the direction of movement.}} {{clr|aerial|Bair}} used to be in earlier versions of the game, {{clr|aerial|Bair}} is usually still the most desirable followup in advantage, with {{clr|aerial|Fair}} also sending an opponent outward and reaching a little further than {{clr|aerial|Bair}}, but lacking some of the killpower {{clr|aerial|Bair}} has. Particularly on bigger or heavier characters, or on anyone with poor DI, {{clr|aerial|Bair}} remains a true kill confirm close enough to the sides of the stage. At higher percents, or with enough {{tt|Rage|The passive increase in knockback a character gains as they reach higher percents.}}, true confirms become less consistent.

*'''Jump or airdodge reads''': Due to the fact that {{clr|grab|Dthrow}} results in such a dangerous position for the opponent, attempting to capitalize on defensive options afterward like jumping or airdodging can result in some taken stocks where it would be difficult or impossible with raw {{clr|grab|Dthrow}} followups (particularly when an opponent's percent is too high to combo directly, or when Palutena has too much Rage). Reading an airdodge with a {{clr|aerial|Dair}} offstage can result in an early stock, and catching an immediate double jump by also double jumping and {{clr|aerial|Bair}}ing is a very common scenario.
** Keep in mind that even if you aren't certain exactly what to do out of {{clr|grab|Dthrow}}, simply approaching the opponent threateningly afterward (particularly with a RAR so as to threaten with {{clr|aerial|Bair}}) is often enough to keep them in disadvantage, or react to their option for a kill.
}}


==Navigation==
==Navigation==

Revision as of 19:37, 23 May 2023

Palutena


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Combos

General Notes

Because Smash Ultimate's combos are very freeform, the following strings aren't full combos (unless stated otherwise). Think of a Smash combo as a LEGO building, in which you assemble different strings of moves in order to achieve a big combo. Here's a few things to keep in mind:

  • Rage isn't taken into account for percentages
  • Unless stated otherwise, all these combos assumes Palutena doesn't use platforms to extend combos


Combo Theory

Any of Palutena's non-throw combos will invariably require hitting an opponent with an aerial, then fastfalling to the ground and hitting with another move (including other aerials) before the opponent's hitstun ends. Getting comfortable with the timing of Palutena's aerials and jumps is necessary to string moves together.

All of Palutena's aerials other than Bair are decent combo filler and have their own general uses during combos. Bair and Uair are the most common combo enders depending on whether the combo is more horizontal or vertical.

Example Combos

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Kill Confirms

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Juggling

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Edgeguard

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Ledgetrap

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Common Set-ups

Down Throw


Palutena's Dthrow is one of her most potent tools available to directly put opponents in a dangerous situation. Ater the opponent is in disadvantage, the opponent has limited options to choose from after a Dthrow, and each can be punished hard if correctly read or reacted to.


DI In

If an opponent is ever DIDirectional Influence: the direction someone holds on the control stick when getting launched by a move. Effects the angle of knockback.ing into Palutena, or in most cases if they aren't DIing at all, Palutena can follow up much more easily than if the opponent DIs the move correctly (straight away, or down and away). Uair becomes a very easy followup and kill confirm from Dthrow on DI in, and Bair (Palutena's usual followup at higher percents) becomes much easier as well. With consistent reactions and muscle memory, after a Dthrow at appropriate percents a Palutena player could begin a RARReverse Aerial Rush: quickly turning around and jumping to move forward in the air while facing away from the direction of movement. and react to poor DI with an Uair while still being prepared to follow up proper DI.

Common Followups

  • Bair and Fair: Although no longer the near-universal kill confirm Dthrow->RARReverse Aerial Rush: quickly turning around and jumping to move forward in the air while facing away from the direction of movement. Bair used to be in earlier versions of the game, Bair is usually still the most desirable followup in advantage, with Fair also sending an opponent outward and reaching a little further than Bair, but lacking some of the killpower Bair has. Particularly on bigger or heavier characters, or on anyone with poor DI, Bair remains a true kill confirm close enough to the sides of the stage. At higher percents, or with enough RageThe passive increase in knockback a character gains as they reach higher percents., true confirms become less consistent.
  • Jump or airdodge reads: Due to the fact that Dthrow results in such a dangerous position for the opponent, attempting to capitalize on defensive options afterward like jumping or airdodging can result in some taken stocks where it would be difficult or impossible with raw Dthrow followups (particularly when an opponent's percent is too high to combo directly, or when Palutena has too much Rage). Reading an airdodge with a Dair offstage can result in an early stock, and catching an immediate double jump by also double jumping and Bairing is a very common scenario.
    • Keep in mind that even if you aren't certain exactly what to do out of Dthrow, simply approaching the opponent threateningly afterward (particularly with a RAR so as to threaten with Bair) is often enough to keep them in disadvantage, or react to their option for a kill.


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