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|ssbgame1 = SSB4 | |ssbgame1 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
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'''Palutena''' ({{ja|パルテナ|Parutena}}, ''Palutena'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She was officially revealed on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018] alongside fellow | '''Palutena''' ({{ja|パルテナ|Parutena}}, ''Palutena'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She was officially revealed on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018] alongside fellow ''Kid Icarus'' fighters {{SSBU|Pit}} and {{SSBU|Dark Pit}}, and the rest of the returning roster. Palutena is classified as [[Fighter number|Fighter #54]]. | ||
Brandy Kopp and {{s|wikipedia|Aya Hisakawa}} reprise their roles as the voice of Palutena in the English and Japanese versions of the game | Brandy Kopp and {{s|wikipedia|Aya Hisakawa}} reprise their roles as the voice of Palutena in the English and Japanese versions of the game; in addition to their portrayals being re-purposed from ''[[Super Smash Bros. 4]]'', they also provide new [[Palutena's Guidance]] conversations for every veteran not present in ''Smash 4'', [[Downloadable content (SSB4)#Fighters|DLC character in ''Smash 4'']], ''Ultimate'' base roster newcomer, and {{SSBU|Piranha Plant}}. | ||
==How to unlock== | ==How to unlock== | ||
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*Clear {{SSBU|Classic Mode}} with {{SSBU|Kirby}} or any character in his unlock tree, being the last character unlocked after {{SSBU|Lucas}}. | *Clear {{SSBU|Classic Mode}} with {{SSBU|Kirby}} or any character in his unlock tree, being the last character unlocked after {{SSBU|Lucas}}. | ||
*Have Palutena join the player's party in [[World of Light]]. | *Have Palutena join the player's party in [[World of Light]]. | ||
Palutena must then be defeated on [[Palutena's Temple]] | With the exception of the third method, Palutena must then be defeated on [[Palutena's Temple]]. | ||
==Attributes== | ==Attributes== | ||
Palutena is a tall [[Weight|middleweight]]. Her [[ | Palutena is a tall [[Weight|middleweight]]. Her [[Walk|walking speed]], [[Dash|dash speed]], [[air acceleration]] and [[gravity]] are above average (with her air acceleration being the fifth best in the game), her [[traction]] and [[falling speed]] are both average, and her [[air speed]] is below average. In addition, she has relatively high [[jump]]s, giving her overall excellent mobility, albeit being a bit slower in the air. | ||
Palutena has a dynamic, well-rounded moveset. She has both excellent combo potential and good zoning tools, | Palutena has a dynamic, well-rounded moveset. She has both excellent combo potential and good zoning tools, meaning she can be played effectively either defensively or offensively. Her staff counts as a [[Hitbox|disjointed hitbox]] and she has two [[projectile]]s in her moveset as part of her special moves, meaning she can apply safe pressure from a distance and force approaching opponents off her. Her projectiles are unique by the fact that they are completely unconventional. Her aerial-based moveset, speed and versatility means she can easily overwhelm opponents and quickly rack up damage. | ||
Her [[ground attack]]s are generally the weakest part of her moveset, but they can be useful. Her [[jab]] has good range, can be held to deal more damage and can also be [[jab cancel]]led into other moves. Her [[dash attack]] is very fast and grants Palutena partial [[invincibility]]; it is also a KO option around 160%. Her [[tilt attack]]s are somewhat situational: forward tilt has a long-lasting hitbox and can be used to intercept approaching opponents and [[Floor recovery|floor recoveries]]. Her down tilt has utility for [[edgeguarding]] opponents, while her up tilt - her tilt attack with the fastest startup - can be used for forcing opponents into the air and is even a viable KO option at higher percents. | |||
Outside of her grounded attack moves, Palutena’s ground game is strong thanks to her [[grab]]s and throws having good utility, with her grabs being quick and having good range. Her down throw is her strongest combo throw, comboing into all of her aerials and having KO confirms at higher percents. Her back throw is her strongest throw, being capable of killing from the ledge around 130%, while her forward throw also has a kill confirm at higher percents with [[Explosive Flame]]. Her up throw is the weakest of her throws, though it still has utility for forcing opponents into the air where Palutena’s can safely apply aerial pressure. | |||
Palutena's [[smash attack]]s are very | Palutena's [[smash attack]]s are very viable KO options due to each having excellent range and dealing decent damage. Up smash has a very long-lasting hitbox and covers a lot of vertical range directly in front of Palutena; it can be used to KO opponents in the air and even intercept air dodges due to how long the hitbox lasts. Her forward and down smashes are similar, both in their damage output and the fact that they have a wind effect to move opponents away from Palutena if they are just outside of the move’s hitbox. | ||
The strongest part of Palutena's moveset, however, is her | The strongest part of Palutena's moveset, however, is her [[aerial]]s, each having strong combo or KO potential. Despite all of her aerials having rather high ending lag, this is compensated by their very low landing lag and generous autocancel windows making them very safe on shield. Her neutral aerial is a very fast and safe move, being Palutena’s best combo tool by far as it combos into her other aerial attacks (including itself) until reasonably high percents, while also having KO potential at very high percents. Her up aerial is an extremely good juggling tool capable of killing off the top blast zone around 100% (even on heavyweights), with its fairly large, long-lasting hitbox making it difficult to avoid. Her back aerial, like her dash attack, grants invincibility on Palutena's shield. It has the strongest knockback of any of her aerials and is one of Palutena’s best KO options, especially from down throw. Her forward aerial, while not quite as strong, is a good combo finisher with KO potential towards the side blast zones at very high percents. While her down aerial is generally considered the weakest of her aerials, if used offstage it can have a meteor smash effect, meaning it can kill opponents at the bottom blast zone. | ||
Additionally, | Additionally, Palutena’s [[special move]]s each have utility, most prominently for zoning. Her Explosive Flame can be used on opponents some distance from Palutena, and is good for forcing them into the air or for securing KOs from the top blast zone at higher percents. Her neutral special attack, [[Autoreticle]], while not quite as useful as Explosive Flame, is another projectile which can apply safe pressure and rack up damage from a distance. Her up special, [[Warp]], is a teleport which grants invincibility on frames 16-32. In addition to being useful for getting into a more favourable stage position, its invincibility makes it an extremely useful recovery tool which, combined with Palutena’s high jumps, gives her a very good recovery. Finally, her down special is a counter which acts similarly to Lucina and Marth’s counter when used on nearby opponents, but can also reflect projectiles from a distance. Lastly, several of her moves, such as her tilts and aerial moves, have additional shield damage, making her good at pressuring, especially since her forward and back aerials can autocancel in a short hop fast fall. | ||
Although Palutena has very good strengths, she does have a number of noticeable weaknesses. Her most glaring problem is her mediocre ground game, with all of her grounded attacks bar her dash attack coming out on frame 8 or later and almost all of her moves either have high startup (smash attacks and down tilt), punishable ending lag (forward, back and down aerials and smash attacks) long duration (all of her tilts) or all three (forward tilt and special moves), making her very vulnerable if her attacks miss or are dodged or shielded. While some of her grounded attacks have the potential to KO, such as forward tilt, up tilt and dash attack, it is not until much higher percents than her other attacks. This is another weakness of Palutena - while a number of her moves have the potential to KO at reasonable percents, she can still struggle to secure kills due to her options being either somewhat risky or situational. Though her back aerial is a reliable kill option at reasonable percents, it has high ending lag and her smash attacks each have a noticeable amount of startup and very high ending lag, making them punishable, while Explosive Flame is also easily punishable if whiffed due to its endlag and her up aerial relies on Palutena being underneath her opponent. Furthermore, while Palutena’s recovery is decent in its distance, Warp leaves her helpless and lacks a hitbox to protect her, which - combined with the fact that Palutena is a tall character - means that her recovery can be easily exploited by opponents who know how to intercept teleport recoveries. | |||
Despite this, Palutena is generally considered at worst a high tier character due to her versatility, well-roundedness and relatively easy combo game. Her lack of overwhelming weaknesses means that there are few opponents she struggles against, and thus her representation at tournaments has generally been excellent thanks to players like Nairo maining her and achieving noteworthy results. | |||
Despite this, Palutena is generally considered at worst a high tier character due to her versatility, well-roundedness and relatively easy combo game. Her lack of overwhelming weaknesses means that there are few opponents she struggles against. | |||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Palutena | Palutena had been considered a low-mid tier character in ''Smash 4'' (ranking dead last of mid tier), and suffered from poor tournament representation even after receiving buffs via updates. In the transition to ''Ultimate'', she has been drastically [[buff]]ed, to the point where she is considered to be one of the most improved returning characters, similarly to the changes {{SSBU|Pichu}} received. | ||
In addition to the universal mobility buffs, nearly the entirety of Palutena's moveset has been improved in various ways, many of which are substantial. Starting with her ground game, [[forward tilt]], having previously been considered the worst of its kind, has less startup and ending lag, connects both hits reliably, and has increased power; likewise, [[up tilt]] has increased power and connects more reliably, while [[down tilt]] has a longer duration and more favorable angles of knockback. [[Dash attack]] deals more damage and has much less ending lag, allowing Palutena to better take advantage of the [[invincibility]] at the front of the move. Furthermore, all her [[smash attack]]s have less ending lag, [[forward smash]] and [[down smash]] have stronger [[windbox]]es, and [[up smash]] has a much longer duration, allowing it to catch airborne opponents more effectively. | |||
Palutena's | Palutena's aerial game has been further strengthened, now being one of the most efficient aspects of her moveset. The most notable example is [[neutral aerial]], which has larger hitboxes, connects more reliably, consistently launches opponents in the direction Palutena is facing, and heavily benefits from the universally decreased [[landing lag]] on [[aerial attack]]s. As such, it has become one of Palutena's most reliable [[approach]] options, and more infamously, it can [[combo]] into itself multiple times to rack up large amounts of damage, as well as other aerials. [[Forward aerial]] and [[down aerial]] both deal more damage without compensation on their knockback, with the latter also having a longer duration (previously lasting only one frame), while [[back aerial]] has increased knockback and no longer possesses a sourspot. Additionally, [[up aerial]] deals slightly more damage and [[auto-cancel]]s much earlier, no longer failing to auto-cancel in a full hop. These changes amount to noticeably improving Palutena's KO ability overall, allowing her to close stocks better at high percents with her safer options, which is complemented by their lower landing lag. As for her [[grab]] game, her [[throw]]s have received few changes, but more notably, [[back throw]] KOs more effectively near edges due to launching opponents at a lower angle. | ||
Moreover, Palutena's [[special move]]set, previously considered among the most situational in ''Smash 4'', has undergone an overhaul with considerable improvements. Instead of having [[Reflect Barrier]] as her [[side special]] and {{b|Counter|Palutena}} as her [[down special]], both moves have been merged into her down special, which triggers Counter or Reflect Barrier depending on whether the attack it blocks is [[reflect]]able or not, while her new side special is [[Explosive Flame]], previously one of her custom [[neutral special]]s in ''Smash 4''. This effectively gives Palutena an additional move, and makes her the only character alongside the {{SSBU|Mii Fighter}}s to retain a former [[custom move]]. In addition to this, all of her returning special moves have been buffed. [[Autoreticle]]'s shots are faster and deal both more damage and knockback, while Explosive Flame is likewise considerably stronger (KOing opponents reliably at high percents), has much less ending lag, and can be summoned at two different distances depending on control stick input. This greatly improves Palutena's zoning capabilities, allowing her to threaten opponents from diverse positions, and gives her a more defined strength of long ranged attacks that have excellent utility. Lastly, [[Warp]] grants slightly more [[intangibility]], and from her down special, Counter has less startup (no longer being the slowest in the game), a longer window, and less ending lag especially upon a successful counterattack, in addition to dealing more knockback, while Reflect Barrier has a much higher damage multiplier on reflected projectiles. | |||
In spite of her myriad of buffs, Palutena did still receive some notable nerfs. Although her full [[neutral attack]] connects more reliably, the first hit can no longer be used for [[jab cancel]] setups at high percents due to its altered knockback. Up tilt has fewer active frames, making it slightly worse as an anti-air attack, while back aerial's invincibility is slower and shorter, preventing it from blocking opposing attacks as consistently, and up aerial has more startup. Additionally, as Reflect Barrier can no longer be triggered on command, it is less effective for preemptively deterring projectile use. However, these nerfs are largely outweighed by the larger and more significant amount of buffs she has received, while other nerfs, such as the increased ending lag on her grabs and reduced [[shield damage]] on her projectiles, have also affected the rest of the cast. | |||
Palutena's buffs have improved her standing in ''Ultimate''{{'}}s [[metagame]] by a large margin, with a huge representation at all levels of play, and she has consistently attained high placements in tournaments thanks to players such as {{Sm|Nairo}}, {{Sm|Gen}}, and {{Sm|Zinoto}}. Additionally, while Palutena has received some noticeable nerfs in [[updates]], her nerfs were not as drastic as other prominent characters in the metagame since the game's release, such as {{SSBU|Peach}}, {{SSBU|Pichu}}, and {{SSBU|Olimar}}. As a result, she is widely considered a top tier character by the ''Smash'' community, as well as one of the best characters in the game, if not the best. | |||
{{SSB4 to SSBU changelist|char=Palutena}} | {{SSB4 to SSBU changelist|char=Palutena}} | ||
==Update history== | ==Update history== | ||
Aside from fixing the Super [[Warp]] Glitch, Palutena has received a mix of buffs and nerfs via game updates, but has been nerfed slightly overall. Update {{SSBU|2.0.0}} made Warp safer to recover with, and reduced neutral aerial's hitlag, making it harder to SDI. In {{SSBU|3.0.0}}, however, she has been affected by the universal reduction of shield damage for projectiles. As a result, [[Autoreticle]] and [[Explosive Flame]] are less effective for shield pressure when used in conjunction. | |||
Update {{SSBU| | Update {{SSBU|7.0.0}} granted Plautena a mix of buffs and nerfs, but nerfed her overall: while down smash and up tilt's last hit are stronger, neutral aerial's last hit has less range and down throw's increased knockback worsened its combo potential. Update {{SSBU|11.0.0}} worsened the safety of both dash attack and forward aerial by increasing their ending lag and landing lag, respectively. In addition, her standing grab's range was shortened noticeably, which slightly hinders her grab game. | ||
Overall, Palutena fares slightly worse than she did at ''Ultimate''{{'}}s launch, but remains one of the most viable characters in the game. | |||
Overall, | |||
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | ||
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|game=SSBU | |game=SSBU | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=0.6% (loop),<br/>3.5% (last) | |neutral2dmg=0.6% (loop),<br/>3.5% (last) | ||
|neutraldesc=Thrusts her staff forward to emit a blast of light from its orb. While holding her staff out, she then proceeds to attack with repeated bursts of light, followed | |neutraldesc=Thrusts her staff forward to emit a blast of light from its orb. While holding her staff out, she then proceeds to attack with repeated bursts of light, followed by a final burst from an upward swipe. The first hit can lock. The final hit does decent knockback allowing it to function as a situational KO move. However, it is slow for a neutral attack, due to coming out on frame 8. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=6% (hit 1), 7% (hit 2) | |ftiltdmg=6% (hit 1), 7% (hit 2) | ||
|ftiltdesc=Telekinetically spins her staff in front of | |ftiltdesc=Telekinetically spins her staff in front of her, inwards. This move can hits twice altogether if the tail of the staff hits the opponent. Its long duration and range allows it to punish sidesteps and backward rolls. The second hit has slightly more range than that of the first. However it comes out on frame 14, and its long duration and high lag makes it very punishable if missed. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=1.4% (hits 1-5), 2.5% (hit 6) | |utiltdmg=1.4% (hits 1-5), 2.5% (hit 6) | ||
|utiltdesc=Kneels and telekinetically spins her staff overhead. Unlike her forward and down tilts, it has KO potential due to the high knockback scaling on the last hit. It also has the lowest startup lag of her tilts, coming out on frame 8. However, its long duration and noticeable ending lag make it punishable. It also has a | |utiltdesc=Kneels and telekinetically spins her staff overhead. Unlike her forward and down tilts, it has KO potential due to the high knockback scaling on the last hit. It also has the lowest startup lag of her tilts, coming out on frame 8. However, its long duration and noticeable ending lag make it punishable. It also has a blindspot that makes it almost impossible to hit small or crouching characters like {{SSBU|Kirby}}. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=8.5% (grounded opponents), 5% (aerial opponents) | |dtiltdmg=8.5% (grounded opponents), 5% (aerial opponents) | ||
|dtiltdesc=Kneels and telekinetically spins her staff along the ground in front of her. A good spacing tool, and can even punish sidesteps. Slow startup on frame 14 but a low 12 frames of ending lag and has a long 14 frames duration. If the opponent is hit in the air it will be launched vertically, and it is a semi-spike if it hits opponents on the ground. It is one of the few moves in the game that has a longer duration than ending lag, and because of these attributes combined, it | |dtiltdesc=Kneels and telekinetically spins her staff along the ground in front of her. A good spacing tool, and can even punish sidesteps. Slow startup on frame 14 but a low 12 frames of ending lag and has a long 14 frames duration. If the opponent is hit in the air it will be launched vertically, and it is a semi-spike if it hits opponents on the ground. It is one of the few moves in the game that has a longer duration than ending lag, and because of these attributes combined, it's one of the best moves for edge-guarding and 2-framing opponents. It also has the lowest ending lag of a move in her movest, even less than the first hit of her neutral attack. | ||
|dashname= | |dashname= | ||
|dashdmg=11% (clean), 7% (late) | |dashdmg=11% (clean), 7% (late) | ||
|dashdesc=Charges | |dashdesc=Charges forwards with her shield. Its clean hitbox grants partial [[invincibility]] to Palutena's body and arm (frames 5 and 6 on her upper body, and frames 7-16 on her arm). Her also shield shines briefly, which indicates the duration of its hitbox. Fast start-up on frame 6, although it is unsafe on shield. The clean hit has decent knockback and KOs around 160%. | ||
|fsmashname= | |fsmashname=Angel Wings | ||
|fsmashdmg={{ChargedSmashDmgSSBU|16}} (base), {{ChargedSmashDmgSSBU|13}} (tip) | |fsmashdmg={{ChargedSmashDmgSSBU|16}} (base), {{ChargedSmashDmgSSBU|13}} (tip) | ||
|fsmashdesc=Conjures a pair of ethereal wings and flaps them forward. | |fsmashdesc=Conjures a pair of ethereal wings and flaps them forward. Great range. This move has a huge windbox near the tips of the wings that can [[push]] away opponents and potentially [[gimp]] recoveries. The tip of the wings is weaker compared to the inner part. Has quite a bit startup lag at frame 18, tied with up smash, and very high ending lag with 43 frames, making this move very punishable. Occasionally, Palutena utters "Goddess Wings!" when using this move. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBU|16}}/{{ChargedSmashDmgSSBU|12}}/{{ChargedSmashDmgSSBU|9}} (clean, base/middle/tip), {{ChargedSmashDmgSSBU|13}}/{{ChargedSmashDmgSSBU|9}}/{{ChargedSmashDmgSSBU|7}} (late) | |usmashdmg={{ChargedSmashDmgSSBU|16}}/{{ChargedSmashDmgSSBU|12}}/{{ChargedSmashDmgSSBU|9}} (clean, base/middle/tip), {{ChargedSmashDmgSSBU|13}}/{{ChargedSmashDmgSSBU|9}}/{{ChargedSmashDmgSSBU|7}} (late) | ||
|usmashdesc=Raises her staff skyward | |usmashdesc=Raises her staff skyward, conjuring a cyan beam of light that erupts from the ground in front of herself. Has the second highest vertical range of any up smash in the game, surpassed only by {{SSBU|Snake}}'s. The beam has three hitboxes: one at the base, one at the middle, and one at the top. It has a long-lasting 18-frame duration, and unlike her other smash attacks, has a moderate 28 frames of ending lag, making it her most reliable smash attack. However the long duration and moderate ending lag still makes it very punishable if missed or dodged and it has almost no horizontal range in front of Palutena and without covering her from directly above and behind. This is one of her main attacks in ''{{iw|icaruspedia|Kid Icarus: Uprising}}'' when she is controlled by the {{iw|icaruspedia|Chaos Kin}}, and is also used by {{iw|icaruspedia|Pseudo-Palutena}}. | ||
|dsmashname= | |dsmashname=Angel Wings | ||
|dsmashdmg={{ChargedSmashDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|13}} (late) | |dsmashdmg={{ChargedSmashDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|13}} (late) | ||
|dsmashdesc=Conjures a pair of ethereal wings and flaps them downward on both sides. It has very long range. Its clean hitbox has the highest knockback scaling out of her smash attacks. Much like her forward smash, huge windboxes appear near the tips of her wings and has a sourspot at the tip. Much like her forward smash, Palutena occasionally utters "Goddess Wings!" when using this move. Due to coming out on frame 17 and having extreme ending lag (49 frames), it is very easy to punish. | |dsmashdesc=Conjures a pair of ethereal wings and flaps them downward on both sides. It has very long range. Its clean hitbox has the highest knockback scaling out of her smash attacks. Much like her forward smash, huge windboxes appear near the tips of her wings and has a sourspot at the tip. Much like her forward smash, Palutena occasionally utters "Goddess Wings!" when using this move. Due to coming out on frame 17 and having extreme ending lag (49 frames), it is very easy to punish. | ||
|nairname= | |nairname= | ||
|nairdmg={{ShortHopDmgSSBU|1.4}} (hits 1-6), {{ShortHopDmgSSBU|5.1}} (hit 7) | |nairdmg={{ShortHopDmgSSBU|1.4}} (hits 1-6), {{ShortHopDmgSSBU|5.1}} (hit 7) | ||
|nairdesc=Telekinetically spins her staff | |nairdesc=Telekinetically spins her staff around her. Has the lowest amount of startup lag in her moveset, coming out on frame 5. Notorious for its ability to effectively combo into itself and into other aerials, being capable of comboing into itself at low percents until four times, and especially for its importance to Palutena's gameplan thanks to its low ending and landing lag, making it very spammable. It also can easily set up an edge-eguard when fast fallen, and due to its high knockback scaling, it has enough knockback to KO middleweights at around 150% on the edge of Final Destination. All of these traits combined make it one of her best moves and is arguably one of the best moves in the game due to its effectiveness. Auto-cancels in a full hop. | ||
|fairname= | |fairname= | ||
|fairdmg={{ShortHopDmgSSBU|10}} | |fairdmg={{ShortHopDmgSSBU|10}} | ||
|fairdesc=A flying kick. It has long disjointed range and is somewhat disjointed, as the hitbox extends beyond Palutena's leg. It has a generous auto-cancel window, doing so in a short hop fast fall, and | |fairdesc=A flying kick. It has long disjointed range and is somewhat disjointed, as the hitbox extends beyond Palutena's leg. It has a generous auto-cancel window, doing so in a short hop fast fall, and has decent knockback, allowing it to set up edge-guards at high percents. Comes out on frame 9, but it has high ending lag and a short hitbox duration. | ||
|bairname= | |bairname= | ||
|bairdmg={{ShortHopDmgSSBU|12}} | |bairdmg={{ShortHopDmgSSBU|12}} | ||
|bairdesc= | |bairdesc=Swings her shield behind her. Much like her dash attack, the clean hitbox grants invincibility around her upper body, and the duration of its hitbox is indicated by a shine. Its invincibility is brief, which is just before the hitbox first comes out (frame 7). Like her fair, it has a generous autocancel window, allowing it to autocancel in a short hop fast fall. It has a large hitbox, but is unable to cover Palutena at point-blank range. It also has 40 frames of ending lag, making it very punishable if not used close to the ground. | ||
|uairname= | |uairname= | ||
|uairdmg={{ShortHopDmgSSBU|1}} (hits 1-5), {{ShortHopDmgSSBU|5}} (hit 6) | |uairdmg={{ShortHopDmgSSBU|1}} (hits 1-5), {{ShortHopDmgSSBU|5}} (hit 6) | ||
|uairdesc=Twirls | |uairdesc=Twirls while emitting her halo above her. Comes out on frame 10, and is tied with down aerial for being the slowest start-up of Palutena's aerials. It has several hitboxes that grant great coverage above Palutena. It has good power and can KO reliably around 110%. Autocancels in a full hop. | ||
|dairname=Purging Kick | |dairname=Purging Kick | ||
|dairdmg={{ShortHopDmgSSBU|11}} | |dairdmg={{ShortHopDmgSSBU|11}} | ||
|dairdesc=A downward roundhouse kick. Unlike most meteor smashes, it will always meteor smash midair opponents, thanks to its consistent hitbox. It is also fairly fast for a meteor smash, coming out on frame 10. Conversely, it will obliquely launch grounded opponents (grounded opponents in front of Palutena are launched behind her, and vice versa), which allows it to be used as a punishment option from [[out of shield]] when SHFF'd. However, it is unarguably Palutena's worst aerial for a number of reasons. Due to it hitting on frame 10, it is tied with her up aerial for her slowest aerial. It also has the shortest range, duration, and worst auto-cancel window of her aerials (auto-canceling late in a full hop), while its knockback is only average at best for a meteor smash. It also has immense ending lag (47 frames), which is among the laggiest aerials in the game. These traits make it a highly risky, yet only moderately rewarding move, with characters such as {{SSBU|Ivysaur}}, {{SSBU|Luigi}} and {{SSBU|Cloud}} having noticeably better meteor smashes that are similar or even faster in comparison. | |dairdesc=A downward roundhouse kick. Unlike most meteor smashes, it will always meteor smash midair opponents, thanks to its consistent hitbox. It is also fairly fast for a meteor smash, coming out on frame 10. Conversely, it will obliquely launch grounded opponents (grounded opponents in front of Palutena are launched behind her, and vice versa), which allows it to be used as a punishment option from [[out of shield]] when SHFF'd. However, it is unarguably Palutena's worst aerial for a number of reasons. Due to it hitting on frame 10, it is tied with her up aerial for her slowest aerial. It also has the shortest range, duration, and worst auto-cancel window of her aerials (auto-canceling late in a full hop), while its knockback is only average at best for a meteor smash. It also has immense ending lag (47 frames), which is among the laggiest aerials in the game. These traits make it a highly risky, yet only moderately rewarding move, with characters such as {{SSBU|Ivysaur}}, {{SSBU|Luigi}} and {{SSBU|Cloud}} having noticeably better meteor smashes that are similar or even faster in comparison. | ||
|grabname= | |grabname= | ||
|grabdesc=Telekinetically clinches the opponent. Palutena's standing grab range is above-average, while her pivot grab also has impressive range. However, her grab has a noticeable amount of ending lag. | |grabdesc=Telekinetically clinches the opponent. Palutena's standing grab range is above-average, while her pivot grab also has impressive range. However, her grab has a noticeable amount of ending lag. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=Emits a small burst of light. | |pummeldesc=Emits a small burst of light. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=9% | |fthrowdmg=9% | ||
|fthrowdesc= | |fthrowdesc=Slightly curls herself and then telekinetically tosses the opponent forward while throwing out her arms. It is Palutena's second-most damaging throw, but its only utility is as an edge-guard set-up. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=10% | |bthrowdmg=10% | ||
|bthrowdesc=Telekinetically lifts the opponent and then performs an inverted version of the {{ | |bthrowdesc=Telekinetically lifts the opponent and then performs an inverted version of the {{s|wikipedia|Arabesque|ballet position}} (a ballet position) to fling the opponent backward. It is Palutena's most damaging throw, and her only throw that KOs at reasonable percentages, doing so at around 130% on middleweights on the edge of Final Destination, and it is also useful for setting up an edge-guard. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=8% | |uthrowdmg=8% | ||
|uthrowdesc=Telekinetically raises the opponent upward with her left arm, and heaves them upward by thrusting her staff upward. Despite having high base knockback, its average damage output and below-average knockback scaling make it unreliable at KOing without the use of a highly elevated [[platform]], while its ending lag makes it unfavorable as a combo starter. As a result, it is better suited for setting up aerial pressure. | |uthrowdesc=Telekinetically raises the opponent upward with her left arm, and heaves them upward by thrusting her staff upward. Despite having high base knockback, its average damage output and below-average knockback scaling make it unreliable at KOing without the use of a highly elevated [[platform]], while its ending lag makes it unfavorable as a combo starter. As a result, it is better suited for setting up aerial pressure. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=5% | |dthrowdmg=5% | ||
|dthrowdesc=Telekinetically lifts the opponent | |dthrowdesc=Telekinetically lifts the opponent, then smashes them against the ground. It is Palutena's most useful throw, thanks to its high base knockback, very low knockback growth, and diagonal launching angle. These traits make it a potent combo starter at a wide range of percents, being able to set up neutral aerial strings at low to mid percents (or just combo into any of her aerials), and can even set up for KO confirms into back aerial at high percents. As of update 7.0.0, however, the latter combo is noticeably more difficult to pull off. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
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|floorbname= | |floorbname= | ||
|floorbdmg=7% | |floorbdmg=7% | ||
|floorbdesc= | |floorbdesc=Same as her frontal floor attack. | ||
|floortname= | |floortname= | ||
|floortdmg=5% | |floortdmg=5% | ||
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|edgename= | |edgename= | ||
|edgedmg=9% | |edgedmg=9% | ||
|edgedesc=Performs a | |edgedesc=Performs a sweeping kick while climbing up. | ||
|nsname=Autoreticle | |nsname=Autoreticle | ||
|nsdmg=3.5% (per shot) | |nsdmg=3.5% (per shot) | ||
|nsdesc=Illuminates her staff's orb to aim [[icaruspedia:Autoreticle|a reticle over the opponent, and then fires three energy blasts at that location]]. It will only fire the blasts if nothing blocks her target, and if the opponent is within range and not [[intangible]]. The shots can [[lock]], although due to the changes on locking, it has even less use to initiate combos. It can be used as a way for stopping direct approaches and to force an approach. It is also able to hit opponents behind Palutena, such as if she is moving when it fires and if the opponent is at the maximum horizontal range toward her. Although situational, it also has very minor recovery potential, thanks to it briefly stalling her descent. However, it has high ending lag, regardless of whether or not it targets anything. Its very minor knockback also makes it poor for spacing. | |nsdesc=Illuminates her staff's orb to aim [[icaruspedia:Autoreticle|a reticle over the opponent, and then fires three energy blasts at that location]]. It will only fire the blasts if nothing blocks her target, and if the opponent is within range and not [[Intangibility|intangible]]. The shots can [[lock]], although due to the changes on locking, it has even less use to initiate combos. It can be used as a way for stopping direct approaches and to force an approach. It is also able to hit opponents behind Palutena, such as if she is moving when it fires and if the opponent is at the maximum horizontal range toward her. Although situational, it also has very minor recovery potential, thanks to it briefly stalling her descent. However, it has high ending lag, regardless of whether or not it targets anything. Its very minor knockback also makes it poor for spacing. | ||
|ssname=Explosive Flame | |ssname=Explosive Flame | ||
|ssdmg=1.5% (hits 1-6), 5.5% (hit 7) | |ssdmg=1.5% (hits 1-6), 5.5% (hit 7) | ||
|ssdesc=Creates [[icaruspedia:Explosive Flame|a multi-hitting explosion]] approximately 4 character lengths away from herself. If inputted like a smash attack, the explosion hits approximately 7.5 | |ssdesc=Creates [[icaruspedia:Explosive Flame|a multi-hitting explosion]] approximately 4 character lengths away from herself. If inputted like a smash attack, the explosion hits approximately 7.5 spaces away. The ability to change its range makes it a decent spacing and zoning tool, as well as an edge-guarding option. This move has good KO potential, thanks to its loop hits reliably trapping the opponent, and its last hit having impressive knockback. However it is very punishable if missed. However, it is safe on shield due to its minimal ending lag. | ||
|usname=Warp | |usname=Warp | ||
|usdmg=— | |usdmg=— | ||
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|dsdesc=Palutena uses her shield to retaliate against an opponent's attack. If a physical attack connects, Palutena will [[icaruspedia:Counter|forcefully thrust her staff forward]], creating a blast of light. If a projectile attack connects, she raises her shield to emit [[icaruspedia:Reflect Barrier|a rectangular barrier that reflects]] the projectile. | |dsdesc=Palutena uses her shield to retaliate against an opponent's attack. If a physical attack connects, Palutena will [[icaruspedia:Counter|forcefully thrust her staff forward]], creating a blast of light. If a projectile attack connects, she raises her shield to emit [[icaruspedia:Reflect Barrier|a rectangular barrier that reflects]] the projectile. | ||
|fsname=Black Hole Laser | |fsname=Black Hole Laser | ||
|fsdmg= | |fsdmg=40.8% (maximum damage) | ||
|fsdesc=Illuminates her staff's orb and twirls around repeatedly before firing a {{iw|icaruspedia|Black Hole}} from her staff's orb, after which she quickly retreats off-stage in order to fire a {{iw|icaruspedia|Mega Laser}} into the Black Hole. The Black Hole does not deal damage, but [[pull]]s | |fsdesc=Illuminates her staff's orb and twirls around repeatedly before firing a {{iw|icaruspedia|Black Hole}} from her staff's orb, after which she quickly retreats off-stage in order to fire a {{iw|icaruspedia|Mega Laser}} into the Black Hole. The Black Hole does not deal damage, but [[pull]]s the opponent into itself and places them in a [[tumbling]] state. Conversely, the Mega Laser hits multiple times before concluding with a final hit that launches the opponent and dissipates the Black Hole. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
*Walks out of a set of golden doors that are decorated with her halo's design and emit a bright, shining light. | *Walks out of a set of golden doors that are decorated with her halo's design and emit a bright, shining light. | ||
<gallery> | <gallery> | ||
PalutenaOnScreenAppearanceSSBU.gif|Palutena's on-screen appearance | PalutenaOnScreenAppearanceSSBU.gif|Palutena's on-screen appearance | ||
</gallery> | </gallery> | ||
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*Looks away while crossing her staff and shield in front of herself, during which she briefly emits her halo. | *Looks away while crossing her staff and shield in front of herself, during which she briefly emits her halo. | ||
<gallery> | <gallery> | ||
SSBUPalutenaIdle1.gif|Palutena's first idle pose | SSBUPalutenaIdle1.gif|Palutena's first idle pose | ||
SSBUPalutenaIdle2.gif|Palutena's second idle pose | SSBUPalutenaIdle2.gif|Palutena's second idle pose | ||
</gallery> | </gallery> | ||
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</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
Since the beginning of ''Ultimate,'' Palutena has always had a very positive reception among the ''Smash'' community, as many top players noticed her considerable buffs from ''Smash 4'' early on and was agreed on as a high tier for much of 2019. However, after {{Sm|Nairo}} won {{Trn|Mainstage}} and {{Trn|Let's Make Big Moves}}, her already strong reception and results have further increased, with strengths such as her notorious neutral aerial, KO confirms from her down throw, and her relatively low learning curve becoming even more apparent, while her few weaknesses are relatively minor. This has to led to nearly all top players to believe she is a top tier, with many claiming she is among the best in the game, alongside {{SSBU|Pikachu}}, {{SSBU|Joker}}, and {{SSBU|Peach}}. | |||
While she has been nerfed in updates 7.0.0 and 11.0.0, these nerfs have had a relatively minor effect on her viability and she remains an excellent choice in competitive play. | |||
However, Palutena's metagame has suffered from a brief period of stagnation due to the ban of her best player, Nairo. Although this ban has been overturned since, he has yet to make an active return to the competitive scene, partly because he was also banned by Twitch and any attempt to stream tournament matches featuring him is considered ban evading by the streaming site. In his absence, Palutena is now currently represented by players such as {{Sm|Abadango}}, {{Sm|Jagaimo}}, {{Sm|Gen}}, {{Sm|Chag}}, {{Sm|Compact}}, and many more. | |||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
'' | ''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.'' | ||
''See also: [[:Category:Palutena professionals (SSBU)]]'' | |||
*{{Sm|Abadango|Japan}} (#24) - Co-mains {{SSBU|Pikachu}} with Palutena and is one of the best Palutena players in the world. Placed 1st at {{Trn|Just Roll With It! 11}}, 2nd at {{Trn|Eastern Powerhouse Invitational FINAL}} and {{Trn|EGS Cup 3}}, 5th at {{Trn|The Kid, the Goat, and the Mang0}}, and 9th at {{Trn|EVO Japan 2020}} with wins over players such as {{Sm|VoiD}}, {{Sm|ProtoBanham}}, and {{Sm|Shuton}}. | |||
*{{Sm|Chag|Mexico}} - The best Palutena player in Mexico. Placed 1st at {{Trn|Abierto Puerto Vallarta}}, 5th at {{Trn|Glitch 8.5 - Konami Code}},7th at {{Trn|Port Priority 6}}, and 13th at both {{Trn|Smash Factor 8}} and {{Trn|Low Tide City 2021}}, with wins over players such as {{Sm|Maister}}, {{Sm|Dark Wizzy}}, and {{Sm|Kola}}. Currently ranked 2nd on the [[Mexican Power Rankings]]. Online, placed 2nd at {{Trn|The Box: Lunch Box 8}}, 3rd at {{Trn|The Box: L4st's Box}}, and 4th at both {{Trn|Smash Out Breast Cancer}} and {{Trn|SWT: Mexico Ultimate Online Qualifier}}. Currently ranked 9th on the [[Wi-Fi Warrior Rank v7]]. | |||
*{{Sm|Compact|Japan}} - Placed 5th at {{Trn|Sumabato SP 5}}, 5th at {{Trn|Karisuma SP 7}}, and 17th at both {{Trn|EVO Japan 2020}} and {{Trn|Sumabato SP 12}} with wins over {{Sm|Zackray}}, {{Sm|kameme}}, and {{Sm|Nietono}}. | |||
*{{Sm|Gen|USA}} - One of the best solo-Palutena players in the world. Placed 9th at {{Trn|Glitch 7 - Minus World}}, 13th at both {{Trn|Get On My Level 2019}} and {{Trn|Let's Make Big Moves}}, and 17th at {{Trn|Shine 2019}} with wins over {{Sm|Light|p=Connecticut}}, {{Sm|Dabuz}}, and {{Sm|Dark Wizzy}}. Formerly ranked in the Area 51 position on the [[Spring 2019 PGRU]]. Online, placed 9th at {{Trn|Ultimate Naifu Wars 11}} and 25th at {{Trn|The Box}}. Formerly ranked 51st on the [[Wi-Fi Warrior Rank v5]]. | |||
*{{Sm|Jagaimo|Japan}} - One of the best solo-Palutena players in the world. Placed 4th at {{Trn|Eastern Powerhouse Invitational FINAL}}, 9th at {{Trn|Umebura SP 5}}, {{Trn|EVO Japan 2020}}, and {{Trn|Sumabato SP 10}}, and 13th at {{Trn|Umebura SP 7}} with wins over {{Sm|Zackray}}, {{Sm|kameme}}, and {{Sm|Gackt}}. | |||
*{{Sm|Light|p=Germany|Germany}} - The best Palutena player in Europe during the first year of the game's active lifespan. Placed 3rd at {{Trn|DreamHack Leipzig 2020}}, 5th at {{Trn|Syndicate 2019}}, 17th at both {{Trn|The Kid, the Goat, and the Mang0}} and {{Trn|Albion 4}}, and 33rd at {{Trn|Frostbite 2019}} with wins over {{Sm|Glutonny}}, {{Sm|Jw}}, and {{Sm|quiK}}. Currently ranked 9th on the [[European Smash Rankings]]. | |||
*{{Sm|Lui$|USA}} (#39) - One of the best Palutena players in the United States. Placed 5th at {{Trn|Port Priority 6}} and 7th at {{Trn|Mega Smash Mondays 240}}, {{Trn|Riptide}}, and {{Trn|Low Tide City 2021}}. Online, placed 3rd at {{Trn|Ultimate 32}} and 5th at {{Trn|Rev It Up: 2020 Series}}. Currently ranked 22nd on the [[Wi-Fi Warrior Rank v7]]. | |||
*{{Sm|marisa|UK}} - One of the best Palutena players in Europe during the first year of the game's active lifespan. Placed 1st at almost all UK tournaments she attended as well as 4th at {{Trn|Albion 4}} and 13th at {{Trn|Regen 2019}} with wins over {{Sm|MVD}} and {{Sm|Mr.R}}. Currently ranked 17th on the [[European Smash Rankings]]. | |||
*{{Sm|Nairo|USA}} (#4) - Formerly the best Palutena player in the world. Placed 1st at {{Trn|Mainstage}} and {{Trn|Let's Make Big Moves}}, 2nd at {{Trn|Glitch 6}}, 3rd at {{Trn|Shine 2019}}, 4th at {{Trn|The Big House 9}}, and 5th at {{Trn|Super Smash Con 2019}}. Currently on an indefinite hiatus from competitive play. | |||
*{{Sm|Raflow|France}} - The best Palutena player in Europe following the return of offline competitive play. Placed 3rd at {{Trn|TWELVE I - 2020}}, 4th at {{Trn|Super Smash Stadium Édition Battlefield}}, 5th at {{Trn|WANTED SAISON 4 - Episode 1}}, 7th at {{Trn|Temple: Hermès Edition}}, and 9th at {{Trn|WANTED SAISON 4 - Chapter 2}} with wins over players such as {{Sm|Glutonny}}, {{Sm|Mr.R}}, and {{Sm|Space}}. | |||
=={{SSBU|Classic Mode}}: A Little Divine Intervention== | =={{SSBU|Classic Mode}}: A Little Divine Intervention== | ||
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|5||{{CharHead|Bayonetta|SSBU|hsize=20px}}||[[Umbra Clock Tower]]||''{{SSBUMusicLink|Bayonetta|Riders Of The Light}}''|| | |5||{{CharHead|Bayonetta|SSBU|hsize=20px}}||[[Umbra Clock Tower]]||''{{SSBUMusicLink|Bayonetta|Riders Of The Light}}''|| | ||
|- | |- | ||
|6||{{Head|Pit|g=SSBU|s=20px}}{{Head|Pit|g=SSBU|s=20px|cl=Yellow}}{{Head|Pit|g=SSBU|s=20px|cl=Red}} {{SSBU|Pit}} (x3) and {{Head|Dark Pit|g=SSBU|s=20px}}{{Head|Dark Pit|g=SSBU|s=20px|cl=Green}}{{Head|Dark Pit|g=SSBU|s=20px|cl=Brown}} {{SSBU|Dark Pit}} (x3)||[[Palutena's Temple]]||''{{SSBUMusicLink|Kid Icarus|Underworld}}''||Horde Battle | |6||{{Head|Pit|g=SSBU|s=20px}} {{Head|Pit|g=SSBU|s=20px|cl=Yellow}} {{Head|Pit|g=SSBU|s=20px|cl=Red}} {{SSBU|Pit}} (x3) and {{Head|Dark Pit|g=SSBU|s=20px}} {{Head|Dark Pit|g=SSBU|s=20px|cl=Green}} {{Head|Dark Pit|g=SSBU|s=20px|cl=Brown}} {{SSBU|Dark Pit}} (x3)||[[Palutena's Temple]]||''{{SSBUMusicLink|Kid Icarus|Underworld}}''||Horde Battle | ||
|- | |- | ||
|colspan="5"|[[Bonus Stage]] | |colspan="5"|[[Bonus Stage]] | ||
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|} | |} | ||
Note: Most stages play a track from the {{uv|Kid Icarus}} universe, no matter what universe the stage | Note: Most stages play a track from the {{uv|Kid Icarus}} universe, no matter what universe the stage originated from, with the only exception being Umbra Clock Tower. | ||
[[Credits]] roll after completing Classic Mode. Completing it as Palutena has ''{{SSBUMusicLink|Kid Icarus|Destroyed Skyworld}}'' accompany the credits. | [[Credits]] roll after completing Classic Mode. Completing it as Palutena has ''{{SSBUMusicLink|Kid Icarus|Destroyed Skyworld}}'' accompany the credits. | ||
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|''{{SSBUMusicLink|Kid Icarus|Destroyed Skyworld}}'' | |''{{SSBUMusicLink|Kid Icarus|Destroyed Skyworld}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]== | ==[[Spirit]]== | ||
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</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
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|•The enemy is easily distracted by items | |•The enemy is easily distracted by items | ||
|{{SSBUMusicLink|Animal Crossing|The Roost - Animal Crossing: Wild World}} | |{{SSBUMusicLink|Animal Crossing|The Roost - Animal Crossing: Wild World}} | ||
| | |{{iw|nookipedia|Serena}} | ||
|- | |- | ||
|957 | |957 | ||
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SSBU Palutena Number.png|Palutena's fighter card. | SSBU Palutena Number.png|Palutena's fighter card. | ||
Palutena unlock notice SSBU.jpg|Palutena's unlock notice. | Palutena unlock notice SSBU.jpg|Palutena's unlock notice. | ||
SSBUWebsitePalutena1.jpg|Idling on [[Coliseum]]. | SSBUWebsitePalutena1.jpg|Idling on [[Coliseum]]. | ||
SSBUWebsitePalutena2.jpg|Palutena summoning [[Explosive Flame]] on [[Skyloft]]. | SSBUWebsitePalutena2.jpg|Palutena summoning [[Explosive Flame]] on [[Skyloft]]. | ||
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==Trivia== | ==Trivia== | ||
*Palutena is the only character to have two previously separate | *Palutena is the only character to have two previously separate moves merge into one, being Counter and Reflect Barrier. | ||
*Palutena's artwork was one of three to have been updated on the official site, alongside {{SSBU|Falco}} and {{SSBU|Shulk}}. Compared to [[:File:Palutena_SSBU_No_Halo.png|her original artwork]], her halo was added, her chiton now covers up more of her thigh, her hair became a brighter green, her lips | *Palutena's artwork was one of three to have been updated on the official site, alongside {{SSBU|Falco}} and {{SSBU|Shulk}}. Compared to [[:File:Palutena_SSBU_No_Halo.png|her original artwork]], her halo was added, her chiton now covers up more of her thigh, her hair became a brighter green, her lips shrank, and her eyes grew. Overall, these changes make it more consistent with the official artwork from both [[:File:Palutena Uprising.png|''Kid Icarus: Uprising'']] and [[:File:Palutena SSB4.png|''Smash 4'']] (especially the latter), as well as her in-game model. | ||
*Due to age rating issues, the slit in her chiton was changed to cover up more of her thigh beginning in | *Due to age rating issues, the slit in her chiton was changed to cover up more of her thigh beginning in the 1.0.6. update for Japanese releases of ''SSB4''. This change was retained in ''Ultimate'', including all international versions. | ||
**While her official artwork depicts the top of the chiton's slit as fused together, it appears to be stitched together on her in-game model. | **While her official artwork depicts the top of the chiton's slit as fused together, it appears to be stitched together on her in-game model. | ||
**As Palutena's Fighter Spirit artwork uses an unaltered illustration from ''Kid Icarus: Uprising'', it depicts her chiton still revealing most of her thigh. This is probably an oversight, as the | **As Palutena's Fighter Spirit artwork uses an unaltered illustration from ''Kid Icarus: Uprising'', it depicts her chiton still revealing most of her thigh. This is probably an oversight, as the Spirits for Camilla from ''Fire Emblem: Fates'' and Mythra from ''Xenoblade Chronicles 2'' had modified artwork to be less provocative. | ||
***This oversight appears to be shared with the Fighter Spirits for {{SSBU|Bayonetta}} | ***This oversight appears to be shared with the Fighter Spirits for {{SSBU|Bayonetta}} and female {{SSBU|Corrin}}, who likewise use unaltered artwork from their games of origin, but have had censorship applied to them in their playable forms. | ||
*Palutena is one of the last characters to unlock. She's the last unlockable character in {{SSBU|Kirby}}'s Classic Mode column, she is the final opponent in the timed encounters, and in World of Light, she is in the Final Battle map. | *Palutena is one of the last characters to unlock. She's the last unlockable character in {{SSBU|Kirby}}'s Classic Mode column, she is the final opponent in the timed encounters, and in World of Light, she is in the Final Battle map. | ||
*An interview with [[Masahiro Sakurai]] revealed that Palutena and Bayonetta were under consideration to survive Galeem's attack in the World of Light opening | *An interview with [[Masahiro Sakurai]] revealed that Palutena and Bayonetta were under consideration to survive Galeem's attack in the World of Light opening. They were turned down in favor of {{SSBU|Kirby}}, due to both fighters being very complex characters to use for beginners and that other characters of their series were also turned into spirits, stating that Palutena couldn't do anything to escape as all other ''Kid Icarus'' deities like Hades were also turned into spirits. | ||
**Both Palutena and Bayonetta are | **Both Palutena and Bayonetta are in the Final Battle map, appearing as the last of all fighters. This implies that Galeem (and eventually Dharkon) knew how big of a threat Palutena and Bayonetta were (Palutena being a Goddess, and Bayonetta's slaughter of two gods) to his plans, so he kept them as a last resort. | ||
**Despite using Hades as an example, his spirit does not appear in World of Light at all. | **Despite using Hades as an example, his spirit does not appear in World of Light at all. | ||
*Prior to update 8.0.0, Palutena's unique voice clip when winning against Pit ("Oh, so sorry about that, Pit.") was missing in the [[Sound Test]]. She shares this distinction with {{SSBU|Fox}}, {{SSBU|Wolf}}, {{SSBU|Simon}}, and {{SSBU|Lucina}}. | *Prior to update 8.0.0, Palutena's unique voice clip when winning against Pit ("Oh, so sorry about that, Pit.") was missing in the [[Sound Test]]. She shares this distinction with {{SSBU|Fox}}, {{SSBU|Wolf}}, {{SSBU|Simon}}, and {{SSBU|Lucina}}. | ||
*Palutena is the only ''Kid Icarus'' character to not fight alongside a CPU ally in the final round of her route. | *Palutena is the only ''Kid Icarus'' character to not fight alongside a CPU ally in the final round of her route. | ||
*Oddly, Palutena does not vanish when performing a directional [[air dodge]] despite the sound effects playing. She shares this oddity with {{SSBU|Rosalina & Luma}} and {{SSBU|Greninja}}. | *Oddly, Palutena does not vanish when performing a directional [[air dodge]] despite the sound effects playing. She shares this oddity with {{SSBU|Rosalina & Luma}} and {{SSBU|Greninja}}. | ||
*Oddly, Palutena's internal files of voice clips for her smash | *Oddly, Palutena's internal files of voice clips for her smash attack uses the same three-number codes (e.g. "003" in case of "Goddess wings!" voice clip) used for special moves, Final Smashes, and [[on-screen appearance]]s of characters whose voice clips are ported from ''[[Super Smash Bros. Brawl]]'' (including partial ones like {{SSBU|Sonic}}), as well as few other characters such as Kirby, {{SSBU|Ness}}, {{SSBU|King Dedede}}, {{SSBU|Lucario}}, {{SSBU|Robin}}, and Rosalina & Luma, instead of using the "attack" descriptor that smash attacks usually share with neutral attack, tilt attacks, dash attack, aerial attacks, and floor attacks. This was also present in ''Smash 4''. {{SSBU|Daisy}} shares a similar (but not entirely the same) oddity with her on-screen appearance and [[Daisy Bomber]]. | ||
**In King Dedede's case, this does not apply to voice clips for [[Dede-Rush]]; and in Robin's case, this only applies to the voice clip used when his tomes are broken. | **In King Dedede's case, this does not apply to voice clips for [[Dede-Rush]]; and in Robin's case, this only applies to the voice clip used when his tomes are broken. | ||