Editing Palutena (SSBU)

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Palutena's most notable improvements are indirect, as she benefits from the gameplay changes to the engine to a far greater degree than most of the cast. The universal increases to mobility have not only improved her already high [[dash|run speed]], but particularly give her much faster [[air speed|air]] and [[falling speed]]s compared to ''SSB4'' (though the former is still below-average), improving her air-to-ground transitioning. The reduced [[landing lag]] in all aerials further improves her already impressive aerial game, heightening their spacing and combo potential. The increased [[shieldstun]] on attacks makes Palutena's own moves much safer on shield, while the changes to [[perfect shield]]ing now allow Palutena to more easily retailate against opposing attacks, while not reducing her own moves safety on shield due to the aforementioned higher shieldstun and her moves' multi-hit nature making them risky to perfect shield. The weakening of [[rage]] improves Palutena's endurance, and now allows her to take advantage of it much easier. The changes to [[air dodge]]s have significantly improved her juggling and edgeguarding potential combined with her respectable aerial moves, and the reintroduction of directional air dodging now let her use one to escape pressure or slightly extend her recovery. Finally, the changes to the [[Sakurai angle]] to be lower, while being a buff shared widely around the cast, have turned her [[back throw]] into a highly effective KO throw.
Palutena's most notable improvements are indirect, as she benefits from the gameplay changes to the engine to a far greater degree than most of the cast. The universal increases to mobility have not only improved her already high [[dash|run speed]], but particularly give her much faster [[air speed|air]] and [[falling speed]]s compared to ''SSB4'' (though the former is still below-average), improving her air-to-ground transitioning. The reduced [[landing lag]] in all aerials further improves her already impressive aerial game, heightening their spacing and combo potential. The increased [[shieldstun]] on attacks makes Palutena's own moves much safer on shield, while the changes to [[perfect shield]]ing now allow Palutena to more easily retailate against opposing attacks, while not reducing her own moves safety on shield due to the aforementioned higher shieldstun and her moves' multi-hit nature making them risky to perfect shield. The weakening of [[rage]] improves Palutena's endurance, and now allows her to take advantage of it much easier. The changes to [[air dodge]]s have significantly improved her juggling and edgeguarding potential combined with her respectable aerial moves, and the reintroduction of directional air dodging now let her use one to escape pressure or slightly extend her recovery. Finally, the changes to the [[Sakurai angle]] to be lower, while being a buff shared widely around the cast, have turned her [[back throw]] into a highly effective KO throw.


In terms of direct changes, Palutena has also received several notable improvements. Some of her standard moves have seen hitbox increases, which increases her melee range and makes attacks using her staff much more reliable at connecting. Her sluggish ground moves have been sped up, with her [[forward tilt|forward]] and [[up tilt]]s having faster startup, and almost all of her moves (aside from up and [[down tilt]]s) receiving less ending lag. Down tilt, particularly, has much better [[edge|2 framing]] potential thanks to its longer range and duration, and sends at a more favorable angle for combos when hitting aerial opponents. Her [[smash attacks]] have had their utility further increased; [[up smash]] lasts significantly longer, while [[forward smash|forward]] and [[down smash]] possess increased power as well as stronger, more reliable windboxes, which combined with their lower ending lag makes them harder to punish at long range.
In terms of direct changes, Palutena has also received several notable improvements. Some of her standard moves have seen hitbox increases, which increases her melee range and makes attacks using her staff much more reliable at connecting. Her sluggish ground moves have been sped up, with her [[forward tilt|forward]] and [[up tilt]]s having faster startup, and almost all of her moves (aside from up and [[down tilt]]s) receiving less ending lag. Down tilt, particularly, has much better [[edge|2 framing]] potential thanks to its longer range and duration, and sends at a more favorable angle for combos. Her [[smash attacks]] have had their utility further increased; [[up smash]] lasts significantly longer, while [[forward smash|forward]] and [[down smash]] possess increased power as well as stronger, more reliable windboxes, which combined with their lower ending lag makes them harder to punish at long range.


Her already capable aerial moveset was also improved. [[Neutral aerial]] now always sends at the direction Palutena is facing and deals less knockback; in combination with the reductions to landing lag, this turns the move into a fearsome combo starter and general all-purpose attack. [[Forward aerial|Forward]], [[up aerial|up]] and [[down aerial]]s deal more damage, with both the former and latter, as well as [[back aerial]], dealing more knockback. Down aerial also lasts for an additional frame, no longer being one of worst meteor smashes in the game.
Her already capable aerial moveset was also improved. [[Neutral aerial]] now always sends at the direction Palutena is facing and deals less knockback; in combination with the reductions to landing lag, this turns the move into a fearsome combo starter and general all-purpose attack. [[Forward aerial|Forward]], [[up aerial|up]] and [[down aerial]]s deal more damage, with both the former and latter, as well as [[back aerial]], dealing more knockback. Down aerial also lasts for an additional frame, no longer being one of worst meteor smashes in the game.
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Palutena's special moveset has also seen various drastic enhancements that have put it in-line with the rest of the cast. [[Autoreticle]]'s detection lasts significantly longer, and each projectile has faster startup, deals more damage and travels faster. {{b|Counter|Palutena}} and [[Reflect Barrier]] have been merged into one move; the former activates when blocking a physical attack, while the latter activates to reflect projectiles. As a whole, the move has faster startup, lasts longer and has less ending lag in all aspects; individually, Counter has slightly more knockback (though it remains the weakest counterattack knockback-wise), while Reflect Barrier activates immediately and has a much higher damage multiplier, no longer being the weakest reflector in the game. In place of Reflect Barrier, Palutena's side special is now [[Explosive Flame]]; in addition to giving Palutena an additional move, the move has less ending lag, deals more damage and knockback, and can be summoned at two distances, increasing its versatility.
Palutena's special moveset has also seen various drastic enhancements that have put it in-line with the rest of the cast. [[Autoreticle]]'s detection lasts significantly longer, and each projectile has faster startup, deals more damage and travels faster. {{b|Counter|Palutena}} and [[Reflect Barrier]] have been merged into one move; the former activates when blocking a physical attack, while the latter activates to reflect projectiles. As a whole, the move has faster startup, lasts longer and has less ending lag in all aspects; individually, Counter has slightly more knockback (though it remains the weakest counterattack knockback-wise), while Reflect Barrier activates immediately and has a much higher damage multiplier, no longer being the weakest reflector in the game. In place of Reflect Barrier, Palutena's side special is now [[Explosive Flame]]; in addition to giving Palutena an additional move, the move has less ending lag, deals more damage and knockback, and can be summoned at two distances, increasing its versatility.


However, while receiving far more buffs, Palutena has also seen some notable nerfs that have changed her playstyle, most notably to her [[neutral attack]] and grabs. The former can no longer [[jab cancel]] due to its angle being homogenized to connect into the infinite, removing many of its guaranteed set-ups into other moves such as dash attack, grab and some of her aerials. For the latter, despite pivot grab's longer range, both standing and dash grab possess less range (especially the former) and all grabs share the same increased startup and ending lag as with the rest of the cast. Her down throw is also less advantageous due to the changes to hitlag on it and has slightly more knockback, reducing its advantage and combo potential beyond low percents despite its reduced ending lag and more favourable angle. The universal slowdown of shield grabs only exacerbate this, further weakening Palutena's [[out of shield]] and grab games, the former of which was the crux of her defense in ''SSB4''. Moreover, her dash attack and back aerial's invincibility frames no longer cover her entire body after startup, instead only covering her arm, making both attacks less effective at contesting approaches.
However, while receiving far more buffs, Palutena has also seen some notable nerfs that have changed her playstyle, most notably to her [[neutral attack]] and grabs. The former can no longer [[jab cancel]] due to its angle being homogenized to connect into the infinite, removing many of its guaranteed set-ups into other moves such as dash attack, grab and some of her aerials. For the latter, despite pivot grab's longer range, both standing and dash grab possess less range (especially the former), and all grabs share the same increased startup and ending lag as with the rest of the cast. The universal slowdown of shield grabs only exacerbate this, further weakening Palutena's [[out of shield]] and grab games, the former of which was the crux of her defense in ''SSB4''. Moreover, her dash attack and back aerial's invincibility frames no longer cover her entire body after startup, instead only covering her arm, making both attacks less effective at contesting approaches.


While she has seen mostly benefits from the revamped game physics, a few changes have also hurt Palutena. Aside from the universal nerfs to grabs, the introduction of [[dash-canceling]] is overall detrimental to her, as it allows many characters to pressure her more effectively, while her grounded moves are still slow compared to her aerial moves. The smaller [[edge#edge sweet spot|edge sweetspots]] render [[Warp]] much easier to intercept and 2-frame, which combined with her less floaty air physics and the changes to air dodges, makes her easier to edgeguard. Most egregiously, however, the removal of custom moves means she is no longer able to utilize them to her advantage to improve her special moveset.
While she has seen mostly benefits from the revamped game physics, a few changes have also hurt Palutena.Aside from the universal nerfs to grabs, the introduction of [[dash-canceling]] is overall detrimental to her, as it allows many characters to pressure her more effectively, while her grounded moves are still slow compared to her aerial moves. The smaller [[edge#edge sweet spot|edge sweetspots]] render [[Warp]] much easier to intercept and 2-frame, which combined with her less floaty air physics and the changes to air dodges, makes her easier to edgeguard. Most egregiously, however, the removal of custom moves means she is no longer able to utilize them to her advantage to improve her special moveset.


In the end, Palutena's buffs have exponentially improved her predictable, inconsistent offense, and her improved aerial mobility and the revamped gameplay mechanics allow her to take advantage of her streamlined moveset while compensating for most of her nerfs. She now possesses reliable options for most kinds of situations, allowing her to adapt to many kinds of playstyles depending on the opponent. However, her weaker grabs have neutered her defense, and her survivability is slightly worse, which forces her to adapt to the opponents' options through a more offensive playstyle. She also retains some of her weaknesses from ''SSB4'', such as slow grounded attacks, trouble at KOing the opponent, predictable out of shield game, somewhat linear approach, and a mediocre disadvantage state, especially offstage. Game updates have also handed Palutena some impactful nerfs, including the aforementioned nerf to her grab; combined with various characters gaining buffs through said updates, the introduction of DLC characters, and general metagame optimizations, her overall viability is slightly worse than at launch. All in all, however, Palutena is drastically better in ''Ultimate'' than she was in ''SSB4'', being one of the most buffed characters among the returning cast, and a fairly strong choice in competitive play.
In the end, Palutena's buffs have exponentially improved her predictable, inconsistent offense, and her improved aerial mobility and the revamped gameplay mechanics allow her to take advantage of her streamlined moveset while compensating for most of her nerfs. She now possesses reliable options for most kinds of situations, allowing her to adapt to many kinds of playstyles depending on the opponent. However, her weaker grabs have neutered her defense, and her survivability is slightly worse, which forces her to adapt to the opponents' options through a more offensive playstyle. She also retains some of her weaknesses from ''SSB4'', such as slow grounded attacks, trouble at KOing the opponent, predictable out of shield game, somewhat linear approach, and a mediocre disadvantage state, especially offstage. Game updates have also handed Palutena some impactful nerfs, including the aforementioned nerf to her grab; combined with various characters gaining buffs through said updates, the introduction of DLC characters, and general metagame optimizations, her overall viability is slightly worse than at launch. All in all, however, Palutena is drastically better in ''Ultimate'' than she was in ''SSB4'', being one of the most buffed characters among the returning cast, and a fairly strong choice in competitive play.

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