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SSBU/Palutena/Matchups: Difference between revisions

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* Corrin is a character on the slower side, but they make up for it with a respectable burst option in their side special {{clr|special|Dragon Lunge}} as well as several long-reaching aerials that are either quick combo starters or - in the case of {{clr|aerial|Bair}} - a safe, strong spacing option and kill move. As with a lot of other disjoint-wielding characters, try to understand their threat range and play just outside of it while using pokes to create openings when possible.
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* Almost all of Corrin's combos begin with falling aerials - mostly {{clr|aerial|Fair}}, {{clr|aerial|Nair}}, and {{clr|aerial|Uair}}, all of which are large, relatively safe on shield, and begin upwards combos that lead into juggles. Expect a lot of air-to-ground pressure from Corrin and prepare to work around it by parrying or using {{clr|tilt|Dash Attack}} to beat it out directly.

* Corrin's most reliable OOS tool is rising {{clr|aerial|Nair}}, which is fast at frame 6 but will likely not kill or start any combos since it must be done rising OOS. After parrying, however, they can punish some moves with {{clr|special|Dragon Lunge}} which can potentially be deadly. Watch out for these options and pressure carefully.
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==== <span style="visibility:hidden;font-size:0">Diddy Kong</span> ====
==== <span style="visibility:hidden;font-size:0">Diddy Kong</span> ====

Revision as of 14:30, 13 June 2023


Palutena



Quick MU Navigation



Banjo & Kazooie

  • Banjo will often try to keep Palutena out of his space with his projectile specials, Rear Egg and Breegull Blaster. Palutena has the movement required to outmaneuver these, especially considering Banjo's aerial movment is relatively poor - just choose your positions carefully to slowly work your way in.
    • Don't waste time and movement by trying to Counter/Reflect the projectiles, as they're not very powerful and will likely just get interrupted by another incoming projectile.
  • Banjo's recovery is very linear - if he is recovering he must do it either from directly below or to the side of the stage. You cannot challenge Wonderwing, but simply dropping from the ledge and Nairing is very reliable at catching his low recoveries.
  • Due to his bad air speed, Banjo is pretty weak to Palutena's juggling. If he's in disadvantage in the air, try to track his position and strike with Uairs to keep resetting the juggle. Just make sure to watch out for the occasional Rear Egg he will drop from above.


Opponent's Overview | Advanced Stats | Inverse Matchup Return to the top


Bayonetta

  • A strange matchup that can force Palutena to play much differently than usual. Bayonetta has some of the best aerial combo starters in the game via her specials Afterburner Kick and Witch Twist that can lead to very damaging combos at any percent. Because of this, it becomes much more risky for Palutena to threaten aerial space like she usually does. Neutral should be played slower and safer, focusing on capitalizing on the Bayonetta player's mistakes rather than trying to rush her down and oppress her with aerials.
    • If one of these specials is whiffed near Palutena, she can likely start a punish, including with her own combo aerials. Make sure to understand and respect Bayonetta's threat range when possible.
  • If Bayonetta is forced to recover from below the ledge, her up special Witch Twist can very often reach past the ledge before she grabs it. This is vulnerable to Dtilt and even Up Smash.
  • Bayonetta's Bat Within mechanic allows her to negate knockback from moves if she is hit during the early frames of her roll, spotdodge, or airdodge. This can allow her to escape many combos that have small gaps in between their hits, including many of Palutena's Down Throw combos. Be aware of this and prepare to punish airdodges from Bayonetta players who are trying to escape after getting thrown.


Opponent's Overview | Advanced Stats | Inverse Matchup Return to the top


Bowser

  • Bowser's weight and size are very favorable for Palutena, giving her access to tools like Nair OOS and allowing her to combo him especially well. Being the heaviest character, however, means it will be difficult to kill Bowser off the top (or in general). Getting a handle on edgeguarding Bowser effectively will finish off many of his stocks without having to worry about him living to ludicrously high percents.
    • Bowser while offstage is often forced to be somewhat predictable and vulnerable while recovering. Aerials like Nair and especially Bair are excellent at contesting this recovery and resetting the edgeguard situation.
    • 2-framing Bowser's up special Whirling Fortress with Palutena's Dtilt is very consistent, and successfully doing it will almost always result in a combo of Dash Attack or Bair. This is an incredibly useful tool for Palutena in the matchup.
      • The Bowser player will likely try to avoid this Dtilt by waiting longer than usual before using Whirling Fortress or recovering high. Be aware of these mixups and punish accordingly when possible.
  • Palutena can hit Bowser out of shield relatively easily due to his size allowing Nair OOS to connect, but pressuring Bowser's shield is dangerous as well - his up special Whirling Fortress OOS is particularly fast and reliable for him. Bair and Fair can escape this punish if spaced.


Opponent's Overview | Advanced Stats | Inverse Matchup Return to the top


Bowser Jr.

  • Many of Bowser Jr's approach options can be contested and beaten with Bair, which means it is up to the Bowser Jr player to find and make openings of their own. Trying to mix up Bair with empty hops and other approaches in neutral can be oppressive for Bowser Jr if done well.
  • One of Bowser Jr's main tools for approaching and closing space is his side special Clown Kart Dash, which if prepared for can be reacted to with Bair to beat it out. Aside from that, virtually all of Bowser Jr's approaching tools consist of his aerials, which generally can be beaten with Palutena's.
    • Bowser Jr's Fair and Bair can outrange Palutena's Nair and Fair, but are slower. Again, mix up your approaches and try to catch Bowser Jr preemptively - right after he jumps, but before he can use an aerial.
  • Trying to 2-frame with Dtilt can be dangerous, as not only is it inconsistent in this matchup, Bowser Jr players have a trick where they use their up special to recover, then airdodge past the ledge to try to catch an edgeguarding opponent unaware with the follow-up hammer attack.


Opponent's Overview | Advanced Stats | Inverse Matchup Return to the top


Byleth

  • Compared to the rest of the cast, and especially someone with Palutena's above-average mobility, Byleth is very slow both on the ground and in the air. However, many of Byleth's normals can make up for this by attacking at a distance with respectable strength and size. As Palutena, understanding where Byleth can strike at any moment and weaving around that range will allow for the neutral wins needed to take stocks.
  • All of Byleth's aerials are very formidable and need to be respected. Their Fair and Bair are excellent long-range horizontal pokes, and Uair is a large multihit that juggles well and will kill. And of course, Byleth's Nair is very safe and an excellent combo starter and filler... does any of that sound familiar?
    • Luckily, despite Byleth clearly taking some pages from Palutena's playbook, Palutena has the tools to work around their very solid aerial game:
      • Byleth's Fair and Bair are likely the things to watch out for the most; they will outrange any of Palutena's aerials and are quite strong. However, the hitboxes are somewhat thin vertically, and Palutena can take advantage of that. Approaching Byleth from a diagonal angle will help with this, and unlike Byleth, Palutena has the air speed and jump height to position herself in that position frequently.
      • Palutena can't directly contest Byleth's Uair from above, so you will need to be careful to avoid it (as well as their up special Sword of the Creator, which is a hitgrab that also cannot be directly contested). Again, Palutena has the mobility to do so, and it will likely be up to the Byleth player to find reads to take stocks while juggling.
      • Byleth's Nair is actually prone to getting beaten out by Palutena's own. Since Byleth will likely be trying to use it in a similar way to Palutena - shorthopping near and around their opponent - trying to pre-empt their Nair with your own can work out well.
  • Byleth can be deceptively tough to edgeguard - their up special tethers to the ledge from very far away, allowing them to mix up their recovery, and because it's a tether it will be virtually impossible to Dtilt at the ledge. If Byleth is forced to recover from directly below the ledge a falling Nair will likely hit and reset the edgeguard, but other than that it may be best to stay onstage and take advantage of Byleth's poor movment by focusing on ledgetrapping.


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Captain Falcon

  • Usually a relatively straightforward matchup. Captain Falcon has the speed and tools to force his way in and start combos, but Palutena has the same. Palutena can play the spacing game a bit better than Falcon, but it's necessary to know when to switch to overwhelming him and playing aggressively, as comboing Falcon can result in a lot of damage due to his size.
  • None of Falcon's moves are disjointed or intangible, meaning Bair will beat out anything if timed and spaced properly.
  • Edgeguarding Falcon can be valuable due to his linear recovery, but always be aware of the risks of challenging his recovery specials Falcon Dive and Raptor Boost.


Opponent's Overview | Advanced Stats | Inverse Matchup Return to the top


Chrom

  • A fast-paced, volatile matchup. Chrom's speed and disjoints can actually contest and overwhelm an unprepared Palutena in neutral, both on the ground and in the air. Palutena must strike preemptively to effectively gain advantage. Try to get an understanding of how the Chrom player prefers to approach, particularly how they move in the air. When possible, catch Chrom trying to jump in with an aerial with a preemptive Nair or Bair, or catch his landing with a well-timed Dash Attack.
  • Chrom is infamously vulnerable offstage, and Palutena has a particularly easy time directly edgeguarding his recovery special Soaring Slash due to the windboxes on her Fsmash and Dsmash.
    • Proficient Chrom players will perform every mixup possible in order not to get gimped after getting knocked offstage. Refrain from getting too eager with edgeguards and try to react to what Chrom is doing to properly gimp him and take his stock.
  • All of Chrom's normals are fast, disjointed, and either strong or combo starters. Being aware of his threat range and defending against it (by staying just outside of it, by parrying, or by preempting it) is very important in this matchup.


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Cloud

  • Both Cloud and Palutena want similar things in the matchup - spacing with large aerials and trying to keep the other in disadvantage as long as possible, particularly by juggling. Cloud's aerials, especially Bair, are relatively safe and should be prepared for. Like when fighting similar characters, Palutena will find success in neutral by trying to catch Cloud as he jumps with Nair or Bair, rather than trying to directly contest him afterward, and by catching landings with Dash Attack.
    • That isn't to say it's impossible to contest Cloud in the air - his approaching aerials have weaknesses against Palutena in the air-to-air game. Fair is slow to start up, meaning Palutena has a more generous window to catch Cloud with a move before it comes out. Dair can be parried and punished on reaction. Bair is fast and safe but will lose to Bair with good timing... but it may be safer to not contest Bair in particular, as it's very low-risk for Cloud.
  • Get comfortable with parrying Cloud's aerials. Parrying Fair, Nair, or Dair will usually allow for a punish, and parrying Bair is a good way to prevent yourself from giving up space when in neutral, but it will likely still be safe unless spaced poorly.
    • The last hit of Cloud's side special Cross Slash, both regular and powered up with his Limit Gauge, can be parried with good timing after shielding the rest of the attack. If done successfully Palutena has a true punish with a buffered Fsmash to take a stock or gain positioning, or Dash Grab to start a combo if percents are lower.
  • Cloud has a very potent OOS option in his up special Climhazzard, and when pressuring his shield you must be prepared for this option. All of Palutena's aerials can be punished with Climhazzard OOS with the exception of Fair and Bair, only if spaced as far as possible.
  • Taking stocks by gimping, 2-framing, or edgeguarding is one of the aspects of the matchup that is strictly better for Palutena.
    • Offstage Nair or Bair, or even standing on the ledge and using Autoreticle are all options Cloud players will be forced to work around by trying to mix up their recovery. Don't overextend carelessly, however, especially if Cloud still has a double jump or a charged Limit Gauge.
    • 2-framing with Dtilt has some nuance in this matchup. Cloud can force the upwards hit of Climhazzard to hit an edgeguarding Palutena and likely beat a Dtilt attempt by recovering past the ledge. If Cloud can't afford to do this, Dtilt is much more likely to hit, and will reset a potent advantage state.
      • Spacing a Dsmash or Fsmash to hit Cloud with its windbox will gimp him if he recovers too high.


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Corrin

  • Corrin is a character on the slower side, but they make up for it with a respectable burst option in their side special Dragon Lunge as well as several long-reaching aerials that are either quick combo starters or - in the case of Bair - a safe, strong spacing option and kill move. As with a lot of other disjoint-wielding characters, try to understand their threat range and play just outside of it while using pokes to create openings when possible.
  • Almost all of Corrin's combos begin with falling aerials - mostly Fair, Nair, and Uair, all of which are large, relatively safe on shield, and begin upwards combos that lead into juggles. Expect a lot of air-to-ground pressure from Corrin and prepare to work around it by parrying or using Dash Attack to beat it out directly.
  • Corrin's most reliable OOS tool is rising Nair, which is fast at frame 6 but will likely not kill or start any combos since it must be done rising OOS. After parrying, however, they can punish some moves with Dragon Lunge which can potentially be deadly. Watch out for these options and pressure carefully.


Opponent's Overview | Advanced Stats | Inverse Matchup Return to the top


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