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Thank god she's not flat otherwise she wouldnt be a stripper
{{disambig2|Palutena's appearance in ''Super Smash Bros. 4''|the character in other contexts|Palutena}}
{{Infobox Character
|name        = Palutena
|image        = [[Image:Palutena SSB4.png|250px|Palutena]]
|game        = SSB4
|availability = [[Starter character|Starter]]
}}
:{{cquote|Palutena Alights!|cite=Introduction Tagline}}
'''Palutena''' ({{ja|パルテナ|Parutena}}, ''Palutena'') is a character from the ''{{uv|Kid Icarus}}'' series. She was confirmed as a playable fighter alongside the {{SSB4|Mii Fighter}}s and {{SSB4|Pac-Man}} in ''[[Super Smash Bros. 4]]'' during E3 2014 on June 10th, 2014. As the Goddess of Light, she fights using powers she granted Pit (and other angels in the multiplayer) in ''Kid Icarus: Uprising''.
 
She is voiced in Japanese by Aya Hisakawa (who reprises her role from ''Uprising'') and in English by Brandy Kopp, the latter replacing Ali Hillis due to availability conflicts.
 
==Attributes==
Palutena's characteristics are unique, and defy archetypes set up by characters such as {{SSB4|Mewtwo}}, {{SSB4|Zelda}} and {{SSB4|Rosalina & Luma}}. She is tall, she has a fast [[walking speed]], a somewhat fast [[dashing speed]], the 7th highest [[traction]], high [[jump]] force and is tied for the highest [[air acceleration]]. On the other hand, she has below average [[weight]], [[falling speed]] and [[air speed]], as well as high [[gravity]]. These characteristics give Palutena quick ground movement, great ground-to-air transitioning, and allow her to quickly change direction in mid-air. However, they also make her very susceptible to [[juggling]], and while she isn't necessarily a floaty or lightweight character, her high gravity makes her susceptible to vertical [[knockback]].
 
Palutena's greatest strength is her solid aerial game. All of her aerial moves have good utility, fast start-up, and in most cases, low landing lag (excluding neutral aerial and up aerial), giving her a good combo game. Her neutral aerial is a useful damage racking and a decent protection move, coming out on frame 5. Her up aerial is her most polarized aerial move, having the strongest knockback while lacking range, having 24 frames of landing lag, and being [[Interruptibility|interruptible]] before it can even [[autocancel]]. Her down aerial lasts only one frame and has low range, making it arguably her worst aerial, but its lack of sourspots makes it an easy-to-use [[meteor smash]], as well as a relatively safe [[out of shield]] option. Her forward and back aerials, however, are her most useful aerials. Her forward aerial has the longest range of her aerial moves and the least landing lag, as well as completely autocancelling when [[SHFF]]d. Her back aerial is her second most powerful aerial, has [[invincibility frame]]s during start-up and as long as the hitbox is out, and is also able to KO at high percentages. However, the majority of her aerial moves have high ending lag in proportion to their power and range, most notably down aerial, meaning they must be spaced accordingly.
 
Her grab game is also fairly capable. She has one of the longest, non-tether grab ranges in the game, especially her pivot grab. Her [[pummel]] is very good, as it is fairly damaging and having decent speed, being a great move to rack up damage. Her back throw is a rather weak KO throw, having an easily [[DI]]ed launch angle (the [[Sakurai angle]]) and, ironically, the lowest base knockback of all her throws, as well as needing high levels of [[rage]] to reliably KO, but it's still her most damaging throw, and a great way to send the opponent offstage to set up an [[edgeguard]]. Her forward throw has high base knockback, deals good damage, and while it has very low knockback scaling, it is generally better than her back throw at setting up an edgeguard, as well as an almost infallible trigger if [[Autoreticle]] is used. Her up throw has high base knockback and with the aid of [[rage]], it can KO floaty characters easily. Her most versatile throw, however, is her down throw: possessing the right amount of base knockback and very low knockback scaling, it can combo into almost any aerial move (the exception being down aerial), and perhaps an up smash if the player can read the opponent's reaction. It can even combo at KO percentages into up aerial should the opponent DI the wrong way.
 
Her grounded moveset also has some interesting options. Her jab comes out slowly (on frame 8), and the finisher has noticeable ending lag, but it can be a very reliable damage racker, especially if taking into account its high interruptibility, which allows an easy [[jab cancel]] into another jab or a grab. Her down tilt is highly interruptible, having only 16 frames of true ending lag, making it a good spacing and dodge punishing tool, and her least punishable ground move. It is also decently strong and can KO at very high percentages. Her dash attack, while being very unsafe on shield, has actual KO power, as well as the same kind of invincibility her back aerial does. Her up smash has tremendous vertical range and very high power, making it suited for vertical KOs, though its high ending lag can make it risky to use.
 
Despite these advantages, Palutena has several weaknesses that drastically outweigh her strengths. Most notably, her biggest weakness is her very poor frame data, almost as high as {{SSB4|King Dedede}}, {{SSB4|Ganondorf}} and {{SSB4|Shulk}}. Despite not being as heavy as any of them, her moveset is overall slow and carries below average damage output overall, which are major issues that set her apart from other characters of her weight. Her most prominent example is her grounded moveset, unfitting for a character with great ground mobility. All of her grounded moves (except jab and down tilt) have disproportionately high ending lag, with her forward and up tilt, as well as her dash attack, having more than 25 frames of ending lag, and all of her smash attacks having more than 40. This makes her missed attacks heavily susceptible to [[punishment]], even if the opponent is a good distance away from her, making it crucial for her to never miss a single ground move, or rely solely on her safer grounded moves. As a result of her moves' delay and damage output, Palutena suffers from notable KOing problems. Her smash attacks, up tilt and up aerial possess high knockback scaling, but are difficult to land and risky to use, with the former being easily punishable and the latter two lacking range. She is also easy to KO due to her tall frame, susceptible to getting juggled due to her unsafe landing options and below-average falling speed and high gravity, and gets easily comboed due to her tall frame, high gravity and lack of "get off me" moves.
 
On top of this, Palutena's default special moveset is also infamously poor, due to its extremely limited utility and, like her grounded moveset, very poor frame data. Even though her Autoreticle has homing capabilities, the same cannot be said about its projectiles, as they move only towards the fixed reticle, and on top of being incredibly slow, each one deals very slightly less than 3%, giving them very low [[priority]] (though this makes them reliable for [[jab lock]]ing). [[Reflect Barrier]], while having an [[unblockable]] hitbox, a small [[push]] effect and being a long lasting [[reflect]]or, does not cover her entirely and does not move along with her in mid-air. [[Warp]] is quick and allows for a safe recovery and swift repositioning, as well as being easily ledge-cancelled which can make her movement unpredictable on stages wiith platforms, but it has absolutely no hitboxes, leaving her wide open to attacks before and after she moves. Lastly, even though her {{B|Counter|Palutena}} has a high damage multiplier, it comes out slow, has low duration, low KO power, a sourspot (the only one to do so), and less range and more ending lag than most other counters (only {{SSB4|Lucario}}'s is slower).
 
All of these traits make Palutena a frail, though defensively-minded character, as without [[punish]]ing, her [[approach|offensive]] options are lacking, moreso than most other characters. While she holds a decently strong punish game, her overall slow moveset and lack of approach options means she'll mostly rely on hard reads as well as shielding attacks at close range and [[turtling]] for a good portion of the match until an opening can be found, as long as she isn't left open as well, while being outshined by a lot characters in terms of what her traits are: being outclassed by {{SSB4|Mewtwo}} in terms of mobility, approach and dealing with zoning, {{SSB4|Samus}} in terms of zoning and turtling, {{SSB4|Zelda}} in terms of KOing, and almost all of them in terms of pressuring, frame data and damage output.
 
Due to her poor special moveset, Palutena benefits from custom moves more than any other character. [[Super Speed]] allows her to move faster than even {{SSB4|Sonic}}'s [[Spin Charge]], and since it can be jump-cancelled into any aerial move and up smash, or straight into a dash attack, it is considered to have immense utility. The ram itself can also link into the aforementioned attacks, but only as long as it isn't telegraphed or interrupted with a [[disjointed hitbox]]. [[Lightweight]] amplifies her movement speed and jump force, to the point where she dashes faster than Sonic, and jumps almost as high as {{SSB4|Falco}}. This move gives her 15 seconds of drastically improved mobility and offstage game, a quicker and safer recovery, blinding ground speed and an even more capable combo game, including a guaranteed link into up aerial or down aerial, both of which can reliably KO after 80%. As a recoil, this move nearly doubles damage taken, and after expiration of the move, Palutena moves at half-speed for 5 seconds, with her damage vulnerability and jump force returning to their original values. These two moves allow for various new mix-ups, mindgames, combos and edgeguards.
 
Her other custom moves have notable advantages, but are held back by their easily exploitable weaknesses. [[Explosive Flame]] is a more reliable damage racker than Autoreticle, but is a pinpoint explosion with limited range, and is just as slow. [[Heavenly Light]] has no use outside of being an invaluable healing move for {{SSB4|Ness}}, {{SSB4|Lucas}} and the {{SSB4|Mii Gunner}} in [[doubles]], as it will never land on any opponent that isn't [[stun]]ned in singles. [[Angelic Missile]] is a good recovery move and a potent edgeguarding option, thanks to its high base knockback, but it has high startup lag, surprisingly low knockback scaling and a linear path, making it easy to intercept. [[Jump Glide]] gives extreme horizontal distance and allows for safe approaches, but it leaves her defenseless, and has the same fatal flaw [[Wings of Icarus]] used to have: if, for any reason, Palutena flinches during the move, she cannot use it again if she doesn't touch solid ground, which may lead to an inevitable KO. [[Rocket Jump]], other than having a meteor smash hitbox below her, is inferior to both Warp and Jump Glide in every way. Lastly, [[Celestial Firework]] has intangibility during startup and is a good anti-air move in general, but is hard to hit with and delivers unimpressive knockback. In addition, none of her custom special improve her KOing issues, except Super Speed and Lightweight, both of which speed her movement up and give her reliable and guaranteed setups.
 
As of the [[1.1.3]] update, Palutena's weaknesses are deceptively more prominent than her strengths with custom moves off, and as a result she is one of the, if not, the poorest regarded character in the game in the Western scene, although she's viewed slightly more favorably in the European scene, and the Japanese scene views her as a viable character as a result of a more defensive playstyle. Regardless, she has extremely low tournament representation, due to her significantly high learning curve, high risk-medium low reward and defensive playstyle with customs off, and being unpopular as a character ([[Mr. Game & Watch (SSB4)|like]] [[Zelda (SSB4)|other]] [[Dark Pit (SSB4)|characters]]). Custom moves amplify her strengths and somewhat alleviate her weaknesses, allowing her to be viewed more favorably, however it is curently unknown if she will ever get to use them again, due to the current universal ban of [[customization]] ever since [[EVO 2015]]. However, since her custom moves are available from the start, there is debate on whether she should be allowed to always have the option to use them.
 
==Update history==
Palutena has received a mix of buffs and nerfs so far via game updates, both directly and indirectly, but as none of her major issues have been alleviated, she has been nerfed overall.
 
She has directly received some minor buffs from update [[1.0.4]] to update [[1.1.1]]: her tilt attacks have been slightly improved in some ways, her up smash has a more active hitbox, all of her grabs take less time to end, and the hitboxes on some of her attacks have been slightly increased. However, none of these buffs are good enough to address her biggest weaknesses, most notably her very poor frame data. Additionally, the changes to shield mechanics brought by updates [[1.1.0]] and 1.1.1 have significantly harmed her, more so than any other fighter: the fact [[hitlag]] modifiers now apply on shields have left her best shield poking options less safe on shield, and due to her moveset having somewhat low damage output overall and high ending lag, she is easier to be punished [[out of shield]] in relation to the cast, with the universal increase to [[shieldstun]] not properly compensating for it. The aforementioned increase to shieldstun also makes shielding less safe for her; due to her reliance on it, and her slow out of shield options, her defensive game is less effective, encouraging a more offensive playstyle, which is something she cannot properly afford without customs turned on. She has also directly received some nerfs as well: while Explosive Flame's last hit is larger and more damaging, it is no longer unblockable. Her pivot grab also has reduced range. Some certain bugs on her special moves have also been fixed, most notably the infinite renewal of Lightweight on platforms and the momentum kept from Super Speed after a jump-cancelled attack. Lastly, the significant buffs other low-level characters have received as of [[1.1.3]] (most notably {{SSB4|Charizard}}, {{SSB4|Ganondorf}}, {{SSB4|Bowser}} and {{SSB4|Mewtwo}}) have left her in an even worse position due to either some of their weaknesses being alleviated in some way, or their strengths becoming more notable, in addition to the fact they benefit from the changes to shield mechanics. Overall, especially with customs turned off, Palutena is notably less viable than she was in the game's initial release.
 
'''{{GameIcon|ssb4-3ds}} 1.0.4'''
*{{buff|Up and down tilts' ending lag decreased.}}
*{{buff|Up smash's hitbox lasts three frames longer.}}
*{{nerf|Pivot grab's range slightly decreased.}}
*{{bugfix|Fixed a glitch where using {{B|Counter|Palutena}} at certain parts of a walk or run animation would propel Palutena forward a short distance​.}}
'''{{GameIcon|ssb4-3ds}} 1.0.5'''
*{{change|Up aerial has improved visual effects.}}
'''{{GameIcon|ssb4}} 1.0.6'''
*{{change|Due to concerns raised by {{s|wikipedia|CERO}}, Palutena's shorts and skirt were updated to be less revealing in the Japanese version.}}
*{{bugfix|Fixed a glitch where [[Super Speed]]'s momentum could be maintained after jump-canceled attacks.}}
'''{{GameIcon|ssb4}} 1.0.8'''
*{{buff|Up tilt's loop hits deal 0.2% more damage|1%|1.2%.}}
*{{buff|Up tilt's hitboxes moved from bone 1000 to bone 0. This means the hitboxes are now centered around herself rather than her staff and thus its loop hits connect together better.}}
''' {{GameIcon|ssb4}} 1.1.0'''
*{{buff|Forward tilt's hitbox sizes increased hitbox|3.8/2.5|4.1/2.8.}}
*{{change|Frames 17-24 and 25-39 of forward tilt have reversed properties. Frames 17-24 have had their angle altered: Sakurai angle → 48° and its knockback growth has decreased: 100 → 65, while frames 25-39 have had their angle altered: 48° → Sakurai angle and its knockback growth has increased: 65 → 100).}}
*{{buff|Due to the above changes, forward tilt's hits connect better at lower percentages.}}
*{{buff|Down tilt's hitbox sizes increased|2.4/1.9|2.7/2.1.}}
*{{buff|Down tilt's ending lag decreased.}}
*{{buff|Neutral aerial's hitbox sizes increased|3.0|3.4.}}
*{{buff|Forward aerial deals 1% more damage|7%|8%.}}
*{{buff|All grabs have 2 less frames of ending lag.}}
'''{{GameIcon|ssb4}} 1.1.1'''
*{{bugfix|Fixed a glitch where Palutena could infinitely renew [[Lightweight]] on platforms.}}
*{{buff|[[Explosive Flame]]'s initial loop hits and last hit deal 0.2% more damage: 0.6% → 0.8% (initial), 4% → 4.2% (last).}}
*{{buff|Explosive Flame's initial loop hits' and last hit's hitbox sizes increased: 3.7 → 4.8 (initial), 14.0 → 15.5 (last).}}
*{{nerf|Explosive Flame's last hit is no longer [[unblockable]].}}
 
==Moveset==
{{MovesetTable
|game=SSB4
|neutralname= 
|neutralcount=1
|neutralinf=y
|neutral1dmg=3%
|neutralinfdmg=1% (loop), 3% (last)
|neutraldesc=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 useful for spacing, making it Palutena's best ground attack. When jab canceled, it can be comboed into grabs, another jab, back aerial and up smash. Finishing hit has decent power, but long ending lag. The first hit also comes out slowly, on frame 8.
|ftiltname= 
|ftiltdmg=6% (staff head), 4% (staff tail)
|ftiltdesc=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, rolls, and pressuring shields. However, it leaves her vulnerable to other attacks due to its long duration and high ending lag for a tilt.
|utiltname= 
|utiltdmg=1.2% (loop hits), 2.5% (last hit staff head), 1.5% (last hit staff tail), 8.7%/9.7% if all hits connect
|utiltdesc=Kneels and makes her staff spin in the air above her, hitting the enemy up to seven times. Long duration and decent vertical range. It also can be used for punishing the opponent's air dodge. Has a relatively low hitbox. It has the property of making Palutena's hitbox very low, even lower than her crouch. Good KO potential at very high percents.
|dtiltname= 
|dtiltdmg=8.5% (staff head), 5% (staff tail)
|dtiltdesc=Makes her staff spin along the ground in front of her. It is her fastest tilt, and it can be interrupted noticeably earlier than her other tilts. Great spacing tool and can be used to catch spot dodgers and rolls. Good for ledgeguarding. 
|dashname= 
|dashdmg=9% (clean), 5% (late)
|dashdesc=Bashes the enemy with her shield. The shield can block attacks due to the attack having 12 [[invincibility frame]]s. The attack has a large hitbox. Can be used to catch landing opponents and combo into other moves if read the opponents reaction. However, it has long endlag. Has a decent KO potential at very high percentage, starting at 150%. Can deflect.
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSB4|16}} (near), {{ChargedSmashDmgSSB4|13}} (far)
|fsmashdesc=Conjures her ethereal wings and swings them in front. Has high knockback and long horizontal range, giving it great KO potential. Has a sourspot near the tip of the wings, which deals less knockback, and a windbox that can push opponents that try to punish the move and gimp some some recoveries. High ending lag (48 frames), however, makes it very risky to use. Can KO at 100% when sweetspotted.
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSB4|16}} (bottom), {{ChargedSmashDmgSSB4|12}} (middle), {{ChargedSmashDmgSSB4|9}} (top)
|usmashdesc=Creates a blue beam of light from the ground, firing it into the air. It has the highest range of any up smash in the game, and has great KO potential. As such, it is excellent for edgeguarding. However, it has thin horizontal range and high ending lag (though it is her smash attack with the least endlag at 43 frames). Can KO at 100% when sweetspotted.
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSB4|15}} (clean), {{ChargedSmashDmgSSB4|13}} (late)
|dsmashdesc=Conjures her ethereal  wings and flaps them down on either side of her. It also has a windbox at the tip of the wings that can push opponents that try to punish the move and gimp some recoveries. However, it has slow startup lag for a down smash and the highest endlag of all the smash attacks in the game (53 frames), making it one of the worst down smashes in the game. It KOs at 114% if clean, and KOs at 145% when late.
|nairname= 
|nairdmg=1.5% (loop hits), 4% (last hit), 11.5% if all hits connect
|nairdesc=Spins her staff around her. The first five hits have the [[Autolink angle|auto-link angle]], which can potentially trap opponents in the rest of the attack. Good for pressuring opponents on platform above and catching out of air dodge. Can combo into aerial or ground attacks at low percentage.
|fairname= 
|fairdmg=8%
|fairdesc=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-cancelled from SHFF. It is less safe on shield since it delivers less shield stun. Relatively high ending lag.
|bairname= 
|bairdmg=12% (shield), 9% (arm)
|bairdesc=Hits with her shield behind herself. The shield can block attacks due to the attack granting her invincibility frames (8 frames). Can beat out most aerial attacks and certain projectiles. Comes out one frame faster than her forward air, it has relatively low landing lag and can be auto-cancelled from a short hop. However, it is easy to miss if the opponents is too close to Palutena since it does not have a hitbox around her, and it has very high ending lag for an aerial (41 frames).
|uairname= 
|uairdmg=1% (loop hits), 5% (last hit), 9% if all hits connect
|uairdesc=Twirls and then lights up her halo, which hits 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 fairly high ending lag (24 frames). Interestingly enough, this attack has more interruptible frames than auto-canceling frames, meaning it cannot be auto-cancelled at all. This can, however, be avoided by using other attack with lower ending lag before she hits the ground, like her forward air. As it pulls opponents when fast-falling, it is possible for it to combo into another grab at low percentages despite its ending lag.
|dairname= 
|dairdmg=9%
|dairdesc=Performs an arcing kick below herself, meteor smashing anyone below her. This attack has no late hits, meaning it will always meteor smash. Can be used as an out of shield option. However, it lasts for only one frame and it has very low range, making it difficult to land. While it has high end lag, it doesn't have high landing lag.
|grabname= 
|grabdesc=Holds her staff vertically in front of herself, magically trapping the enemy. Fairly large grab range, though her dash grab has some ending lag.
|pummelname= 
|pummeldmg=3.1%
|pummeldesc=Blasts the enemy with light. Despite being a bit slow, it is one of the best pummels in the game due to its damage output.
|fthrowname= 
|fthrowdmg=9%
|fthrowdesc=Pushes the enemy away with her magic. It is Palutena's weakest throw in terms of knockback, though it can be used to throw opponents off the ledge for an edge-guard.
|bthrowname= 
|bthrowdmg=10%
|bthrowdesc=Performs a ballet-inspired throw, which launches the enemy at the [[Sakurai angle]] behind herself. It is her strongest throw, however, it is easily DI'd and won't KO until 155%.
|uthrowname= 
|uthrowdmg=8%
|uthrowdesc=Sends the enemy into the air with her staff. Can be used to pressure opponents in the air with aerial attacks or an up tilt.
|dthrowname= 
|dthrowdmg=5%
|dthrowdesc=Magically shoves the enemy into the ground. Her best throw, it is ideal for combos and KO set-up; depending on opponent's DI, it can combo into a neutral, forward, back or up aerial, and even an up smash by reading the opponent's air dodge. It can also combo into a down aerial near the ledge for a potential meteor smash.
|floorfname= 
|floorfdmg=7%
|floorfdesc=Swings her staff in front and behind her.
|floorbname= 
|floorbdmg=7%
|floorbdesc=Swings her staff 180 degrees along the ground.
|floortname= 
|floortdmg=5%
|floortdesc=Similar to her other floor attacks.
|edgename= 
|edgedmg=7%
|edgedesc=Climbs up the stage and hits with a leg swipe.
|nsdefname=Autoreticle
|nsdefdmg=2.9% (per hit)
|nsdefdesc=Takes aim with a charge-shot reticle from ''Kid Icarus Uprising'' which appears over the enemy, then fires three light shots at that location. Can be initiated only if an enemy is within range, with nothing blocking her target, and said enemy doesn't have invincibility from [[tech|teching]], or dodging. Can be used as a way for stopping direct approaches. It is also able to hit opponents behind Palutena and be used for jab locks. It also stalls her mid-air, making it useful to stop opponents from gimping her.
|nsc1name=[[Explosive Flame]]
|nsc1dmg=0.8% (loop), 4.2% (last)
|nsc1desc=Creates a Smart Bomb-like explosion at approximately 3 character lengths away. Great spacing and zoning tool, but its slow startup and set distance can make it easily predictable.
|nsc2name=[[Heavenly Light]]
|nsc2dmg=1% (per hit)
|nsc2desc=Projects a huge rectangular field of supernal light above her and to the sides. It deals damage in the whole area without producing knockback or flinching, as well as repelling all enemies from the sides. Because of this, this move can be used to steal a KO from a fighter who launched another. Can be absorbed. Hold the button to extend the duration.
|ssdefname=Reflect Barrier
|ssdefdmg=5%, 1.17x damage (reflected projectiles)
|ssdefdesc=Raises her shield forward, casting a rectangular barrier which pushes opponents away and [[reflect]]s [[projectile]]s. Palutena's shield has a hitbox when it is being raised, allowing her to damage opponents with an unblockable hit. If the wall reflects an attack that deals at least 50% damage, it will break. However, unlike other reflectors, it can be used immediately after it has shattered.
|ssc1name=[[Angelic Missile]]
|ssc1dmg=13%
|ssc1desc=Shoots herself forward to attack with her head, similar to [[Skull Bash]] and [[Green Missile]]. Can aid her recovery significantly without leaving her helpless. It is also a decent (albeit somewhat easy to dodge) KO move offstage.
|ssc2name=[[Super Speed]]
|ssc2dmg=2.6%
|ssc2desc=Performs a charging attack where she glides along the ground very quickly and for a long distance. She can damage enemies by ramming into them. While in the air, the move will send her diagonally downwards. It is considered her best side special move due to its speed and ability to retain its momentum after canceling the attack, which gives Palutena a plethora of options for mix-ups, recovery, potential pressure, and mobility. Can be cancelled with her jump, up smash, grab, dash attack, and other attacks. It has a small cooldown duration.
|usdefname=Warp
|usdefdmg=0%
|usdefdesc=Disappears and then reappears in a chosen direction, much like [[Teleport]]. Can be ledge-cancelled, allowing for defensive and movement options.
|usc1name=[[Jump Glide]]
|usc1dmg=0%
|usc1desc=Jumps a fair distance up, then glides similarly to [[Peach Parasol]]. Good for keeping vertical follow-ups, and it has higher horizontal recovery distance than Warp, however, it cannot be ledge-cancelled and, if gimped, she cannot do anything until she hits the ground, which may lead to an inevitable KO.
|usc2name=[[Rocket Jump]]
|usc2dmg=12% (ground), 10% (air)
|usc2desc=Creates an explosion that boosts Palutena upwards and damages nearby enemies. The explosion strongly meteor smashes airborne enemies below her. However, it gives her the least vertical distance of all her up specials and little to no horizontal movement.
|dsdefname=Counter
|dspage=Counter (Palutena)
|dsdefdmg=1.3x damage of countered attacks, 10% minimum
|dsdefdesc=After hiding behind her shield, she performs a counterattack with her staff, similar to that of many of the {{uv|Fire Emblem}} characters. It has surprisingly high damage, though despite what one of the in-game's tips says, it has the lowest range and lowest power of all counters, and it also has very long punishable endlag should it miss. It also has a sourspot that deals even less knockback. Will [[One-hit KO]] anyone if she managed to counter an attack that deals at least 50% damage.
|dsc1name=[[Lightweight]]
|dsc1dmg=0%
|dsc1desc=Increases her speed and jumping height. While in this effect, it significantly improves her off stage game and allows her to have more follow ups and an access to her guaranteed KO set ups from down throw. However in exchange for this effect, she will take increased damage (knockback remains the same). Before it wears off, she will have an reverse effect of this move for a very short time.
|dsc2name=[[Celestial Firework]]
|dsc2dmg=3.2% (toss), 1.2% (blast)
|dsc2desc=Shoots an [[explosive]] firework upwards in front of her. It has invinciblity frames before firing the firework.
|fsname=Black Hole Laser
|fsdmg=2.4% (loop), 12% (last)
|fsdesc=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.
}}
 
===[[On-screen appearance]]===
*Walks out of a heavenly golden door surrounded by a glowing light.
 
===[[Taunt]]s===
{{Taunt/SSB4
|char=Palutena
|desc-up=Makes a sweeping gesture with her arms while producing her ethereal wings and her halo shines, saying "''You shall be purified!''" ({{ja|浄化してあげましょう|Jōka Shite Agemashou}}, ''You will be purified.'')
|desc-side=Spins around her staff, dancing with her foot in the air, laughing.
|desc-down=Lets go of her staff, which floats while she brushes her hair aside as her halo shines, saying "''Ready when you are.''" ({{ja|いつでもどうぞ?|Itsudemo Dōzo?}}, ''Feel free whenever.'')}}
 
===[[Idle pose]]s===
{{Idle
|desc-1=Touches the ground with the tail of her staff and shield in front of her, briefly making her halo shine.
|desc-2=Looks away while crossing her staff and shield in front of her, briefly making her halo shine.
|image-1=PalutenaIdlePose1WiiU.jpg
|image-2=PalutenaIdlePose2WiiU.jpg}}
 
===[[Crowd cheer]]===
{{Crowd
|char=Palutena
|game=SSB4
|desc-us=Pa-lu-te-na!
|desc-jp=Pa-lu-tena!
|pitch-us=Group chant
|pitch-jp=Group chant}}
 
===[[Victory pose]]s===
{{incomplete|Japanese victory quotes with translations}}
{{Victory/SSB4
|victory-theme=PitTheme.ogg
|victory-desc=A small excerpt of the title screen theme of ''{{s|icaruspedia|Kid Icarus}}'', with an original ending.
|desc-1=Spins around her staff, then sits in midair laughing.
|desc-2=Twirls around while hovering, saying "No one can hide from the light."
*If she beats Pit, there is a chance she will instead say "Oh, so sorry about that, Pit."
|desc-3=Twirls her staff and points it in front of her, saying "Too bad for you."
*If she beats Dark Pit, there is a chance she will instead say "Poor little Pittoo."
|char=Palutena}}
 
==In [[Competitive play|competitive play]]==
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
|char=Palutena
|set1=2322
|set2=2312
|set3=1322
|set4=1312
|set5=2122
|set6=1122
|set7=2332
|set8=1332
|set9=2313
|set10=2323
}}
===Notable players===
*{{Sm|AeroLink|USA}}
*{{Sm|CaptainChreest|USA}}
*{{Sm|El_Pitikla|Spain}}
*{{Sm|Iceninja|Canada}}
*{{Sm|TLTC|USA}}
 
==Reveal trailer==
<youtube>xqTW13AYniY</youtube>
 
==[[Alternate costume (SSB4)#Palutena|Alternate costumes]]==
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=8|[[File:Palutena Palette (SSB4).png]]
|-
|{{Head|Palutena|g=SSB4|s=50px}}
|{{Head|Palutena|g=SSB4|s=50px|cl=Pink}}
|{{Head|Palutena|g=SSB4|s=50px|cl=Cyan}}
|{{Head|Palutena|g=SSB4|s=50px|cl=Green}}
|{{Head|Palutena|g=SSB4|s=50px|cl=Blue}}
|{{Head|Palutena|g=SSB4|s=50px|cl=Red}}
|{{Head|Palutena|g=SSB4|s=50px|cl=Black}}
|{{Head|Palutena|g=SSB4|s=50px|cl=Purple}}
|}
 
==Trophies==
 
:'''Palutena'''
::{{flag|ntsc}} ''In Kid Icarus: Uprising, the goddess of light uses telepathy to communicate and grants miracles to support Pit on his adventure. In Smash Bros., she has special moves like Warp and Heavenly Light at her disposal. She's very adaptable—you can customize her into a long- or close-range fighter!''
 
::{{flag|pal}} ''Said to be able to perform miracles, this goddess supports Pit in battle, using telepathy to communicate with him. She's no slouch on her own, either. She has a huge variety of moves you can customise and use to your advantage. Short or long range, the sky's the limit! Or maybe not. After all, she can teleport.''
 
{{Trophy games|console1=NES|game1=Kid Icarus (08/1987)|console2=3DS|game2=Kid Icarus: Uprising (03/2012)}}
 
:'''Palutena (Alt.)'''
::{{flag|ntsc}} ''Palutena's Reflect Barrier side special deflects any attacks and projectiles that come at her from the front. Unlike other reflective moves, you can leave this barrier in place and it will keep reflecting. If you really want to ruin someone's day, you can push them over an edge using this move.''
 
::{{flag|pal}} ''Palutena's Reflect Barrier special deflects any attacks and projectiles that come at her from the front. Unlike other fighters' reflective moves, you can deploy this barrier and then leave it to its own devices. You can also push opponents with it, so use it on someone who's teetering on the edge of the stage to push them off.''
 
{{Trophy games|console1=NES|game1=Kid Icarus (08/1987)|console2=3DS|game2=Kid Icarus: Uprising (03/2012)}}
 
:'''Black Hole Laser'''
::{{flag|ntsc}} ''Palutena's Final Smash. After doing a divine twirl, she creates a black hole in front of her, drawing in her opponents. When she's got 'em where she wants 'em, she follows up with a wide laser beam that reaches from one edge of the screen to the other. It even changes direction slightly, just in case someone managed to avoid the black hole.''
 
::{{flag|pal}} ''Palutena's Final Smash. After doing a divine twirl, she creates a black hole in front of her, drawing in her opponents. When she's got 'em where she wants 'em, the next step is a wide laser beam that reaches from one edge of the screen to the other. It even changes direction slightly, for that extra chance of taking out her foes.''
 
<center>
<gallery>
File:PalutenaTrophy3DS.png|Classic (3DS)
File:PalutenaAllStarTrophy3DS.png|Alt. (3DS)
PalutenaTrophyWiiU.png|Classic (Wii U)
PalutenaAltTrophyWiiU.png|Alt. (Wii U)
BlackHoleLaserTrophyWiiU.png|[[Black Hole Laser]]
</gallery>
</center>
 
==In [[Event Match]]es==
===Solo Events===
* '''[[New Challengers 2]]''': Palutena is one of the seven opponents fought in this event alongside {{SSB4|Greninja}}, {{SSB4|Robin}}, {{SSB4|Shulk}}, {{SSB4|Dark Pit}}, {{SSB4|Mega Man}}, and {{SSB4|Pac-Man}}.
* '''[[The Demon King and the Goddess]]''': {{SSB4|Ganondorf}} must defeat a giant Palutena, who arrives after defeating {{SSB4|Link}} and {{SSB4|Zelda}}.
* '''[[The Destroyer Cometh]]''': Palutena must defeat a giant {{SSB4|Ganondorf}} and 2 other Ganondorfs before they destroy all the terrain on [[Skyworld]].
 
===Co-op Events===
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
* '''[[Unlikely Allies]]''': Palutena and {{SSB4|Ganondorf}} must defeat 16 {{SSB4|Mr. Game & Watch}}es.
 
==Gallery==
<gallery>
Palutena Poster.jpg|Artwork of Palutena used on the website.
SSB4 Newcomer Introduction Palutena.png|Palutena's splash art.
PotD_Palutena_comment.jpg|Reveal image from [[List of Director's Room Miiverse posts|the Director's Room]].
Palutena amiibo.png|Palutena's [[amiibo]].
SSB4 Palutena Screen-1.jpg|In {{forwiiu}}.
SSB4 Palutena Screen-2.jpg|Using Explosive Flame.
SSB4 Palutena Screen-3.jpg|With [[Phosphora]], who appears as an Assist Trophy.
SSB4 Palutena Screen-4.jpg|On [[Mario Galaxy]].
SSB4 Palutena Screen-5.jpg|Fighting {{SSB4|Marth}}.
SSB4 Palutena Screen-6.jpg|Taunting.
SSB4 Palutena Screen-7.jpg|With {{SSB4|Kirby}}, who [[Inhale (Kirby)|copied]] Palutena's ability.
SSB4 Palutena Screen-8.jpg|In {{SSB4|Battlefield}}.
SSB4 Palutena Screen-9.jpg|With {{SSB4|Mario}} in [[Arena Ferox]].
SSB4 Palutena Screen-10.jpg|In {{for3ds}}.
SSB4 - Palutena Final Smash.png|Palutena's Final Smash, Black Hole Laser.
SSB3DS Home Run Contest.jpg|Palutena taking part in the [[Home-Run Contest]] in the 3DS version of ''SSB4''.
SSB4 - Palutena Heavenly Light.jpg|One of Palutena's special moves, Heavenly Light.
SSB4 - Palutena Up Smash.jpg|Palutena's up smash attack.
</gallery>
 
==Trivia==
*The anime portions of Palutena's reveal trailer were created by [[wikipedia:Shaft (company)|Studio Shaft]], who also worked on the ''Kid Icarus: Uprising'' animated short ''{{s|icaruspedia|Palutena's Revolting Dinner}}''. One member of Studio Shaft, Hideyuki Morioka, also drew [[:File:Palutena Poster.jpg|the illustration found on Palutena's page in the official ''Smash Bros.'' site]]; Morioka was credited as "Animation Character Designer" in said animated short.
*Palutena and the Mii Fighters are the only characters that have their customizable special moves unlocked from the start.
*[http://orangerob.tumblr.com/post/100877071708/kirby-saying-the-english-versions-of-copy-moves Unused sound files] exist for {{SSB4|Kirby}} using all three of Palutena's neutral special moves, suggesting either that it was not until late in development that it was decided which would be the default, or that Kirby was originally able to copy any one of her neutral special moves.
*Palutena is the only character who can use both a [[Reflect Barrier|reflector]] and a [[Counter (Palutena)|counterattack]] without customs.
*Palutena is the only character who was part of a Final Smash the previous game and a fighter the next game.
*Excluding {{SSBB|Snake}} with his [[up smash]] in ''Brawl'', Palutena has the highest vertical-ranged, non-projectile up smash with her pillar of light.
*Most character's landing animations have them simply land on their two feet. However, Palutena always twirls herself upon landing, excluding landings from a [[short hop]].
*Palutena is the only character (along with a [[Mii Gunner]] wearing the Proto Man Costume) in ''Smash 4'' with a visible shield that does not protect her while idle: {{SSB4|Link}} and {{SSB4|Toon Link}} have versions of the [[Shield_(Link)|Hylian Shield]] which are able to block projectiles while standing and walking, while Palutena's shield does not have this property. Her shield does give her dash attack and back aerial invincibility frames, however, meaning her shield isn't entirely aesthetic.
*Palutena's newcomer artwork is the only one to not depict any characters from ''{{uv|Mario}}'' and its sub-universes.
**Her pose in her official fighter artwork is also exactly similar to her official artwork from ''Kid Icarus Uprising''.
*Palutena's model was [http://www.sourcegaming.info/2015/09/18/cero-and-palutenas-censorship/ slightly altered] in the 1.0.6 update of the Japanese version. Her undergarments were darkened and lengthened in order to keep a CERO rating of A.
 
==References==
{{reflist}}
 
{{SSB4Characters}}
{{Kid Icarus universe}}
[[Category:Palutena (SSB4)]]
[[Category:Trophies (SSB4-3DS)]]

Revision as of 15:26, January 16, 2016

Thank god she's not flat otherwise she wouldnt be a stripper