Palutena Buffed

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Palutena Buffed v3
  • Angelic Missile now has a super armor duration.
  • Angelic Missile's attack hitbox is now active sooner than before.
Mario and Sonic Guy avatar
Mario and Sonic Guy See ya later!
Member Joined 1y
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Mario and Sonic Guy
8d
Palutena Buffed v2
  • Made extra adjustments to certain attacks. Details are on the hack's description.
Mario and Sonic Guy avatar
Mario and Sonic Guy See ya later!
Member Joined 1y
2,368 points Ranked 1977th
14 medals 2 rare
  • Submitted 50 Skins Medal icon
  • Returned 1000 times Medal icon
  • Submitted 10 Skins Medal icon
  • One month a member Medal icon
  • Reached 1,000 Points Medal icon
  • Received thanks 5 times Medal icon
Mario and Sonic Guy
22d
A new light has been born, as Palutena has managed to gain improvements to some of her attacks. It took me a while to set this up, as some of the changes that I made ended up being too strong, while other changes weren't good enough; it was basically a trial and error dilemma.

Anyway, the changes mostly focused on the damage, knockback growth, and base knockback values, but I also modified the knockback angle for one attack as well. Not all attacks have been touched though.

The biggest changes have been given to Palutena's f-tilt (AttackS3) and Counter (ACA0F21E). F-tilt has gained much stronger knockback to compensate for its startup lag, along with a knockback angle adjustment, making it more effective to use than before. Counter's knockback has been increased as well, rivaling that of Ike's Counter now; the knockback increase makes Palutena's Counter much more usable than it ever was.

The download includes a text document, which displays all the changes that I've made onto Palutena's game.bin file.

Major Update

It has been over a full year since I've released this hack. However, with FITX and Smash Forge now present, I decided to completely redo my edits to Palutena's moveset.

This brand new revision, now titled Palutena Buffed, took me several days to set up and try to balance, but it now offers several changes that I was never able to implement in the past revision, which includes the following...
  1. Standard Attack: The first hit, along with the multi-hit segment, now deals fixed knockback. As a result, the attack as a whole can completely bypass Bowser's tough guy trait. The final hit also receives a base knockback boost. However, the multi-hit segment deals less damage than before, dealing 0.5% damage per hit, instead of 0.8% damage. Can KO Bowser at around 170% damage if you land 6 hits, and are near a stage ledge.
  2. F-tilt: The attack's start-up lag has been reduced greatly. It also operates differently in that it now delivers multiple weak hits, followed by a stronger hit. The attack deals up to 7 hits, adding up to 12% damage. Can KO Bowser at around 130% damage when near stage ledges, and all 7 hits connect.
  3. U-tilt: The start-up lag is reduced, and deals up to 11 hits, adding up to 12% damage. KOs Mario at around 147% damage if all 11 hits connect.
  4. D-tilt: Damage dealt is increased to 10%, but suffers a base knockback nerf. However, despite the knockback nerf, the attack is now guaranteed to trip fighters at low damage percentages. Start-up lag is also reduced. KOs Bowser at around 156% damage when near a stage ledge.
  5. Dash Attack: Damage and knockback values have been altered. Clean hit KOs Mario at around 142% damage, while the late hit KOs Mario at around 328% damage.
  6. F-smash: The attack no longer has a sourspot, dealing up to 16% damage if it hits clean. However, after two frames, the damage dealt decreases to 13%. The windboxes still exist, but they now appear later than before. Uncharged clean hit KOs Mario at around 93% damage at the stage center, while a fully charged hit makes the KO at around 58% damage.
  7. U-smash: The weaker hitboxes deal more damage. Also, every hitbox shares the same knockback stats. Uncharged sweetspot hit KOs Mario at around 93% damage, while a fully charged hit KOs at around 58% damage.
  8. D-smash: The clean hit lasts for two frames before it deals less damage. The windbox executes later as well. Damage, knockback, and angle have all been altered, sending opponents flying at relatively low angles (25 degrees). Uncharged clean hit KOs Mario at around 103% damage at the stage center, while a fully charged hit makes the KO at around 65% damage.
  9. N-air: Attack now deals up to 10 hits, adding up to 14% damage. KOs Mario at around 145% damage at the stage center of Battlefield. Final hit uses the Sakurai Angle.
  10. F-air: Damage has been buffed, and uses the Sakurai Angle for knockback dealt. KOs Mario at around 136% damage at the stage center.
  11. B-air: Damage and knockback have been altered. KOs Mario at around 120% damage at the stage center.
  12. U-air: Attack now deals up to 7 hits, adding up to 11% damage dealt. KOs Mario at around 113% damage if he's on Battlefield's center platform, and takes all 7 hits.
  13. D-air: The attack now deals up to 12% damage, but only has one hitbox that has meteor smash properties. The meteor smash hitbox lasts for two frames, and can KO a grounded Mario at around 187% damage.
  14. Grabs: Palutena's grab range has been improved to an extent, but they do still execute a bit slower than the standard attack.
  15. F-throw: Deals 10% damage, and offers much better knockback than before. KOs Mario at around 134% damage when near a stage ledge.
  16. B-throw: Deals up to 11% damage. KOs Mario at around 121% damage when near a stage ledge.
  17. U-throw: Deals up to 10% damage, and sends opponents flying straight up. Less powerful than Mewtwo's u-throw, but can KO Mario at around 142% damage.
  18. D-throw: Deals up to 7% damage, but has the least KO potential of all throws, not being able to KO Mario by itself until his current damage reaches 473%. However, its knockback statistics enable Palutena to perform a follow-up with her n-air or u-air if she's fast enough.
  19. Autoreticle: The energy blasts now deal up to 4% damage, adding up to 12% damage if all of them hit. However, their knockback is still weak, not being able to KO Mario at the stage center until his current damage reaches 897%. Has the least KO potential of all of Palutena's special moves.
  20. Reflect Barrier: Attack now deals fixed knockback that can send even Bowser flying a decent distance, but it no longer has freeze frame properties.
  21. Counter: Knockback has been improved greatly, and no longer has to be sweetspotted. The counterattack has also gained unblockable properties, enabling it to bypass shields and opposing Counter moves. Can easily 1-hit KO Ganondorf if it blocks his Reverse Warlock Punch.
  22. Explosive Flame: Now deals up to 8 hits, adding up to 12% damage. The first 7 hits deal fixed knockback, while the final hit deals higher knockback as opponents take damage. KOs Mario at around 126% if all 8 hits connect.
  23. Angelic Missile: Deals up to 15% damage, and has some knockback buffs as well. KOs Mario at around 104% damage at the stage center.
  24. Heavenly Light: Attack now deals up to 45 hits before ending. Each hit only deals 1% damage, adding up to 45% if all of them hit a single fighter.
  25. Super Speed: Damage dealt has been altered a bit, enabling it to potentially deal up to 9% damage if Palutena travels a long distance. KOs Mario at around 382% damage if he takes 3% damage, while a 9% damage hit potentially KOs him at around 157% damage.
  26. Rocket Jump: Attack now deals 13% damage on the ground, and in the air. The ground and air variants also have a meteor smash hitbox, but they can only affect airborne fighters. The non-meteor hitbox KOs Mario at around 105% damage at the stage center.
  27. Celestial Firework: Damage has been adjusted for all hits. Deals up to 8% damage if all 5 hits connect, and can potentially KO Mario at around 135% damage.
  28. Black Hole Laser: Yup, even Palutena's Final Smash has been strengthened. The attack now deals a grand total of 45% damage, with the final hit dealing 21% damage and high knockback. A highly potent attack that can KO Mario as early as 10% damage if he's near a stage ledge.
  29. Other Attacks: All floor attack variants deal 7% damage and the same amount of knockback, regardless of if Palutena is knocked down or trips. The cliff attack has also been modified to deal 7% damage and fixed knockback.
It should also be noted that a good portion of the multi-hit attacks utilize the Autolink Angle, but only if the fighters are in the air; if they're on the ground, the knockback angle will be different. Also, a good portion of Palutena's attacks are now able to deal some shield damage, though they're not really able to shatter a full shield. And as an aesthetic purpose, most of Palutena's attacks have gained the Magic effect, which even applies to the sound effects that they make.

Now, while this hack is designed to make Palutena a more viable fighter, she is at a disadvantage when fighting against metal fighters, as most of her attacks lack the knockback strength to keep them out of grab range. Fortunately, that can be mitigated a bit with the d-tilt's 100% trip rate, and Palutena can even follow up with a grab before the metal fighter has a chance to recover from the trip.

With that said, I'm glad that I've managed to get this moveset hack the way that I wanted it, since it took me days of mod rebuilding and in-game tests to ensure that Palutena isn't too overpowered; she's not Giga Bowser after all.

Note: This newly revised hack does not affect Palutena's mechanics or attributes. It only affects her moveset.

Palutena Buffed v2

After I released my new edits to Palutena's moveset, it turned out that I still had some things to fix up on it. This updated version affects the following...
  1. Standard Attack: The first hit now hits at around frame 3.
  2. F-tilt: Now hits at around frame 6.
  3. U-tilt: Now hits on frame 6.
  4. D-tilt: Now hits on frame 8.
  5. F-air: Now hits at around frame 7.
  6. D-air: Hitbox has been made larger, and it now lasts for 4 frames.
  7. Pummel: Palutena's pummel upon grabbing a fighter now deals damage at around frame 3, and she can also pummel faster than before. However, to keep the pummel's speed buff from being too overpowering, it now deals 2% damage per hit, instead of 3% damage.
  8. F-throw: Palutena throws her opponent at around frame 15.
  9. D-throw: Palutena throws her opponent at around frame 16.
  10. Explosive Flame: Animation duration is now set to normal speed, instead of being 1.2x slower. I also had to fix up a hitbox oversight, where only the aerial hitbox grew larger in size. The attack should now work properly against grounded fighters.
  11. Heavenly Light: Ending lag has been significantly reduced, enabling Palutena to move freely after frame 25, instead of having to wait for 53 frames to pass.
  12. Celestial Firework: Frame duration is now 1.2x faster, instead of 1.2x slower, enabling Palutena to utilize the attack better than before.
  13. Black Hole Laser: The final hit's knockback angle is now set to 40, while its knockback growth has been increased to 100. Much more effective as a KO move now, KOing Mario at Omega form stage centers in between 25% and 30% damage.
I also tried to reduce the start-up lag and/or ending lag for some other attacks, like the f-smash, d-smash, Autoreticle, and Reflect Barrier. However, the results did not go well, as the wing animations for the f-smash and d-smash will be out of sync if the animation duration is not set to normal speed. Likewise, Autoreticle does not operate correctly if its animation duration is not set to normal speed; it can't lock onto anyone. Reflect Barrier's animation also has to be set to normal speed, as its single frame hitbox cannot activate if you try to reduce the attack's start-up lag.

On a side note, the download now contains only the game.bin files, as you don't necessarily have to edit the other files if you alter the frame duration of any kind of command.

Palutena Buffed v3

While spending some time on some other moveset hacks, I learned some new tricks that prompted me to go back to this hack.

I've noticed a lot of times that Angelic Missile had one serious flaw in that practically any attack can stop it, no matter how weak it is; even Dr. Tornado laughs at that attack. And to make the issue even worse, making the attack clang and/or rebound does nothing, defensive hitboxes don't work, and bone intangibility doesn't work either.

Fortunately, giving Angelic Missile super armor properties solved the problem. Now, once Palutena starts moving forward, the attack can't be interrupted outside of grab moves, and the super armor lasts until the attack hitbox comes to an end. However, if the attack gets blocked by Counter moves, the counterattacks will strike after the super armor is turned off.

Also, the attack hitbox is now active sooner than before. As for the damage and knockback, that remains the same as in the previous version. Nothing else has been changed.

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Posts

  • 1y
    Posted by Mario and Sonic Guy

    Posted by Dr. Mario

    You wouldn't happen to know where one is would you?

    Try going to GBAtemp.net, preferably the following thread link...

    https://gbatemp.net/threads/discussion-smash-wiiu-modding-and-help-center.419366/

    i meant to tell you I did it yesterday but thanks anyway buddy.
    Bananite
  • 1y
    Mario and Sonic Guy avatar
    Mario and Sonic Guy See ya later!
    Member Joined 1y
    2,368 points Ranked 1977th
    14 medals 2 rare
    • Submitted 50 Skins Medal icon
    • Returned 1000 times Medal icon
    • Submitted 10 Skins Medal icon
    • One month a member Medal icon
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    Posted by Dr. Mario

    You wouldn't happen to know where one is would you?

    Try going to GBAtemp.net, preferably the following thread link...

    https://gbatemp.net/threads/discussion-smash-wiiu-modding-and-help-center.419366/
    Texture & Moveset Editor
  • 1y
    Posted by Mario and Sonic Guy

    Posted by Dr. Mario

    How do you do this? I'm trying to bump Doc's running speed up to at least a 1.42
    Was it a hex editor or something?
    Dr. Mario's speed attributes are handled in an unusual manner, as even though his walk speed, run speed, and air speed values are the same as Mario's, in-game, the values are multiplied by either 0.81, 0.82, or 0.83. As for editing the fighter attributes, you can use a parameter editor for that.

    You wouldn't happen to know where one is would you?
    Bananite
  • 1y
    Mario and Sonic Guy avatar
    Mario and Sonic Guy See ya later!
    Member Joined 1y
    2,368 points Ranked 1977th
    14 medals 2 rare
    • Submitted 50 Skins Medal icon
    • Returned 1000 times Medal icon
    • Submitted 10 Skins Medal icon
    • One month a member Medal icon
    • Reached 1,000 Points Medal icon
    • Received thanks 5 times Medal icon
    Posted by Dr. Mario

    How do you do this? I'm trying to bump Doc's running speed up to at least a 1.42
    Was it a hex editor or something?
    Dr. Mario's speed attributes are handled in an unusual manner, as even though his walk speed, run speed, and air speed values are the same as Mario's, in-game, the values are multiplied by either 0.81, 0.82, or 0.83. As for editing the fighter attributes, you can use a parameter editor for that.
    Texture & Moveset Editor
  • 1y
    How do you do this? I'm trying to bump Doc's running speed up to at least a 1.42
    Was it a hex editor or something?
    Bananite
  • 1y
    Mario and Sonic Guy avatar
    Mario and Sonic Guy See ya later!
    Member Joined 1y
    2,368 points Ranked 1977th
    14 medals 2 rare
    • Submitted 50 Skins Medal icon
    • Returned 1000 times Medal icon
    • Submitted 10 Skins Medal icon
    • One month a member Medal icon
    • Reached 1,000 Points Medal icon
    • Received thanks 5 times Medal icon
    Posted by Notshane

    Would love this over this mod:

    http://gamebanana.com/gamefiles/4559

    I love playing as this Palutena a lot.
    I'm a bit lost with what you said. Were you saying that you preferred this mod over the Palutena balance mod that someone else made?
    Texture & Moveset Editor
  • 1y
    Notshane avatar
    Notshane Offline
    Member Joined 1y
    Would love this over this mod:

    http://gamebanana.com/gamefiles/4559

    I love playing as this Palutena a lot.

    Well, I can not post again since it is apparently a "double post" even though you clearly just posted, but yes, I meant combining this mod with the other one.
    Bananite

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Credits

Key Author
Mario and Sonic Guy
Member Joined 1y
2,368 points Ranked 1977th
14 medals 2 rare
  • Submitted 50 Skins Medal icon
  • Returned 1000 times Medal icon
  • Submitted 10 Skins Medal icon
  • One month a member Medal icon
  • Reached 1,000 Points Medal icon
  • Received thanks 5 times Medal icon
Data editor
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Nintendo
Publisher
BANDAI NAMCO Games Inc.
Developer
Sora Ltd.
Developer
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Sammi Husky
Member Joined 1y
FITX Creator & Developer

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Mario and Sonic Guy avatar
Mario and Sonic Guy See ya later!
Member Joined 1y
2,368 points Ranked 1977th
14 medals 2 rare
  • Submitted 50 Skins Medal icon
  • Returned 1000 times Medal icon
  • Submitted 10 Skins Medal icon
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Category

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Palutena icon
Palutena
Super-category
Moveset Edit

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Posts
7
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3,841
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612
Date Added
1y
Date Modified
8d
Date Updated
8d
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