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 Palutena (Kid Icarus)

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PostSubject: Palutena (Kid Icarus)   Thu Jul 02, 2015 4:48 pm



I know i will bring her moveset from sbb4 just i want to make thread from the ones from ssb4 who hasn't a thread yet know i get them from the actual game but as i said want to make a thread for them.

Neutral attack: Holds her staff out and releases a multi-hit flash from the orb before knocking the enemy away with an upwards swipe. Long range and Palutena's best ground attack. It is useful for spacing. When jab canceled, she can combo into grabs, another jab at low percent, and back aerial and up smash at high percent.

Forward tilt:Makes her staff spin in the air in front of her, hitting the enemy up to three times. Long duration, good range, and can be used to punish spot-dodges and rolls. However, it leaves her vulnerable to other attacks due to its long duration.

Up tilt: Kneels and makes her staff spin in the air above her, hitting the enemy up to seven times. Long duration and decent vertical range. Palutena's hitbox is very low, allowing her to stop most aerials above her. It also can be used for punishing opponents air dodge. However like her forward tilt, it leaves her vulnerable to other attacks due to its long duration. It also has little horizontal range.

Down tilt: Makes her staff spin along the ground in front of her. Palutena's fastest tilt. Has less ending lag. Great spacing tool and can be used to catch spot dodgers and rolls. Good for ledgeguarding. It has less vertical range.


Dash attack: Bashes the enemy with her shield. The shield can block attacks due to having invincibility frames. Large hitbox. Can be used to catch landing opponents and combo into fair. Has a decent KO potential at very high percentage.

Forward smash: Creates ethereal wings and swings them in front of herself. Comes out quickly. It has high knockback and long horizontal range. Has a small wind effect at the tip of the wings. It has sour spot near the tip, which it deals less knockback. High ending lag.

Up smash:Conjures a blue beam of light from the ground in front of her, firing it high up into the air. Comes out quickly and has good KO potential. Excellent for edgeguarding. Can be used in a conjunction with a down throw by reading opponent's air dodge. It has thin horizontal range and high ending lag.

Down smash:Creates ethereal wings and flaps them down on either side of her. Has a small wind effect at the tip of the wings. High knockback. Can be used to catch rolls. High ending lag and it is less safe than her forward smash.

Neutral aerial:Spins her staff around her. Good for pressuring opponents on platform above and catching out of air dodge. Can combo into aerial or ground attacks at low percentage.

Forward aerial: Dropkicks in front of herself. Long horizontal hitbox and low landing lag. Good spacing tool and can combo into grabs and other attacks. It can also be auto canceled from SHFF. It is less safe on shield since it delivers less shield stun.

Back aerial: Hits with her shield behind herself. The shield can block attacks due to having invincibility frames. Good for edgeguarding and can beat out most aerial attacks and certain projectiles. Low landing lag and can be auto canceled from SHFF. However, it is easy to miss if the opponents is too close to her since it does not have a hitbox around her.

Up aerial: Spins, and lifts her staff upward, hitting up to five times. Long duration and can be used to pressure aerial opponents above her. Has a great KO potential at high percentage. However, it has high ending lag (24 frames). If she uses this attack in certain distance above the ground, she receives landing lag from this attack, even if she finished using this move. This can be avoided by using other attack before she hits the ground. Has weak meteor properties when fast-falling, making it possible to combo into another grab at low percentages.

Down aerial: Kicks in an arc below herself. Meteor smashes if the hit is clean. Can be used for out of shield. It has short duration which is difficult to land, however, as well as long ending lag.

Grab: Holds her staff vertically in front of herself, magically trapping the enemy. Fairly large grab range.

Pummel:Blasts the enemy with light. Somewhat slow.

Forward throw: Pushes the enemy away with her magic. Palutena's weakest throw in terms of knockback.

Back throw: Kicks the enemy in a 180 degree angle behind herself. Palutena's strongest throw. Can KO at high percent, depending on weight and rage effect.

Up throw: Sends the enemy into the air with her staff. Can be used to pressure opponents in the air with aerial attacks.

Down throw: Magically shoves the enemy into the ground. Ideal for combos and KO set-up, depending on opponent's DI.

Neutral Special: Autoreticle :Takes aim with a scope which appears over the enemy, then fires three light shots at that location. Can be initiated only if an enemy is close enough.

Down Special: Shoots an explosive firework upwards in front of her.

Up Special:Disappears and then reappears in a chosen direction, much like Teleport.

Side Special:Shoots herself forward to attack with her head, similar to Skull Bash and Green Missile.

Final Smash: Black Hole Laser : Attracts foes towards the center of the stage with Black Hole, putting them in a tumbling state, then fires the Mega Laser into the Black Hole to deal damage, concluding with a final hit to knock the victims away as Black Hole dissipates.

Taunt: Spins around her staff, dancing with her foot in the air, laughing.
Idle:Touches the ground with the tail of her staff and shield in front of her, briefly making her halo shine

Why she may be in the game: she has a good relevance in the kid icarus franchise (I know a very little franchise but then) as well if there are some attacks the may be a from other characters thats why there are the custom the can be add in crusade instead or addin the difficult there a good variations this characters not only palutena but she has variations that may differ so thats as well other characters such as Greninja, Dark Pit and Shulk but i will talk about them later on


Last edited by Playtimebro on Thu Jul 02, 2015 8:56 pm; edited 2 times in total
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Smash King
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PostSubject: Re: Palutena (Kid Icarus)   Thu Jul 02, 2015 8:37 pm


Great presentation. Only thing lacking is a description of why we should add Palutena to the Crusade roster other than being a Smash veteran now. Also, you are missing the special attacks, unless you intend to discuss more about it since she has a large variety of choices.
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PostSubject: Re: Palutena (Kid Icarus)   Thu Jul 02, 2015 9:40 pm

Smash King wrote:

Great presentation. Only thing lacking is a description of why we should add Palutena to the Crusade roster other than being a Smash veteran now. Also, you are missing the special attacks, unless you intend to discuss more about it since she has a large variety of choices.
Hm, that's an important point. What specials would she have? Defaults? Or do we fit in Lightweight, Angelic Missile, Explosive Flame, etc...?

Not sure about importance.. though I suppose Kid Icarus is significant enough for at least 2 reps?
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PostSubject: Re: Palutena (Kid Icarus)   Thu Jul 02, 2015 11:26 pm


I feel that she should probably go with the default move set just to keep things neutral. Think about it. Picking out which custom moves best fits her move set for Crusade may not appeal to all who play her, especially those who got use to her on For Glory mode in SSB4 where they don't have the custom options.

Concerning reasons to add her to the game. That is debatable cause we don't even have Pit in the game. We don't know if Pit is already on the planned roster or not. However, hypothetically speaking, if he was to be in the game, I see no issue with adding a 2nd rep. She is a classic Nintendo character that was revived along with Pit.
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PostSubject: Re: Palutena (Kid Icarus)   Thu Jul 02, 2015 11:51 pm

From what I remember, Pit IS in the planned roster, since he had an unused announcer call and a Kid Icarus series icon at some point (thank you, Cutting Room Floor).
Speaking of announcer calls, now that Smash 4's announcer call of Master Hand is a thing, can that be incooperated into Crusade's Classic Mode as well? I mean, Master Hand and Crazy Hand do have announcer calls, which are as much unused like Pit's announcer call.
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PostSubject: Re: Palutena (Kid Icarus)   Fri Jul 03, 2015 4:14 am

TrinitroMan wrote:
From what I remember, Pit IS in the planned roster, since he had an unused announcer call and a Kid Icarus series icon at some point (thank you, Cutting Room Floor).
Speaking of announcer calls, now that Smash 4's announcer call of Master Hand is a thing, can that be incooperated into Crusade's Classic Mode as well? I mean, Master Hand and Crazy Hand do have announcer calls, which are as much unused like Pit's announcer call.

None
Of
This
Means
Anything

All the leftover stuff you see in the game's files is from years ago.

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PostSubject: Re: Palutena (Kid Icarus)   Fri Jul 03, 2015 10:11 am

Yeah, but still, it would be weird to not see Pit in Crusade, since he is so relevant right now AND is a veteran. Then again, Crusade also doesn't have characters that in theory should be a given at this point with all the other characters in (Zelda and Dedede come to mind).
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PostSubject: Re: Palutena (Kid Icarus)   Fri Jul 10, 2015 4:01 am

I'd rather have Dark Pit or Magnus in the game before Palutena, much like how Luigi was added before Peach. (If Dark Pit is harshly decloned, obviously)
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