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SSBU/Palutena/Combos: Difference between revisions

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m (Powthe moved page SSBU/Palutena/Advantage to SSBU/Palutena/Combos: Imnext, just a heads up, we're transferring Palu's Advantage page to Combo page. We'll transfer over your setplay notes, so not to worry.)
(moved necessary stuff from combos to setplay page)
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== Juggling ==
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== Edgeguard ==
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== Ledgetrap ==
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== Common Set-ups ==
{{TheoryBox
| 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.


<big>'''Rage'''</big>

As mentioned a few times above, the effects of Rage - the gradual increase in (dealing) knockback that a character gains as they are at higher percents - can make {{clr|grab|Dthrow}} followups less consistent due to the throw potentially sending an opponent further outward or upward than one might expect without Rage. This is always something to be aware of, but as a player grows more experienced with Palutena this will become more intuitive of a thing to keep in mind.
}}

Other than that, Palutena is really not known for her setups, much preferring to land hits by simply reacting to or reading opponents' options. Moves like the airborne hit of {{clr|tilt|Dtilt}} or the first hit of {{clr|aerial|Nair}} (the one that pops grounded opponents upwards) are good ways to potentially read and punish an opponent's defensive options - scenarios like this are certainly "setups" that are disadvantageous for the opponent but are more basic and fundamental than those of characters who specialize in this aspect.


==Navigation==
==Navigation==

Revision as of 15:59, 24 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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