(Template fixes up to Down Smash) |
(Template fixes for aerials, throws and misc attacks) |
||
Line 6: | Line 6: | ||
|summary= does things (Placeholder) |
|summary= does things (Placeholder) |
||
|pros= |
|pros= |
||
* Placeholder |
|||
|cons= |
|||
* Placeholder |
|||
|weight = 91 |
|weight = 91 |
||
|spotDodge = 25F (3~17F intangible) |
|spotDodge = 25F (3~17F intangible) |
||
|airDodge = 3~30F intangible (Neutral) <br> 3~21F intangible (Directional) |
|airDodge = 3~30F intangible (Neutral) <br> 3~21F intangible (Directional) |
||
|fastestOOS = |
|fastestOOS = {{clr|aerial|Nair}} (8F) |
||
}} |
}} |
||
Line 17: | Line 19: | ||
{{TOClimit|2}} |
{{TOClimit|2}} |
||
{{#vardefine:cargoTable|SSBU_MoveData}} |
{{#vardefine:cargoTable|SSBU_MoveData}} |
||
=== {{tilt|Jab}} === |
=== {{clr|tilt|Jab}} === |
||
<big>{{Prompt|A}}</big> |
<big>{{Prompt|A}}</big> |
||
{{SSBU Move Card |
{{SSBU Move Card |
||
Line 29: | Line 31: | ||
}} |
}} |
||
=== {{tilt|Forward Tilt}} === |
=== {{clr|tilt|Forward Tilt}} === |
||
<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|A}}</big> |
<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|A}}</big> |
||
{{SSBU Move Card |
{{SSBU Move Card |
||
Line 38: | Line 40: | ||
}} |
}} |
||
=== {{tilt|Up Tilt}} === |
=== {{clr|tilt|Up Tilt}} === |
||
<big>{{Prompt|Analog Up}} + {{Prompt|A}}</big> |
<big>{{Prompt|Analog Up}} + {{Prompt|A}}</big> |
||
{{SSBU Move Card |
{{SSBU Move Card |
||
Line 47: | Line 49: | ||
}} |
}} |
||
=== {{tilt|Down Tilt}} === |
=== {{clr|tilt|Down Tilt}} === |
||
<big>{{Prompt|Analog Down}} + {{Prompt|A}}</big> |
<big>{{Prompt|Analog Down}} + {{Prompt|A}}</big> |
||
{{SSBU Move Card |
{{SSBU Move Card |
||
Line 56: | Line 58: | ||
}} |
}} |
||
=== {{tilt|Dash Attack}} === |
=== {{clr|tilt|Dash Attack}} === |
||
<big>{{Prompt|A}} while dashing or running</big> |
<big>{{Prompt|A}} while dashing or running</big> |
||
{{SSBU Move Card |
{{SSBU Move Card |
||
Line 66: | Line 68: | ||
==Smash Attacks== |
==Smash Attacks== |
||
=== {{smash|Forward Smash}} === |
=== {{clr|smash|Forward Smash}} === |
||
<big>{{Prompt|Analog Smash Left}} / {{Prompt|Analog Smash Right}} + {{Prompt|A}}</big> |
<big>{{Prompt|Analog Smash Left}} / {{Prompt|Analog Smash Right}} + {{Prompt|A}}</big> |
||
{{SSBU Move Card |
{{SSBU Move Card |
||
Line 75: | Line 77: | ||
}} |
}} |
||
=== {{smash|Up Smash}} === |
=== {{clr|smash|Up Smash}} === |
||
<big>{{Prompt|Analog Smash Up}} + {{Prompt|A}}</big> |
<big>{{Prompt|Analog Smash Up}} + {{Prompt|A}}</big> |
||
{{SSBU Move Card |
{{SSBU Move Card |
||
Line 84: | Line 86: | ||
}} |
}} |
||
=== {{smash|Down Smash}}=== |
=== {{clr|smash|Down Smash}}=== |
||
<big>{{Prompt|Analog Smash Down}} + {{Prompt|A}}</big> |
<big>{{Prompt|Analog Smash Down}} + {{Prompt|A}}</big> |
||
{{SSBU Move Card |
{{SSBU Move Card |
||
Line 94: | Line 96: | ||
==Aerials== |
==Aerials== |
||
=== {{aerial|Neutral |
=== {{clr|aerial|Neutral Aerial}} === |
||
<big>Airborne {{Prompt|A}}</big> |
<big>Airborne {{Prompt|A}}</big> |
||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack=Neutral Air |
||
|specificHits=yes |
|||
| subtitle = |
|||
|description= |
|||
| input = Neutral Air |
|||
| images = |
|||
{{MoveDataCargoImage|PalutenaNAir_0|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|PalutenaNAir_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|PalutenaNAir_0}}{{AttackDataCargo-SSBU/Query|PalutenaNAir_1}}{{AttackDataCargo-SSBU/Query|PalutenaNAir_2}}{{AttackDataCargo-SSBU/Query|PalutenaNAir_3}}{{AttackDataCargo-SSBU/Query|PalutenaNAir_4}} |
|||
* I'll let anyone available fix the number of infoboxes on display here |
* I'll let anyone available fix the number of infoboxes on display here |
||
}} |
}} |
||
=== {{aerial|Forward |
=== {{clr|aerial|Forward Aerial}} === |
||
<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big> |
<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big> |
||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
|attack=Forward Air |
|||
| title = |
|||
|specificHits= |
|||
| subtitle = |
|||
|description= |
|||
| input = |
|||
| images = |
|||
{{MoveDataCargoImage|PalutenaFAir_0|1|}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|PalutenaFAir_0|1||hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|PalutenaFAir_0}} |
|||
* Placeholder |
* Placeholder |
||
}} |
}} |
||
=== {{aerial|Back |
=== {{clr|aerial|Back Aerial} === |
||
<big>Airborne {{Prompt|Analog Left}} + {{Prompt|A}}</big> |
<big>Airborne {{Prompt|Analog Left}} + {{Prompt|A}}</big> |
||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack=Back Air |
||
|specificHits= |
|||
| subtitle = |
|||
|description= |
|||
| input = Back Air |
|||
| images = |
|||
{{MoveDataCargoImage|PalutenaBAir_0|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|PalutenaBAir_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|PalutenaBAir_0}} |
|||
* Placeholder |
* Placeholder |
||
}} |
}} |
||
=== {{aerial|Up |
=== {{clr|aerial|Up Aerial}} === |
||
<big>Airborne {{Prompt|Analog Up}} + {{Prompt|A}}</big> |
<big>Airborne {{Prompt|Analog Up}} + {{Prompt|A}}</big> |
||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack=Up Air |
||
|specificHits=yes |
|||
| subtitle = |
|||
|description= |
|||
| input = Up Air |
|||
| images = |
|||
{{MoveDataCargoImage|PalutenaUAir_0|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|PalutenaUAir_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|PalutenaUAir_0}}{{AttackDataCargo-SSBU/Query|PalutenaUAir_1}} |
|||
* Placeholder |
* Placeholder |
||
}} |
}} |
||
=== {{aerial|Down |
=== {{clr|aerial|Down Aerial}}=== |
||
<big>Airborne {{Prompt|Analog Down}} + {{Prompt|A}}</big> |
<big>Airborne {{Prompt|Analog Down}} + {{Prompt|A}}</big> |
||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack=Down Air |
||
|specificHits= |
|||
| subtitle = |
|||
|description= |
|||
| input = Down Air |
|||
| images = |
|||
{{MoveDataCargoImage|PalutenaDAir_0|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|PalutenaDAir_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|PalutenaDAir_0}} |
|||
* Placeholder |
|||
}} |
|||
==Grabs & Throws== |
|||
=== {{grab|Grab}} === |
|||
<big>{{Prompt|Z}}</big> |
|||
{{MoveDataCargo |
|||
| title = Grab |
|||
| subtitle = |
|||
| input = Grab |
|||
| images = |
|||
{{MoveDataCargoImage|PalutenaGrab_0|1|caption=Standing grab}} |
|||
{{MoveDataCargoImage|PalutenaDashGrab_0|1|caption=Dash grab}} |
|||
{{MoveDataCargoImage|PalutenaPivotGrab_0|1|caption=Pivot grab}} |
|||
{{MoveDataCargoImage|PalutenaPummel_0|1|caption=Pummel}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|PalutenaGrab_0|1|caption=|hitbox=yes}} |
|||
{{MoveDataCargoImage|PalutenaDashGrab_0|1|caption=|hitbox=yes}} |
|||
{{MoveDataCargoImage|PalutenaPivotGrab_0|1|caption=|hitbox=yes}} |
|||
{{MoveDataCargoImage|PalutenaPummel_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|PalutenaGrab_0}}{{AttackDataCargo-SSBU/Query|PalutenaDashGrab_0}}{{AttackDataCargo-SSBU/Query|PalutenaPivotGrab_0}}{{AttackDataCargo-SSBU/Query|PalutenaPummel_0}} |
|||
'''Standing grab''' <br> |
|||
* Placeholder |
|||
---- |
|||
'''Dash Grab''' ({{Prompt|Analog Smash Left}} or {{Prompt|Analog Smash Right}} > {{Prompt|Z}}) <br> |
|||
* Placeholder |
|||
---- |
|||
'''Pivot Grab''' ({{Prompt|Analog Smash Right}} > {{Prompt|Analog Left}} + {{Prompt|Z}}) <br> |
|||
* Placeholder |
|||
---- |
|||
'''Pummel''' ({{Prompt|Z}} > {{Prompt|A}}) <br> |
|||
Only used to get free damage after a grab before going for a throw. Only do this if you're certain you can do a throw after pummeling the opponent. |
|||
* As a rule of thumb, you can have one guaranteed pummel every 30%. |
|||
}} |
|||
=== {{grab|Forward Throw}} === |
|||
<big>{{Prompt|Z}} > {{Prompt|Analog Right}}</big> |
|||
{{MoveDataCargo |
|||
| title = Forward Throw |
|||
| subtitle = |
|||
| input = Forward Throw |
|||
| images = |
|||
{{MoveDataCargoImage|PalutenaFThrow_0|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|PalutenaFThrow_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|PalutenaFThrow_0}} |
|||
* Placeholder |
|||
}} |
|||
=== {{grab|Back Throw}}=== |
|||
<big>{{Prompt|Z}} > {{Prompt|Analog Left}}</big> |
|||
{{MoveDataCargo |
|||
| title = Back Throw |
|||
| subtitle = |
|||
| input = Back Throw |
|||
| images = |
|||
{{MoveDataCargoImage|PalutenaBThrow_0|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|PalutenaBThrow_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|PalutenaBThrow_0}} |
|||
* Placeholder |
|||
}} |
|||
=== {{grab|Up Throw}} === |
|||
<big>{{Prompt|Z}} > {{Prompt|Analog Up}}</big> |
|||
{{MoveDataCargo |
|||
| title = Up Throw |
|||
| subtitle = |
|||
| input = Up Throw |
|||
| images = |
|||
{{MoveDataCargoImage|PalutenaUThrow_0|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|PalutenaUThrow_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|PalutenaUThrow_0}} |
|||
* Placeholder |
|||
}} |
|||
=== {{grab|Down Throw}} === |
|||
<big>{{Prompt|Z}} > {{Prompt|Analog Down}}</big> |
|||
{{MoveDataCargo |
|||
| title = |
|||
| subtitle = |
|||
| input = |
|||
| images = |
|||
{{MoveDataCargoImage|PalutenaDThrow_0|1|}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|PalutenaDThrow_0|1||hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|PalutenaDThrow_0}} |
|||
* Placeholder |
* Placeholder |
||
}} |
}} |
||
==Specials== |
==Specials== |
||
=== {{special|Autoreticle}} === |
=== {{clr|special|Autoreticle}} === |
||
<big>{{Prompt|B}}</big> |
<big>{{Prompt|B}}</big> |
||
{{MoveDataCargo |
{{MoveDataCargo |
||
Line 282: | Line 157: | ||
}} |
}} |
||
=== {{special|Explosive Flame}} === |
=== {{clr|special|Explosive Flame}} === |
||
{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|B}} |
{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|B}} |
||
{{MoveDataCargo |
{{MoveDataCargo |
||
Line 297: | Line 172: | ||
}} |
}} |
||
=== {{special|Warp}} === |
=== {{clr|special|Warp}} === |
||
{{Prompt|Analog Up}} + {{Prompt|B}} |
{{Prompt|Analog Up}} + {{Prompt|B}} |
||
{{MoveDataCargo |
{{MoveDataCargo |
||
Line 312: | Line 187: | ||
}} |
}} |
||
=== {{special|Counter}} === |
=== {{clr|special|Counter}} === |
||
{{Prompt|Analog Down}} + {{Prompt|B}} |
{{Prompt|Analog Down}} + {{Prompt|B}} |
||
{{MoveDataCargo |
{{MoveDataCargo |
||
Line 328: | Line 203: | ||
| info = |
| info = |
||
{{AttackDataCargo-SSBU/Query|PalutenaCounter_0}}{{AttackDataCargo-SSBU/Query|PalutenaCounterHit_0}}{{AttackDataCargo-SSBU/Query|PalutenaReflectBarrier_0}} |
{{AttackDataCargo-SSBU/Query|PalutenaCounter_0}}{{AttackDataCargo-SSBU/Query|PalutenaCounterHit_0}}{{AttackDataCargo-SSBU/Query|PalutenaReflectBarrier_0}} |
||
* Placeholder |
|||
}} |
|||
==Grabs & Throws== |
|||
=== {{clr|grab|Grab}} === |
|||
<big>{{Prompt|Z}}</big> |
|||
{{SSBU Move Card |
|||
|attack=Grab |
|||
|specificHits=yes |
|||
|description= |
|||
'''Standing grab''' <br> |
|||
* Placeholder |
|||
---- |
|||
'''Dash Grab''' ({{Prompt|Analog Smash Left}} or {{Prompt|Analog Smash Right}} > {{Prompt|Z}}) <br> |
|||
* Placeholder |
|||
---- |
|||
'''Pivot Grab''' ({{Prompt|Analog Smash Right}} > {{Prompt|Analog Left}} + {{Prompt|Z}}) <br> |
|||
* Placeholder |
|||
---- |
|||
'''Pummel''' ({{Prompt|Z}} > {{Prompt|A}}) <br> |
|||
Only used to get free damage after a grab before going for a throw. Only do this if you're certain you can do a throw after pummeling the opponent. |
|||
* As a rule of thumb, you can have one guaranteed pummel every 30%. |
|||
}} |
|||
=== {{clr|grab|Forward Throw}} === |
|||
<big>{{Prompt|Z}} > {{Prompt|Analog Right}}</big> |
|||
{{SSBU Move Card |
|||
|attack=Forward Throw |
|||
|description= |
|||
* Placeholder |
|||
}} |
|||
=== {{clr|grab|Back Throw}}=== |
|||
<big>{{Prompt|Z}} > {{Prompt|Analog Left}}</big> |
|||
{{SSBU Move Card |
|||
|attack=Back Throw |
|||
|specificHits= |
|||
|description= |
|||
* Placeholder |
|||
}} |
|||
=== {{clr|grab|Up Throw}} === |
|||
<big>{{Prompt|Z}} > {{Prompt|Analog Up}}</big> |
|||
{{SSBU Move Card |
|||
|attack=Up Throw |
|||
|specificHits= |
|||
|description= |
|||
* Placeholder |
|||
}} |
|||
=== {{clr|grab|Down Throw}} === |
|||
<big>{{Prompt|Z}} > {{Prompt|Analog Down}}</big> |
|||
{{SSBU Move Card |
|||
|attack=Down Throw |
|||
|specificHits= |
|||
|description= |
|||
* Placeholder |
* Placeholder |
||
}} |
}} |
||
Line 334: | Line 269: | ||
=== Ledge Attack === |
=== Ledge Attack === |
||
<big>{{Prompt|A}} while holding the ledge</big> |
<big>{{Prompt|A}} while holding the ledge</big> |
||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack=Ledge Attack |
||
|specificHits= |
|||
| subtitle = |
|||
|description= |
|||
| input = Ledge Attack |
|||
| images = |
|||
{{MoveDataCargoImage|PalutenaLedgeAttack_0|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|PalutenaLedgeAttack_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|PalutenaLedgeAttack_0}} |
|||
* Placeholder |
* Placeholder |
||
}} |
}} |
||
Line 349: | Line 278: | ||
=== Getup Attack === |
=== Getup Attack === |
||
<big>{{Prompt|A}} after getting knocked down</big> |
<big>{{Prompt|A}} after getting knocked down</big> |
||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack= Getup Attack |
||
|specificHits=yes |
|||
| subtitle = |
|||
|description= |
|||
| input = Getup Attack |
|||
| images = |
|||
{{MoveDataCargoImage|PalutenaGetupAttack_0|1|caption=}} |
|||
{{MoveDataCargoImage|PalutenaGetupAttack_1|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|PalutenaGetupAttack_0|1|caption=|hitbox=yes}} |
|||
{{MoveDataCargoImage|PalutenaGetupAttack_1|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|PalutenaGetupAttack_0}}{{AttackDataCargo-SSBU/Query|PalutenaGetupAttack_1}} |
|||
* Placeholder |
* Placeholder |
||
}} |
}} |
||
Line 366: | Line 287: | ||
=== Trip Attack === |
=== Trip Attack === |
||
<big>{{Prompt|A}} after tripping</big> |
<big>{{Prompt|A}} after tripping</big> |
||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack=Trip Attack |
||
|specificHits= |
|||
| subtitle = |
|||
|description= |
|||
| input = Trip Attack |
|||
| images = |
|||
{{MoveDataCargoImage|PalutenaTripAttack_0|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|PalutenaTripAttack_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|PalutenaTripAttack_0}} |
|||
Chances are you're rarely going to see this. Functionally, it's the same as a regular getup attack. |
Chances are you're rarely going to see this. Functionally, it's the same as a regular getup attack. |
||
}} |
}} |
Revision as of 19:34, 1 November 2022
![]() |
This page is missing significant information. You can help by editing it. |
Normal Moves
Jab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Jab | 3.0 | 8-9 | 25 | 361/180 | -12 | none |
Rapid Jab | 0.6 | 2/5/8/11/14/17 | 22 | 361 | none | |
Rapid Jab (Finisher) | 3.5 | 3-4 | 40 | 361 | -32 | none |
- Placeholder
Rapid Jab (mash )
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab | 25/20 | 20 | 4 | ||||||||||
Rapid Jab | 10 | 20 | 5 | ||||||||||
Rapid Jab (Finisher) | 55 | 140 | 4 |
Forward Tilt
/
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hit 1 (hitbox 1) | 6.0 | 14-16 | 60 | 90/45 | -39 | none |
Hit 1 (hitbox 2) | 6.0 | 17-20 | 60 | 285/100 | -36 | none |
Hit 2 (hitbox 1) | 6.0 | 21-23 | 60 | 20/85 | -32 | none |
Hit 2 (hitbox 2) | 7.0 | 24-35 | 60 | 40 | -28 | none |
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 (hitbox 1) | 25 FKB/45 FKB | 100 | 6 | ||||||||||
Hit 1 (hitbox 2) | 25 FKB/40 FKB | 100 | 6 | ||||||||||
Hit 2 (hitbox 1) | 35 FKB/30 FKB | 100 | 6 | ||||||||||
Hit 2 (hitbox 2) | 78 | 80 | 7 |
Up Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Linking Hits | 1.4 | 8-22 | 56 | 367/130/190 | none | |
Final Hit | 4.5 | 24-25 | 56 | 85 | -26 | none |
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Linking Hits | 20 FKB/50 FKB/30 FKB | 100 | 3 | ||||||||||
Final Hit | 75 | 136 | 5 |
Down Tilt
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
8.5/5.0 | 14~27 | 40 | 35/75 | -17 | none |
- Placeholder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
40/38 | 100 | 8/6 |
- Lesser damage value occurs on air hit.
Dash Attack
while dashing or running
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 11.0 | 6-9 | 41 | 70/60 | -24 | upper body invincible 5~6 |
Late | 7.0 | 10~17 | 41 | 60 | -23 | arm invincible 7~16 |
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 71 | 76 | 10 | ||||||||||
Late | 61 | 56 | 7 |
Smash Attacks
Forward Smash
/
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Forward Smash | 16.0/13.024/19.5 charged | 18-20 | 64 | 361 | -34/-36-30/-32 charged | none |
Windbox (early) | 0.00 charged | 21-25 | 64 | 361 | none | |
Windbox (late) | 0.00 charged | 26-31 | 64 | 361 | none |
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forward Smash | 40 | 100/102 | 11/95/5 charged | ||||||||||
Windbox (early) | 60 FKB | 100 | 23 charged | ||||||||||
Windbox (late) | 35 FKB | 100 | 23 charged |
Up Smash
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 16.0/12.0/9.024/18/13.5 charged | 18~29 | 64 | 88 | -34/-37-30/-33 charged | none |
Late | 13.0/9.0/7.019.5/13.5/10.5 charged | 30~35 | 64 | 88 | -24/-26-20/-24 charged | none |
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 53/58/62 | 84/89/92 | 11/8/75/4/4 charged | ||||||||||
Late | 53/58/62 | 84/89/92 | 9/7/65/4/4 charged |
Down Smash
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Close | 15.022.5 charged | 17 | 69 | 60 | -41-36 charged | none |
Far | 13.019.5 charged | 18~19 | 69 | 28 | -41-37 charged | none |
Windbox | 0.00 charged | 20-29 | 69 | 361 | none |
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close | 52 | 103 | 105 charged | ||||||||||
Far | 30 | 90 | 95 charged | ||||||||||
Windbox | 55 FKB | 100 | 23 charged |
Aerials
Neutral Aerial
Airborne
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Linking Hits (hitbox 1) | 1.4 | 5-23 | 367/100 | -10 | none | |
Linking Hits (hitbox 2) | 1.4 | 5-6 | 95 | -10 | none | |
Linking Hits (hitbox 3) | 1.4 | 7-23 | 100 | -10 | none | |
Linking Hits (hitbox 4) | 1.4 | 24-27 | 367/100 | -10 | none | |
Final hit | 5.1 | 29-30 | 52Landing Lag: 12 | 55 | -9 | none |
- I'll let anyone available fix the number of infoboxes on display here
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Linking Hits (hitbox 1) | 0/65 FKB | 100 | ? | 2 | |||||||||
Linking Hits (hitbox 2) | 80 FKB | 100 | ? | 2 | |||||||||
Linking Hits (hitbox 3) | 65 FKB | 100 | ? | 2 | |||||||||
Linking Hits (hitbox 4) | 65 FKB | 100 | ? | 2 | |||||||||
Final hit | 35 | 155 | ? | 3 |
Forward Aerial
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
10.0 | 9-11 | 45Landing Lag: 9 | 45 | -5 | none |
- Placeholder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
31 | 92 | ? | 4 |
{{clr|aerial|Back Aerial}
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
12.0 | 8-10 | 50Landing Lag: 10 | 361 | -5 | upper body invincible 7, arm invincible 8 - 10 |
- Placeholder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
30 | 95 | ? | 5 |
Up Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hits 1-4 | 1.0 | 10-22 | 105/367 | -12 | none | |
Final Hit | 5.0 | 24-25 | 52Landing Lag: 14 | 88 | -11 | none |
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hits 1-4 | 40 FKB/20 FKB | 100 | ? | 2 | |||||||||
Final Hit | 50 | 152 | ? | 3 |
Down Aerial
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
11.0 | 10-11 | 59Landing Lag: 11 | 270/55 | -7 | none |
- Placeholder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
20/30 | 100 | ? | 4 |
Specials
Autoreticle
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'PalutenaAutoreticle_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'PalutenaAutoreticle_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- Placeholder
Explosive Flame
/
+
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'PalutenaExplosiveFlame_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'PalutenaExplosiveFlame_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- Placeholder
Warp
+
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'PalutenaWarp_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'PalutenaWarp_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- Placeholder
Counter
+
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'PalutenaCounter_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Whiff (don't let this happen)
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'PalutenaCounterHit_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Counter
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'PalutenaReflectBarrier_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Reflect
Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'PalutenaCounter_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'PalutenaCounterHit_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'PalutenaReflectBarrier_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- Placeholder
Grabs & Throws
Grab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Standing Grab | 7-8 | 40 | none | |||
Dash Grab | 10-11 | 48 | none | |||
Pivot Grab | 11-12 | 43 | none | |||
Pummel | 1.3 | 1 | 7 | 361 | -2 | none |
Standing grab
- Placeholder
Dash Grab ( or
>
)
- Placeholder
Pivot Grab ( >
+
)
- Placeholder
Pummel ( >
)
Only used to get free damage after a grab before going for a throw. Only do this if you're certain you can do a throw after pummeling the opponent.
- As a rule of thumb, you can have one guaranteed pummel every 30%.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Standing Grab | |||||||||||||
Dash Grab | |||||||||||||
Pivot Grab | |||||||||||||
Pummel | 30 FKB | 100 | 3 |
Forward Throw
>
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
9.0 | 20 | 45 | 45 | all invincible 1-20 |
- Placeholder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 | 30 |
Back Throw
>
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
10.0 | 20 | 55 | 361 | all invincible 1-20 |
- Placeholder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
65 | 70 |
Up Throw
>
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
8.0 | 17 | 55 | 92 | all invincible 1-17 |
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Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 | 60 |
Down Throw
>
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
5.0 | 25 | 46 | 73 | all invincible 1-25 |
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Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 | 30 |
Misc. Attacks
Ledge Attack
while holding the ledge
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
9.0 | 23-25 | 50 | 45 | -17 | all intangible 1-25 |
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Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 | 20 | 9 |
Getup Attack
after getting knocked down
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Up | 7.0 | 16-26 | 46 | 48 | -22/-13 | all intangible 1-26 |
Down | 7.0 | 14-25 | 46 | 48 | -24/-13 | all intangible 1-25 |
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Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Up | 80 | 48 | 7 | ||||||||||
Down | 80 | 48 | 7 |
Trip Attack
after tripping
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
5.0 | 13-25 | 50 | 361 | -30/-18 | all intangible 1-7 |
Chances are you're rarely going to see this. Functionally, it's the same as a regular getup attack.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60 | 50 | 6 |
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To edit frame data, edit values in SSBU/Palutena/Data. |
![](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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