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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. |
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. |
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All of Palutena's aerials other than {{clr|aerial|Bair}} are decent combo filler and have their own general uses during combos. {{clr|aerial|Bair}} and {{clr|aerial|Uair}} are the most common combo enders depending on whether the combo is more horizontal or vertical. |
All of Palutena's aerials other than {{clr|aerial|Bair}} and {{clr|aerial|Dair}} are decent combo filler and have their own general uses during combos. {{clr|aerial|Bair}} and {{clr|aerial|Uair}} are the most common combo enders depending on whether the combo is more horizontal or vertical. |
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This table lists Palutena's combo starters, likely her most varied type of combo move when compared to fillers (usually {{clr|aerial|Fair}} or {{clr|aerial|Nair}}) or enders ({{clr|aerial|Bair}}, {{clr|aerial|Uair}}, {{clr|aerial|Fair}}, and {{clr|tilt|Dash Attack}}). Remember that the viable followups will vary depending on the percent of the opponent. The followups are very generally listed in order of usefulness and consistency. Mind the common setup into {{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}} as these are usually the most important to get down. |
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{| class="wikitable sortable" style="margin: 1em auto 1em auto;text-align: center" |
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! Starter !! General Percent Range !! Potential Followups !! Notes |
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|| {{clr|aerial|Nair}} || low - mid || {{clr|aerial|Nair}}, RAR {{clr|aerial|Bair}}, {{clr|aerial|Fair}}, {{clr|aerial|Uair}} || |
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Extremely versatile and very common. String {{clr|aerial|Nair}} into itself until the opponent is far enough away, then end with the aerial of choice. |
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|| Landing {{clr|aerial|Fair}} || low - mid-high || {{clr|tilt|Dash Attack}}, {{clr|grab|Grab}}, RAR {{clr|aerial|Bair}}, {{clr|aerial|Fair}}, {{clr|aerial|Nair}} || |
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Easy conversion into {{clr|grab|Grab}} at lower percents, and serves as combo filler for {{clr|aerial|Nair}} combos. |
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|| {{clr|grab|Dthrow}} || low - high || RAR {{clr|aerial|Bair}}, {{clr|aerial|Fair}}, {{clr|aerial|Uair}} || |
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Respectable combo starter at lower percents, becomes very nuanced at higher percents. See the Setplay page for more on this move. |
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|| Landing {{clr|aerial|Bair}} || low - mid || {{clr|tilt|Dash Attack}} || |
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{{clr|aerial|Bair}} is an excellent poke to throw out while landing but its combo potential is lacking; no reason not to take the {{clr|tilt|Dash Attack}} though. |
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|| {{clr|aerial|Dair}} (grounded opponent) || low - mid || {{clr|aerial|Bair}} || |
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Easy two-piece combo for the occasional situation where {{clr|aerial|Dair}} is used. |
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|| {{clr|tilt|Dtilt}} (aerial opponent) || mid - high || RAR {{clr|aerial|Bair}}, {{clr|aerial|Fair}} || |
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Aerial {{clr|tilt|Dtilt}} happens when {{tt|2-framing|Catching a character's 2 frames of vulnerability when they grab the ledge from below}}, and confirming it into {{clr|aerial|Bair}} for a kill is very potent. {{clr|aerial|Uair}} may also work if the opponent DIs the {{clr|tilt|Dtilt}} inward. |
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=== Example Combos === |
=== Example Combos === |
Revision as of 16:37, 24 May 2023
![](http://static.miraheze.org/dragdownwiki/thumb/a/ad/SSBU_Palutena_Stock.png/50px-SSBU_Palutena_Stock.png)
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This page is missing significant information. You can help by editing it. |
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 and Dair 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.
This table lists Palutena's combo starters, likely her most varied type of combo move when compared to fillers (usually Fair or Nair) or enders (Bair, Uair, Fair, and Dash Attack). Remember that the viable followups will vary depending on the percent of the opponent. The followups are very generally listed in order of usefulness and consistency. Mind the common setup into RARReverse Aerial Rush: quickly turning around and jumping to move forward in the air while facing away from the direction of movement. Bair as these are usually the most important to get down.
Starter | General Percent Range | Potential Followups | Notes |
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Nair | low - mid | Nair, RAR Bair, Fair, Uair |
Extremely versatile and very common. String Nair into itself until the opponent is far enough away, then end with the aerial of choice. |
Landing Fair | low - mid-high | Dash Attack, Grab, RAR Bair, Fair, Nair |
Easy conversion into Grab at lower percents, and serves as combo filler for Nair combos. |
Dthrow | low - high | RAR Bair, Fair, Uair |
Respectable combo starter at lower percents, becomes very nuanced at higher percents. See the Setplay page for more on this move. |
Landing Bair | low - mid | Dash Attack |
Bair is an excellent poke to throw out while landing but its combo potential is lacking; no reason not to take the Dash Attack though. |
Dair (grounded opponent) | low - mid | Bair |
Easy two-piece combo for the occasional situation where Dair is used. |
Dtilt (aerial opponent) | mid - high | RAR Bair, Fair |
Aerial Dtilt happens when 2-framingCatching a character's 2 frames of vulnerability when they grab the ledge from below, and confirming it into Bair for a kill is very potent. Uair may also work if the opponent DIs the Dtilt inward. |
Example Combos
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Kill Confirms
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![](http://static.miraheze.org/dragdownwiki/thumb/a/ad/SSBU_Palutena_Stock.png/50px-SSBU_Palutena_Stock.png)
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
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