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{{disambig2|Palutena's appearance in ''Super Smash Bros. 4''|the character in other contexts|Palutena}}
{{disambig2|Palutena's appearance in ''Super Smash Bros. 4''|the character in other contexts|Palutena}}
{{Infobox Character
{{Infobox Character
|name         = Palutena
|name = Palutena
|image       = [[Image:Palutena SSB4.png|250px|Palutena]]
|image = [[File:Palutena SSB4.png|250px]]
|game         = SSB4
|game = SSB4
|ssbgame1 = SSBU
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = E
|tier = E
|ranking = 42
|ranking = 44
}}
}}
:{{cquote|Palutena Alights!|cite=Introduction Tagline}}
:{{cquote|''Palutena Alights!''|cite=Introduction Tagline}}
'''Palutena''' ({{ja|パルテナ|Parutena}}, ''Palutena'') is a playable character in ''[[Super Smash Bros. 4]]''. She was confirmed alongside the {{SSB4|Mii Fighter}}s and {{SSB4|Pac-Man}} during E3 2014 on June 10th, 2014. She is voiced in Japanese by Aya Hisakawa, who reprises her role from ''{{s|icaruspedia|Kid Icarus: Uprising}}'', and in English by Brandy Kopp, who replaced Ali Hillis due to availability conflicts.<ref>[https://twitter.com/missalihillis/status/482589658623143936 I loved working for @NintendoAmerica as #palutena on #kidicarus- I wasn't available for #SuperSmashBros BUT my BFF @brandykopp was!! #FF]</ref>
'''Palutena''' ({{ja|パルテナ|Parutena}}, ''Palutena'') is a playable character in ''[[Super Smash Bros. 4]]''. She was revealed on June 10th, 2014 during Nintendo's [[Electronic Entertainment Expo|E3]] Digital Event.<ref>[https://www.youtube.com/watch?v=GisRY6h100U&ab_channel=Nintendo Play Nintendo - Nintendo E3 Digital Event]</ref>


Palutena is currently ranked 42th out of 58 on the [[tier list]], placing her in the E tier and making her the second highest ranking low-tier character. Palutena has good mobility overall, which is especially evident on the ground due to her fast walking and dashing speeds and high traction. She possesses a useful set of aerial attacks, with her back aerial being in particular very useful due to its [[invincibility]], her forward aerial being an impressive combo tool, neutral aerial being a great pressure option and up aerial being infamous for garnering early KOs with rage. Her moveset also grants her a good combo game thanks to her [[jab cancel]], aerials and down throw, the latter of which is further supplemented by her impressive grab range and excellent pummel. Lastly, most of her grounded moves possess respectable power, most notably her smash attacks.
Due to {{s|wikipedia|Ali Hillis}} being unavailable to reprise her role from ''{{s|icaruspedia|Kid Icarus: Uprising}}'', Palutena is instead voiced by Brandy Kopp in the English version.<ref>[https://twitter.com/missalihillis/status/482589658623143936 I loved working for @NintendoAmerica as #palutena on #kidicarus- I wasn't available for #SuperSmashBros BUT my BFF @brandykopp was!! #FF]</ref> However, the Japanese version features {{s|wikipedia|Aya Hisakawa}} reprising her role from ''Kid Icarus: Uprising''.


However, Palutena's weaknesses are quite glaring: she has very sluggish frame data in relation to her power, especially on her grounded moves, which gives her a predictable [[neutral game]] and an almost nonexistent [[approach]] on the ground. Her KOing ability is also unimpressive despite her smash attacks' high power, since her KOing options are difficult to land, due to their slow startup and ending lag, or hard-to-land hitboxes. Her special moves also have poor synergy with her moveset and, in some cases, low utility overall, with her {{b|Counter|Palutena}} being a great example. Her tall size, below average weight, and high gravity also make her susceptible to [[combo]]s, [[juggle]]s and KOs. She does gain significant benefits from [[Character customization|custom special moves]] that remedy her approaching issues and bolster her mobility, damage racking ability, and combo game, but since most tournaments disallow customs, she cannot make use of those advantages to improve her playstyle in the current metagame.
Palutena is ranked 44th out of 54 on the [[tier list]], placing her at the bottom the E tier. Palutena has good overall mobility, which is especially noticeable on the ground, thanks to her fast [[walk]]ing and [[dash]]ing speeds and high [[traction]]. She also boasts a potent air game, thanks to her aerial attacks' utility: neutral aerial is useful for pressuring and damage racking; forward aerial is very useful for starting combos when [[SHFF]]'d and for spacing; back aerial grants partial [[invincibility]] and its clean hitbox KOs reliably; up aerial hits multiple times and its last hit KOs rather early; and down aerial is a fairly quick [[meteor smash]].


As a result of these factors, Palutena's representation and results in non-local tournaments are rather poor. Despite this, she still has some dedicated players to her credit, such as {{Sm|TLTC}}, {{Sm|Iceninja}}, and {{Sm|Prince Ramen}}, with the latter of the three scoring a major upset at [[CEO 2016]] by defeating {{Sm|ZeRo}} 2-0 in pools. Additionally, her tournament results and representation have slowly improved since then.
Palutena's ground game also has some utility. Her grab game, in particular, is very effective: her overall grab range is long-ranged; her pummel deals impressive damage and has average speed; and her down throw is an excellent combo starter at low to high percentages. Outside of this, Palutena's neutral attack is very reliable for damage racking and [[jab cancel]]ing, while her smash attacks possess impressive ranges and considerable power.
 
However, Palutena's weaknesses are quite glaring. She has very sluggish frame data in relation to her power and weight, which is especially noticeable in regard to her grounded moves. As a result, her [[neutral game]] is predictable, and her grounded [[approach]] is abysmal. Palutena's KO potential is also inconsistent, since her smash attacks' ranges and power are offset by their awkward hitbox placements and extremely high amounts of overall lag.
 
Palutena's [[special move]]s also have poor synergy with the rest of her moveset and, in some cases, minimal utility. In addition, Palutena's tall height, below-average weight and high gravity collectively make her susceptible to [[combo]]s, [[juggle]]s and early KOs. Although her [[Character customization|custom moves]] significantly remedy the problems involving her approach and bolster her mobility, damage racking potential and combo game, the ban on custom movesets prevents Palutena from taking advantage of them in tournaments.
 
As a result of these factors, Palutena has a very small playerbase, which has been reflected in representation and top-level results being very sparse. Nevertheless, her playerbase has managed to achieve decent amounts of national and regional-level success thanks to the likes of {{Sm|TLTC}}, {{Sm|Iceninja}} and {{Sm|El Pitikla}} and {{Sm|Prince Ramen}}.


==Attributes==
==Attributes==
Palutena's attributes are a unique blend of archetypes: she is tall like {{SSB4|Mewtwo}}, {{SSB4|Zelda}} and [[Rosalina & Luma (SSB4)|Rosalina]], yet is among the lighter [[Weight|middleweights]] and boasts fast [[walking]] and [[dash]]ing speeds, the seventh highest [[traction]], high [[jump]]s and her [[air acceleration]] is tied with Rosalina's, {{SSB4|Peach}}'s and {{SSB4|Mega Man}}'s for the fastest in the game. On the other hand, she has below average [[falling speed]], slow [[air speed]] and high [[gravity]]. These characteristics give Palutena quick grounded movement, make her good at ground-to-air transitions, and allow her to quickly change direction in midair. However, they also make her unreliable at air-to-ground transitions, which leaves her susceptible to [[juggling]]. While Palutena is tied with {{SSB4|Duck Hunt}} as the second lightest middleweight and she is not necessarily a [[Falling speed#Floaty|floaty]] character, her high gravity also makes her susceptible to vertical [[knockback]] and combos.
Palutena possesses a unique blend of archetypes: she has a tall frame, yet is tied with {{SSB4|Duck Hunt}} as the third lightest [[Weight|middleweight]]. Palutena also boasts fast [[walk]]ing and [[dash]]ing speeds; the seventh highest [[traction]]; a high [[jump]] and [[double jump]]; and is tied with Rosalina, {{SSB4|Peach}} and {{SSB4|Mega Man}} for the fastest [[air acceleration]] in the game. On the other hand, she has below-average [[falling speed]], slow [[air speed]] and high [[gravity]].
 
These attributes grant Palutena quick grounded movement, make her very capable at ground-to-air transitions, and allow her to quickly change direction in midair. However, they also make her susceptible to heavy pressure, and she can sometimes have difficulty at resetting the [[neutral game]] against some characters. Palutena's reliance on [[shield]]ing at close range can also result in her shield being whittled down often. This is further compounded by her poor out of shield options in spite of her high traction. Therefore, Palutena's attributes make her unreliable at air-to-ground transitions, and render her susceptible to [[juggling]], [[combo]]s and being KO'd early from strong vertical attacks.
 
Palutena's air game is impressive, thanks to her aerial moves' utility, minimal start-up lag and, aside from her neutral and up aerials, low landing lag. Neutral aerial has a large hitbox that uses the [[Autolink angle|auto-link angle]], which makes it a useful damage racking option. When coupled with its fairly long duration, it is also capable of pressuring the opponent while they are on a platform, or from out of their air dodge. Its last hit's extremely high knockback scaling also makes it decent for [[edge-guarding]], and even capable of setting up combos at low percentages. Forward aerial has the longest horizontal range of Palutena's aerial moves, the lowest amount of landing lag, and the ability to [[auto-cancel]] when [[SHFF]]'d. Altogether, these traits make it very useful for spacing and allow it to reliably start combos at low to medium percentages, with follow-ups including neutral attack, standing/dash grab, her tilts or her other aerials.
 
In comparison, back aerial grants partial [[invincibility]] around Palutena's body throughout its duration, while its shield hitbox is strong enough to reliably KO either on-stage or via edge-guarding. Up aerial has good vertical range, hits multiple times, and uses the auto-link angle, which make it ideal for juggling. Most notably, its final hit's extremely high knockback growth also makes it arguably her most viable KOing option. However, some of her aerial moves have rather high ending lag in proportion to their power, durations and ranges, which means that they must be spaced accordingly. Lastly, down aerial will always [[meteor smash]] aerial opponents thanks to its consistent hitbox, although it can also be used as to [[punish]] opponents from [[out of shield]] when it is SHFF'd.


Palutena's air game is impressive, thanks to her aerial moves' utility, fast start-up and, in most cases, low landing lag (excluding her neutral and up aerials). Her neutral aerial is a useful damage racking move, which can also be used to pressure the opponent on a platform or from out of an air dodge since it has a fairly long duration. It also is great for edgeguarding, as its duration and large hitbox allow for easy [[stage spike]]s when used off-stage. Her forward aerial has the longest horizontal range of her aerial moves and the least amount of landing lag, as well as completely autocancelling when [[SHFF]]'d. This makes it a good spacing move and a set-up at low to low-mid percentages, since it is able to lead into other moves like a neutral attack, a grab, her tilt attacks or other aerial. In comparison, her back aerial has [[invincibility frame]]s during start-up and as long as its hitbox is out. While it is able to KO at high percentages, its damage output and knockback are noticeably lower than that of other back aerials, which makes it better suited for [[edgeguarding]]. Her up aerial has very strong vertical knockback with good range above her. Despite having minimal horizontal range, fairly high landing lag, and being [[Interruptibility|interruptible]] before it can even [[autocancel]], it is both one of her most viable KOing options and a viable juggling option. However, some of her aerial moves have rather high ending lag in proportion to their power, duration and range, meaning they must be spaced accordingly. Her down aerial, in particular, is unarguably her worst aerial; despite its lack of sourspots making it an easy-to-use [[meteor smash]], it lasts for only 1 frame, has low range, and the highest ending lag of any aerial in the entire game, rendering her unable to perform any other action while still being unable to autocancel from even from a full hop.
Palutena's grounded moveset also has some interesting options. This is most notable with her grab game: Palutena's standing grab is the fourth longest ranged in the game despite not being a [[tether grab]], whereas her pivot grab also has impressive range. Her [[pummel]]'s average speed and high damage output make it one of the best pummels in the game. Like {{SSB4|Luigi}}, Palutena's down throw is the most essential aspect of her offense: its high base knockback, very low knockback scaling, and diagonal launching angle collectively grant it impressive combo potential into her neutral, up, forward, and back aerials, although latter requires the usage of a [[reverse aerial rush]]. By extension, its up aerial combo boasts KO potential on almost the entirety of the cast at high percentages, while its back aerial combo also has decent KO potential.


Another advantage Palutena has is her very useful grab game. She has the fourth longest, non-[[tether grab]] range in the game, while her pivot grab has impressive range as well. Her [[pummel]] has average speed, but an excellent damage output, both of which make it one of the best pummels in the game. Her back throw is her strongest throw and is a great way to launch the opponent off-stage to set up an [[edgeguard]], but its KO potential is hindered by it having the lowest base knockback out of her throws and being easily [[DI]]'d due to it launching at the [[Sakurai angle]]. As a result, her up throw is generally a better option to KO the opponent due to its higher base knockback. Said up throw also works to pressure the opponent onto landing. Her forward throw has high base knockback, deals good damage, and is generally better than her back throw at setting up an edgeguard. Additionally, [[Autoreticle]] can be used after it to help putting the opponent on an unfavorable position and capitalize on their mistake. Her most versatile throw, however, is her down throw: its overall knockback grants it impressive combo potential into her aerials except for her down aerial and possibly an up smash if she reads the opponent's reaction, though it stops doing so at high levels of [[rage]]. It can even combo into a [[reverse aerial rush]] back aerial or an up aerial at KO percentages, depending on their DI, which grants her guaranteed KO set-ups on the majority of the cast (though it is worth mentioning that said KO set-ups sometimes only work for some characters during their [[tumbling]] or reeling animation, depending on the character).
Outside of this, down throw can even combo into down aerial and up smash if the player correctly predicts the foe’s action. Forward and back throws are useful for launching the opponent off-stage to set up an edge-guard, although back throw also has KO potential at very high percentages. Up throw has the least amount of utility, although it can be used to pressure the opponent with aerial attacks at low percentages.


Palutena's grounded moveset also has some interesting options. Her neutral attack comes out slowly (on frame 8) and its finisher has noticeable ending lag, yet it is a very reliable damage racking option and has excellent [[jab cancel]] potential due to its very quick interruptibility. Despite its somewhat slow start-up, her down tilt is has very low ending lag, making it a good spacing option at long range and allowing it to punish sidesteps rather easily. It is also decently strong and can KO at high percentages. Her dash attack, while being very unsafe on shield, has extremely fast start-up, invincibility frames like her back aerial, and KO power. Her up smash has excellent vertical range and high power (being among the strongest when sweetspotted), making it suited for vertical KOs, although its high ending lag can make it risky to use.
Neutral attack is a very reliable damage racking option and has excellent [[jab cancel]] potential, thanks to its very quick [[interruptibility]]. Like {{SSB4|Little Mac}}, Palutena's tilt attacks boast [[Priority#Moves that cannot rebound|anti-rebounding priority]], while up and down tilts also possess distinct strengths. Up tilt has the lowest amount of start-up lag out of her tilts; a very long duration; lowers her hurtbox even more than her [[crouch]] does; is a useful anti-air attack thanks to its deceptive vertical range; and is a situational KOing option thanks to its very strong final hit. In comparison, down tilt's very low ending lag makes it a good spacing option at long range, while its fairly long duration allows it to punish sidesteps rather easily. Dash attack is fast thanks to it hitting on frame 6 and, like her back aerial, it grants partial invincibility. Lastly, forward and especially up smashes possess excellent ranges and high power, the latter of which is among the strongest when sweetspotted.


Despite these advantages, Palutena's weaknesses still counterbalance them. Most notably, her biggest weakness is her extremely poor frame data in relation to her power, which is overall the worst in the entire game. Despite not being a super heavyweight like {{SSB4|King Dedede}} or {{SSB4|Ganondorf}}, Palutena's offensive moveset is overall slow and carries a below average damage output overall, which are major issues that set her apart from other middleweights. Her most prominent example is her grounded moveset, which is unfitting for a character with great grounded mobility. Aside from her neutral attack and down tilt, her other grounded moves have disproportionately high ending lag: her dash attack, forward tilt and up tilt have more than 25 frames of ending lag, all of her smash attacks have more than 40 frames of ending lag, and her special moveset is overall fairly sluggish in regard to both start-up and ending lag. This makes her missed attacks very susceptible to [[punishment]], even if the opponent is a fair distance away from her, which in turn gives her an almost nonexistent grounded [[approach]]. This renders the player's accuracy crucial when landing her grounded moves, and can often make Palutena solely rely instead on her safest grounded moves and her quicker aerial moves.
Despite these advantages, Palutena's weaknesses are very noticeable. Her most glaring flaw is her awful frame data in relation to her power and weight class, which is overall the laggiest in the entire game. When coupled with below-average damage output on most of her attacks, Palutena's offense has major issues that are distinct from her fellow middleweights. This is most apparent with her grounded moveset, which is unfitting for a character with great grounded mobility. Aside from down tilt, Palutena's other grounded moves have disproportionately high ending lag. Neutral infinite's finisher has 21 frames of ending lag; dash attack, forward tilt and up tilt have more than 25 frames of ending lag; her smash attacks have more than 40 frames of ending lag; and her special moveset is fairly sluggish in regard to overall lag. These traits result in Palutena's missed attacks being very susceptible to punishment, even if the opponent is a fair distance away from her, and results in her having an almost nonexistent grounded [[approach]] by extension.


Palutena's abysmal frame data also extends outside of her attacks: despite her item throws being fast, most of them have very high ending lag, which limits most follow-ups she might have if she is able to steal an [[item]] from an opponent. While she possesses a safe edge grab, all of her other options are very unsafe, with her edge attack being slow and short-ranged, her edge roll having little intangibility frames and her normal get-up and edge jump being the slowest in the game. As a result, she faces [[edge recovery]] problems, a weakness unique to her, as her aerial attacks are unsafe on hit should she drop from an edge and then jump while attacking. The only remotely safe option she has is using Warp and aiming for the middle of the stage, though its lack of invulnerability can render her prone to being punished afterward. Because of this makes her easy to predict when trying to recover back onto the stage and punish her to make sure she does not reset the [[neutral game]], despite her bigger number of edge options compared to other characters.
In addition to considerable ending lag, Palutena's grounded KOing options are risky in other ways: her smash attacks have considerable start-up lag, whereas up tilt and clean dash attack are situational at best. As such, accuracy is crucial when using Palutena's grounded moves, and can often make a player instead rely solely on her safest grounded moves to set-up KO opportunities via edge-guarding or her down throw-initiated KO combos.


On top of this, Palutena's default special moveset is also infamously unversatile, due to the poor synergy it has with her non-special moveset, the limited utility on some of her moves and her aforementioned frame data issues. Autoreticle can outright stop or force an approach (and being much harder to predict when [[b-reverse]]d), has homing capabilities and its damage output makes it reliable for [[lock]]ing. These traits make it useful in the long-ranged neutral game, depending on how mobile or tall the opponent is. Even so, the projectiles move only toward the fixed reticle, and have rather slow start-up. [[Reflect Barrier]] has an [[unblockable]] hitbox, a small [[push]] effect, a long duration and can be used as soon as it breaks. However, it is still the weakest [[reflect]]or of its kind, it neither covers her entirely or accompanies her in midair, and has slow start-up. [[Warp]] is considered to be her best default special move due to its utility: it is a quick [[teleport]] that allows for a rather safe recovery and swift re-positioning, is easily [[edge cancel]]led (which can make her movement unpredictable on stages with platforms, especially when shortened) and improves her neutral game. However, it has no hitboxes or invincibility, which can leave her open to attacks before and just after she teleports. Lastly, her {{b|Counter|Palutena}} has a high damage multiplier, but is the weakest counterattack in the game, one of the very few to have a sourspot, and is burdened with considerable startup and ending lag as well as a very short countering window.
Palutena's abysmal frame data also extends beyond her moveset. Despite her [[item]] throws being fast, most of them have very high ending lag, which limits most follow-ups she might have if she is able to steal an item from an opponent. Palutena's safe edge grab is offset by all of her other options being very unsafe: her edge attack is slow and short-ranged; her edge roll grants minimal intangibility frames; and her normal get-up and edge jump are the slowest in the game. As a result, Palutena's [[edge recovery]] is problematic weakness unique to her, since her aerial attacks are unsafe on hit should she drop from an edge and then jump while attacking. The only remotely safe option she has is using [[Warp]] and aiming for the middle of the stage, although its lack of invulnerability can render her prone to being punished afterward. Despite her larger number of edge options compared to other characters, these flaws make Palutena quite easy to predict when she attempts to recover.


Due to her grounded moves' ending lag issues, Palutena also suffers from noticeable KOing problems; her smash attacks, up tilt, and back and up aerials have high knockback, but they are either difficult to land, risky to use, or lack power overall. Some of these facts also give her a poor [[out of shield]] game despite her excellent traction, and leave her with only a few reliable options outside of her grab. Finally, as a result of the above facts, and the fact she has high gravity, Palutena is often susceptible to heavy pressure: due to her frailty on her own right and her trobule at taking a stock, it isn't uncommon for an opponent to live their respective stock with a high level of rage enough to KO her before she does, and she can sometimes have difficulty at resetting the neutral game against some characters. Her reliance on shielding at close range can often leave her shield small and vulnerable to a very damaging attack, so it isn't uncommon for her to get her shield broken if overused. While she is already easy to hit due to her tall frame, her attributes also make her vulnerable to KOs from an attack with mainly vertical knockback, as well as most [[meteor smash]]es, susceptible to juggling due to her unsafe landing options and her below average falling speed, and prone to being comboed due to her lack of anti-pressuring options.
Although Palutena's air game is potent, it nevertheless has a few flaws. Down aerial, in particular, is her worst aerial: it lasts for only 1 frame, is short-ranged, and has very high ending/landing lag. Forward aerial also has a very short duration and high ending lag, whereas up aerial has minimal horizontal range, fairly high landing lag, and can only be interrupted before it can auto-cancel. By extension, down throw's KO set-ups can potentially fail if she is affected by [[rage]] and/or the opponent uses proper [[directional influence]].


All of these aspects make Palutena a frail, yet defensive character with a surprisingly high cerebral curve, as without [[punish]]ing, her approach options are lacking, more so than most other characters. While her punishment game is quite strong, her basic and slow moveset coupled with a lack of reliable approach options means she will mostly have to rely on a very aversive playstyle, by spacing her attacks and baiting the opponent, as well as shielding attacks at close range and [[turtling]] for a good portion of the match if the opponent is faster than her until a proper opening can be found, as long as she is not left wide open as well. Because of this, she requires a high amount of patience and precision in order to deal with the fast-paced metagame. While Palutena is not exactly one of the most susceptible characters to pressure when mastered, she does require to keep the opponent away in the neutral game until she finds the proper opening. If she is able to find the opportunity, though, she can then strike back and quickly rack up as much damage as possible with her most reliable moves and thus make it difficult for the opponent to pass through her defense. Thus, she is most rewarding for players with good fundamentals, who can use most of her tools to her fullest while carefully weaving in and out to avoid substantial punishment.
Palutena's default special moves are also infamously unimpressive because of their limited utility, poor synergy with her regular moves, and their aforementioned sluggishness. Warp is considered to be Palutena's best default special move: it is a quick and rather safe recovery move that improves her neutral game, allows for swift re-positioning, and can easily be [[Ledge-canceling|edge-canceled]]. However, it lacks hitboxes and does not grant invincibility or [[intangibility]], which can leave her open to attacks before and just after she uses it. Autoreticle can deter or force an approach; be used for [[mindgame]]s when [[B-reversing|B-reversed]]; and is reliable for [[lock]]ing. However, its projectiles move only toward the fixed reticle and have a slow start-up, with the first projectile coming out on frame 29.


As the Goddess of Light, Palutena fights using {{s|icaruspedia|Powers}} she grants {{s|icaruspedia|Pit}} and {{s|icaruspedia|fighter}}s in the multiplayer mode of ''{{s|icaruspedia|Kid Icarus: Uprising}}''. As such, her custom moves are rivaled only by the {{SSB4|Mii Fighter}}s' in regard to variety and versatility. As a result, because of her default special moveset's lack of versatility, she finds herself benefiting from custom moves more than any other character. [[Super Speed]] is considered to have immense utility, as it allows Palutena to move faster than even {{SSB4|Sonic}}'s uncharged [[Spin Charge]] and it can either be jump cancelled into any aerial move and an up smash or perform a ramming attack. The ramming attack can also chain into the aforementioned attacks, but only as long as it is not telegraphed or interrupted with a disjointed [[hitbox]]. As a trade-off, it has approximately three seconds of cooldown. [[Lightweight]] amplifies her movement speed and jump force for approximately twelve seconds and a half, to the point where she [[dash]]es faster than {{SSB4|Captain Falcon}} and [[jump]]s higher than {{SSB4|Falco}}. This drasticaslly improves Palutena's mobility, making her off-stage presence and already good combo game become some of the best in the game (the latter of which includes a guaranteed combo into her up or down aerials that both KO reliably after 80%), while her recovery becomes quicker and safer. As a trade-off, it doubles the damage (but not knockback) taken, and after it expires, Palutena moves at half of her regular speed for approximately five seconds, while her damage vulnerability and jump force returning to their original values. Regardless of their weaknesses, these two moves give her various mix-ups, mindgames, combos and edgeguards her default moveset otherwise does not have.
[[Reflect Barrier]] has an [[unblockable]] hitbox, a weak [[push]] effect, a long duration, and can be reused immediately after breaking. However, it is still the weakest [[reflect]]or of its kind, neither covers her entirely or accompanies her in midair, and has noticeable start-up lag for a reflector. Lastly, {{b|Counter|Palutena}} has a high damage multiplier, but is the least effective counterattack in the game because of its overall low knockback, overall high lag, very short counter window, and dubious distinction of being one of the very few counterattacks to have a sourspot.


Palutena's other custom moves also have noticeable advantages, but some of them are held back by their easily exploitable weaknesses. [[Explosive Flame]] is a pinpoint explosion that is just as slow as Autoreticle, though its limited range makes it even more difficult to land than Autoreticle, as well as being easily punishable if the opponent is in the middle of her and the explosion. [[Heavenly Light]] has no use outside of being an invaluable healing move for {{SSB4|Ness}}, {{SSB4|Lucas}} and {{SSB4|Mii Gunner}} in [[doubles]] play, as it will never land on any opponent that is not [[stun]]ned in [[singles]] play. This makes her neutral special attacks inferior by Autoreticle on most situations. [[Angelic Missile]] is a good recovery move and a potent edgeguarding option, thanks to its high base knockback, but it has slow start-up lag, surprisingly low knockback scaling and a linear path, making it easy to intercept. [[Jump Glide]] grants extreme horizontal distance, allows for safe approaches with her aerial moveset and can help her extend combos out of Super Speed or Lightweight, but it has the same fatal flaw as {{SSBB|Pit}}'s [[Wings of Icarus]] in ''[[Brawl]]'': if for any reason she flinches during the move, she cannot use it again if she does not touch solid ground, which may lead to an inevitable KO. [[Rocket Jump]], other than having a meteor smash hitbox below her midair and a strong hitbox that notably improves her out of shield game, is inferior to both Warp and Jump Glide in every other way. Lastly, [[Celestial Firework]] has intangibility during start-up and is an excellent anti-air move in general, easily hitting aerial targets and potentially hitting grounded targets stuck on heavy lag, though it is hard to hit with otherwise. In addition, very few 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 set-ups, and Celestial Firework, which deals surprisingly impressive knockback.
Her custom moves’ utility are rivaled only by the {{SSB4|Mii Fighter}}s' in regard to versatility, and they benefit her tremendously in comparison to the majority of her default special moves. [[Super Speed]] has immense utility: it allows Palutena to move faster than even an uncharged [[Spin Charge]], it can either be jump-canceled into any aerial move and an up smash, or perform a ramming attack, the latter of which can also lead into the aforementioned attacks, but only as long as it is not telegraphed or interrupted with a disjointed [[hitbox]]. The move can also be used for huge horizontal recovery if jump-cancelled. As a trade-off, Super Speed has a cooldown mechanic like [[Monado Arts]], with its cooldown duration lasting approximately 3 seconds.


Even as of update [[1.1.6]], Palutena's weaknesses outweigh her strengths when custom moves are not in effect. This at first resulted in her being one of the poorest regarded characters in the game in the Western scene, despite her highest tournament representation being there. However, her overall viability has become more apparent as of [[CEO 2016]], with the most notable instance being {{Sm|Prince Ramen}} scoring an upset by defeating {{Sm|ZeRo}}, at the time the undisputed best ''SSB4'' player in the world. In addition, her results have slowly improved as well, with {{Sm|TLTC}} placing rather high within his region and having placed 33rd at both [[EVO 2016]] and [[Super Smash Con 2016]]; it is also important to note the latter tournament had another Palutena player place 33rd. Regardless of her flashes of success, Palutena has low tournament representation due to her high learning curve, aversive playstyle and basic moveset without her custom moves, her playstyle being a case of "high-risk, medium-reward", and her unpopularity compared to other characters, with only a handful of dedicated mains such as {{Sm|Iceninja}}, Prince Ramen and TLTC. Custom moves amplify her strengths and somewhat alleviate her weaknesses, allowing her to be viewed more favorably. However, it is currently unknown if she will ever have the option to use them in the tournament scene, due to the current universal ban of [[character customization]] established at [[EVO 2015]], despite her custom moves being readily available instead of having to be unlocked.
[[Lightweight]] amplifies her movement speed and jump height to the point that she [[dash]]es faster than {{SSB4|Sonic}} and [[jump]]s higher than {{SSB4|Falco}}. This drastically improves Palutena's mobility and by extension her recovery, yet also makes her off-stage presence and already good combo game become among the best in the game; the latter of which is particularly notable, as it includes a guaranteed combo into her up or down aerials that both KO reliably after 80%. As a trade-off, it lasts for approximately 12.5 seconds, doubles the damage (but not knockback) she receives, and halves her default speed for approximately 5 seconds upon expiring while her damage vulnerability and jump height return to their original values. Regardless of their weaknesses, Super Speed and Lightweight are unarguably Palutena's most effective custom moves, as they improve her KO potential and grant her various mix-ups, set-ups, mindgames, combos and edge-guards that her default moveset otherwise does not possess.
 
Palutena's other custom moves also have noticeable advantages, but some of them are held back by their easily exploitable weaknesses. [[Explosive Flame]] is a pinpoint explosion that is just as slow as Autoreticle, although its limited range makes it even more difficult to land than Autoreticle, as well as being easily punishable if the opponent is in the middle of her and the explosion. [[Heavenly Light]] has very minimal use in singles play because of its inability to KO or even [[flinch]]. However, these traits also make it invaluable in [[Team Attack]]-based [[doubles]] play as a method to supplement {{SSB4|Ness}}, {{SSB4|Lucas}}, {{SSB4|Mr. Game & Watch}} and {{SSB4|Mii Gunner}}'s [[absorption]]-based moves, as well as capable of potentially stealing KOs, similarly to {{SSB4|Fox}}'s [[Blaster (Fox)|Blaster]]. [[Angelic Missile]] is a good recovery move and a potent edge-guarding option thanks to its respectable damage output and high base knockback, but it is easy to intercept because of its noticeable start-up lag, low knockback scaling and linear path.
 
[[Jump Glide]] covers an extreme amount of horizontal distance; grants Palutena a safe approaches with her aerial moveset; and can help her extend combos out of Super Speed or Lightweight. However, it has the same fatal flaw as [[Wings of Icarus]]: if for any reason Palutena flinches during the move, she cannot use Jump Glide again if she does not land on solid ground, which may lead to an inevitable KO. [[Rocket Jump]] has a meteor smash hitbox below Palutena in midair, as well as a strong hitbox that notably improves her out of shield game. However, it is inferior to both Warp and Jump Glide in every other way. Lastly, [[Celestial Firework]] grants intangibility during start-up; has impressive knockback; and can easily hit aerial opponents. Although it can potentially hit grounded opponents, this is difficult to do unless they are at point-blank range or enduring heavy lag.
 
Overall, Palutena is a frail, yet defensive character who has a surprisingly high learning curve in spite of her default moveset being rudimentary. Her optimal playstyle is similar to {{SSB4|Ike}}'s: her grab game and punishment options are potent, yet she must rely on spacing and shielding to circumvent her moveset's sluggishness and lack of reliable approach options. Although Palutena's default moveset ultimately renders her as a "high-risk, medium-reward" character, she can be fairly threatening when mastered. As such, Palutena is most rewarding for players with good fundamentals, as a single opening can allow her to quickly rack up damage with her most reliable moves, use her mobility and spacing options to evade and maintain a strong defense, or even KO early with her down throw-initiated KO combos.
 
Due to her flaws and learning curve, Palutena initially received a poor reception within the Western scene. However, thanks to buffs from game updates, the expansion of her metagame, and notable tournament results from the likes of {{Sm|TLTC}}, {{Sm|Iceninja}} and {{Sm|Prince Ramen}}, the competitive community's reception toward Palutena has improved over time, even in spite of her continually sparse representation.


==Update history==
==Update history==
Palutena has received a mix of buffs and nerfs in game updates, though it is unclear whether she has been overall buffed or nerfed. The changes to game mechanics have worsened her defensive game, though she was also overall buffed directly, as most of her moves were changed, each in a different way, with the majority of them noticeably improving her previously mediocre offensive game.
Palutena has received a mix of buffs and nerfs in game updates. The changes to game mechanics have worsened her defensive game, though she was also overall buffed directly, as most of her moves were changed, each in a different way, with the majority of them noticeably improving her previously mediocre offensive game.


Update [[1.0.4]] made her up and down tilts faster, most notably the latter, to the point it is now one of her safest grounded attacks. However, it also fixed a useful bug on her Counter, removing any mindgames the move could have, and her pivot grab's infamous range was shortened. Update [[1.0.6]] removed another beneficial glitch on Super Speed, where the momentum would be maintained after jump cancelled attacks. Update [[1.0.8]] further improved her up tilt by increasing its damage output and improving its hitboxes' placements. Update [[1.1.0]] brought a mix of buffs and nerfs, though the buffs were more plentiful, increasing the hitbox sizes of her down tilt and neutral aerial, increasing the damage output of her forward aerial and decreasing her grabs' ending lag. On the other hand, forward tilt's knockback properties on its hitboxes were reversed, and the hitboxes' sizes were increased to make its hits connect together better, though it removed its rehit rate, which eliminated its risky, yet useful shield pressuring properties, since it previously let the move hit an opponent up to three times, and thus overriding the move's buffs by making it significantly less safe on shield.
Update [[1.0.4]] made up and down tilts faster, to the point that the latter is now one of her safest grounded attacks. However, it also fixed a useful glitch on Counter that effectively removed its mindgame potential, and shortened her pivot grab's range. Update [[1.0.6]] removed another beneficial glitch on Super Speed, where the momentum would be maintained after [[Jump-canceling|jump-canceled]] attacks. Update [[1.0.8]] further improved up tilt by increasing its damage output and improving its hitbox placements. Update [[1.1.0]] brought a mix of buffs and nerfs: it increased down tilt and neutral aerial's hitbox sizes, increased forward aerial's damage output, and decreased her grabs' ending lag, yet effectively significantly hindered forward tilt's damage racking potential by removing its re-hit rate.


However, update [[1.1.1]] brought an indirect, yet immense nerf, as the changes to shield mechanics have hindered her more than any other character: the increase in [[shieldstun]] and the fact [[hitlag]] now applies to shields have worsened Palutena's already poor [[out of shield]] game even further, subsequently neutralizing the crux of her defense, and giving her a harder time against characters with moves that possess high hitlag, such as {{SSB4|Ryu}}. While these changes also make spacing her aerial moves more of an option for her, it is also important to note that due to the disproportionate amount of ending lag compared to her damage output, she remains one of the the easiest characters to punish out of shield as the ending lag still leaves her vulnerable, thus also neutralizing any benefit she could get from these changes. The same update also buffed Explosive Flame's damage output and hitbox sizes, but made it even less useful overall by now making it blockable. Another glitch was also removed where she could instantly renew Lightweight on platforms.
However, update [[1.1.1]] brought an indirect, yet immense nerf: the changes to shield mechanics worsened Palutena's already poor [[out of shield]] potential even further, as they neutralized the crux of her defense and make it more difficult for her to shield and punish her opponent. While these changes also make spacing Palutena's aerial moves more of an option for her, it is also important to note that the disproportionate amount of ending lag compared to her damage output results in her remaining one of the easiest characters to punish out of shield. The same update also buffed Explosive Flame's damage output and hitbox sizes, but largely counterbalanced these buffs by making its last hit blockable. Another glitch was also removed, in which she could instantly renew Lightweight on [[platform]]s.


An unknown parameter was altered in update [[1.1.4]], though it is currently unknown how it affects her. Lastly, update [[1.1.5]] brought some other useful buffs by making her neutral attack and her neutral and forward aerials more damaging, with the latter's knockback compensated, slightly improving her combo game. Ultimately, Palutena's abundant buffs are arguably counterbalanced by the few nerfs she also received, which results in her position relative to the cast questionable, mostly due to other characters also receiving very useful buffs, such as {{SSB4|Samus}}, {{SSB4|Charizard}}, {{SSB4|Lucina}} and especially {{SSB4|Mewtwo}}.
Lastly, update [[1.1.5]] brought some other useful buffs by increasing the damage outputs of her neutral attack, neutral aerial and forward aerial, which improved her damage racking potential and combo game. Ultimately, Palutena's abundant buffs are arguably counterbalanced by the few nerfs she received. As a result, her position relative to the cast is debatable, mostly because of other characters also receiving very useful buffs from game updates, such as {{SSB4|Samus}}, {{SSB4|Charizard}}, {{SSB4|Lucina}}, and {{SSB4|Mewtwo}}.


'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
{{UpdateList/1.0.4|char=Palutena}}
{{UpdateList/1.0.4|char=Palutena}}
'''{{GameIcon|ssb4-3ds}} [[List of updates (SSB4-3DS)#1.0.5|1.0.5]]'''
'''{{GameIcon|ssb4-3ds}} [[List of updates (SSB4-3DS)#1.0.5|1.0.5]]'''
*{{change|Up aerial has improved visual effects.}}
*{{change|Up aerial's visual effects improved.}}
'''{{GameIcon|ssb4}} [[1.0.6]]'''
'''{{GameIcon|ssb4}} [[1.0.6]]'''
*{{change|Due to concerns raised by {{s|wikipedia|CERO}}, Palutena's underwear were replaced with shorts, and her skirt was darkened and lengthened in the Japanese version in order to be less revealing. In international releases of the game, only her underwear is replaced with shorts.}}
*{{change|Due to concerns raised by {{s|wikipedia|CERO}}, Palutena's skirt and underwear were lengthened and slightly darkened in the Japanese version.<ref name="CERO">[http://sourcegaming.info/2015/09/18/cero-and-palutenas-censorship/ CERO and Palutena's Censorship]</ref>}}
*{{bugfix|Fixed a glitch where [[Super Speed]]'s momentum could be maintained after [[Jump-canceling|jump cancelled]] attacks.}}
*{{bugfix|Fixed a glitch where [[Super Speed]]'s momentum could be maintained after [[Jump-canceling|jump-canceled]] attacks.}}
'''{{GameIcon|ssb4}} [[1.0.8]]'''
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{buff|Up tilt's loop hits deal 0.2% more damage|1%|1.2%.}}
*{{buff|Up tilt's loop hits deal 0.2% more damage|1%|1.2%.}}
*{{buff|Up tilt's hitbox placements adjusted|bone 1000|0. This means its hitboxes are now centered around Palutena rather than her staff, which make its hits connect together better.}}
*{{buff|Up tilt's hitbox placements adjusted|bone 1000|0. This re-positions its hitboxes around Palutena instead of her staff, which make its hits connect together better.}}
''' {{GameIcon|ssb4}} [[1.1.0]]'''
''' {{GameIcon|ssb4}} [[1.1.0]]'''
*{{buff|Forward tilt's hitbox sizes increased|3.8u/2.5u|4.1u/2.8u and its hitboxes have reversed properties. Frames 17-24 had their angles altered: 361° → 48° and knockback scaling decreased: 100 → 65, while frames 25-39 had their angle altered: 48° → 361° and knockback scaling increased: 65 → 100. Altogether, these changes make its hits connect together better at low percentages.}}
*{{buff|Forward tilt's hitbox sizes increased|3.8u/2.5u|4.1u/2.8u; its first hit's angle altered: 361° → 48° and knockback scaling decreased: 100 → 65; and its second hit's angle altered: 48° → 361° and knockback scaling increased: 65 → 100. Altogether, these changes make its hits connect together better at low percentages, and improve its spacing potential.}}
*{{nerf|Forward tilt's re-hit rate removed|10|0, significantly hindering its damage racking potential.}}
*{{buff|Down tilt's hitbox sizes increased|2.4u/1.9u|2.7u/2.1u.}}
*{{buff|Down tilt's hitbox sizes increased|2.4u/1.9u|2.7u/2.1u.}}
*{{nerf|Forward tilt no longer has a rehit rate|10|0. This means it can no longer hit a target up to three times.}}
*{{buff|Down tilt's ending lag decreased.}}
*{{buff|Down tilt's ending lag decreased.}}
*{{buff|Neutral aerial's hitbox sizes increased|3u|3.4u.}}
*{{buff|Neutral aerial's hitbox sizes increased|3u|3.4u.}}
*{{buff|Forward aerial deals 1% more damage|7%|8%.}}
*{{buff|Forward aerial deals 1% more damage|7%|8%.}}
*{{buff|All grabs' ending lag decreased|34 frames (standing)/42 frames (dash/pivot)|32/40.}}
*{{buff|All grabs' ending lag decreased: frame 34 → 32 (standing), frame 42 → 40 (dash/pivot).}}
'''{{GameIcon|ssb4}} [[1.1.1]]'''
'''{{GameIcon|ssb4}} [[1.1.1]]'''
*{{buff|[[Explosive Flame]] deals 0.2% more damage|0.6% (initial)/4% (last)|0.8%|4.2%.}}
*{{buff|[[Explosive Flame]] deals 0.2% more damage|0.6% (loop)/4% (last)|0.8%|4.2%.}}
*{{buff|Explosive Flame's hitbox sizes increased|3.7u (loop)/4.8u (last)|14u/15.5u.}}
*{{buff|Explosive Flame's hitbox sizes increased|3.7u (loop)/4.8u (last)|14u/15.5u.}}
*{{nerf|Explosive Flame's last hit is no longer [[unblockable]].}}
*{{nerf|Explosive Flame's last hit is no longer [[unblockable]].}}
*{{bugfix|Fixed a glitch where Palutena could infinitely renew [[Lightweight]] on platforms.}}
*{{bugfix|Fixed a glitch where Palutena could infinitely renew [[Lightweight]] on platforms.}}
'''{{GameIcon|ssb4}} [[1.1.4]]'''
*{{change|Unknown parameter decreased|36|16.}}
'''{{GameIcon|ssb4}} [[1.1.5]]'''
'''{{GameIcon|ssb4}} [[1.1.5]]'''
{{UpdateList/1.1.5|char=Palutena}}
{{UpdateList/1.1.5|char=Palutena}}


==Moveset==
==Moveset==
*Palutena's special moves are based on their respective [[icaruspedia:Powers|Power]]s of the same name from ''Kid Icarus: Uprising''.
''For a gallery of Palutena's hitboxes, see [[Palutena (SSB4)/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
Line 88: Line 107:
|neutralinf=y
|neutralinf=y
|neutral1dmg=3%
|neutral1dmg=3%
|neutralinfdmg=1% (loop), 3.5% (last)
|neutralinfdmg=0.8% (loop), 3.5% (last)
|neutraldesc=Thrusts her staff forward to emit a blast of light from its orb that hits multiple times, followed by an upward swipe. Long range and useful for spacing, making it Palutena's best ground attack. It is easily [[jab cancel]]led, and can combo into itself, grabs and, at very high percentages, a neutral aerial, back aerial or an up smash. The neutral infinite's finisher deals decent knockback, but has high ending lag. It is also tied with {{SSB4|Wario}}'s for the fourth slowest neutral attack in the game, being surpassed only by {{SSB4|Bayonetta}}'s, {{SSB4|King Dedede}}'s and {{SSB4|Zelda}}'s, with its first hit being active on frame 8.
|neutraldesc=Thrusts her staff forward to emit a blast of light from its orb that hits multiple times, followed by an upward swipe. It is Palutena's best ground attack and arguably one of the best neutral attacks in the game, thanks to its spacing, damage racking and [[jab cancel]]ing potential. Jab cancel follow-ups include itself and standing/dash grabs at low to high percentages, and neutral aerial, back aerial, and smash attacks at very high percentages. Its neutral infinite's finisher is useful for spacing, thanks to its extremely high knockback scaling. Due to it hitting on frame 8, however, it is tied with {{SSB4|Wario}}'s neutral attack for the fourth slowest in the game. Its neutral infinite also has high ending lag.
|ftiltname=&nbsp;
|ftiltname=&nbsp;
|ftiltdmg=6% (staff head), 4% (staff tail)
|ftiltdmg=6% (staff's head), 4% (staff's tail)
|ftiltdesc=Twirls her staff in front of herself, hitting up to three times. Long duration, good range and can be used to punish sidesteps and rolls or pressure shields. It is unclankable, meaning it will not suffer ending lag if it collides with an attack without transcendent priority. However, it leaves her very vulnerable to other attacks due to its very slow start-up, long duration, high ending lag and lack of reliable protection.
|ftiltdesc=Telekinetically twirls her staff in front of herself. Hitting with the staff's tail can make it hit twice altogether, while its long duration and good range can allow it to punish [[sidestep]]s and backward [[roll]]s. It has [[Priority#Moves that cannot rebound|anti-rebounding priority]], which means that it will not suffer ending lag if it collides with an attack that does not have [[transcendent priority]]. Due to it hitting on frame 17, however, it is her slowest tilt attack. When coupled with its high ending lag and long duration, it is very punishable.
|utiltname=&nbsp;
|utiltname=&nbsp;
|utiltdmg=1.2% (loop), 2.5% (last staff head), 1.5% (last staff tail), 8.7%/9.7% (all hits connect)
|utiltdmg=1.2% (hits 1-6), 2.5% (hit 7 staff's head), 1.5% (hit 7 staff's tail)
|utiltdesc=Kneels and twirls her staff overhead, hitting up to seven times. Despite having a relatively low hitbox, it has decent vertical range. It has the fastest start-up of her tilt attacks and good KO potential at very high percentages. It also makes Palutena's hurtbox very low, even lower than her crouch. However, it has a rather long duration and fails to hit small opponents, such as {{SSB4|Kirby}}. This move is unclankable.
|utiltdesc=Kneels and telekinetically twirls her staff overhead. Unlike forward and down tilt, it has KO potential, thanks to its last hit's head hitbox having extremely high knockback scaling. Its last hit's head hitbox KOs middleweights at 154%/143% (''3DS''/''Wii U'') from anywhere on {{SSB4|Final Destination}}. Despite having a relatively low hitbox, it has deceptively decent vertical range, lowers Palutena's hurtbox even more than her [[crouch]] does, and has anti-rebounding priority. Due to it hitting on frame 10, it has the lowest start-up out of her tilt attacks. However, when this is coupled with its long duration, it is nevertheless punishable. In addition, its minimal horizontal range makes it unable to hit small, grounded characters like {{SSB4|Kirby}}.
|dtiltname=&nbsp;
|dtiltname=&nbsp;
|dtiltdmg=8.5% (grounded opponents, staff's head or tail on aerial opponents), 5% (staff's handle, aerial opponents only)
|dtiltdmg=8.5% (grounded opponents, staff's head/tail on aerial opponents), 5% (staff's handle on aerial opponents)
|dtiltdesc=Twirls her staff along the ground in front of herself. It is her fastest tilt (though it still has relatively slow start-up), as well as her tilt attack with the lowest duration and the least ending lag. It can be used for edgeguarding and spacing, or to punish sidesteps and rolls, though it is more situational than her neutral attack in terms of general spacing due to its slower start-up. This move is unclankable.
|dtiltdesc=Kneels and telekinetically twirls her staff along the ground in front of herself. In addition to its anti-rebounding priority, it has the shortest duration and lowest ending lag out of her tilt attacks. It can be used for edge-guarding and spacing, or to punish sidesteps. However, its noticeable start-up lag makes it more situational than her neutral attack in regard to spacing.
|dashname=&nbsp;
|dashname=&nbsp;
|dashdmg=9% (clean), 5% (late)
|dashdmg=9% (clean), 5% (late)
|dashdesc=Rams into the opponent with her shield. The attack grants her 12 [[invincibility frame]]s on her frontal part of her body. It is easy to hit the opponent with the attack due to it granting Palutena a small boost forward. It is also tied for the fastest dash attack, but it has high ending lag. These traits make it usable for catching landing opponents and penetrating through strong attacks without suffering damage. Its clean hit begins KOing at 150%, when hit by her arm.
|dashdesc=Rams into the opponent with her shield. Due to it hitting on frame 6, it is one of the fastest dash attacks in the game. It also has deceptive range, thanks to it slightly boosting Palutena. Thanks to its clean hitbox's high knockback scaling, it can function as a situational KOing option; it KOs middleweights at 157%/145% (''3DS''/''Wii U'') while near the edge of Final Destination. Its clean hitbox also grants partial [[invincibility]] to Palutena's body on frames 4-15. However, its high ending lag makes it very punishable.
|fsmashname=Goddess Wings
|fsmashname=Goddess Wings ({{ja|女神の翼|Megami no Tsubasa}})
|fsmashdmg={{ChargedSmashDmgSSB4|16}} (near), {{ChargedSmashDmgSSB4|13}} (far)
|fsmashdmg={{ChargedSmashDmgSSB4|16}} (near), {{ChargedSmashDmgSSB4|13}} (far), — (tip)
|fsmashdesc=Conjures ethereal wings and flaps them forward. Deals high knockback and has long horizontal range, giving it great KO potential. It 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. However, it has high ending lag at 47 frames, making it somewhat risky to use. Its sweetspot KOs at 100%, while its sourspot KOs around 115%. She occasionally calls out its name upon use ({{ja|ゴッド ウイング|Goddo Uingu}}, ''God Wing'' in the Japanese version).
|fsmashdesc=Conjures ethereal wings and flaps them forward. It has impressive horizontal range, while its respectable damage output and high knockback scaling make it very strong. Its sweetspot covers the majority of the wings, whereas its sourspot is on their tips. Its sweetspot KOs middleweights at 84%/74% (''3DS''/''Wii U'') while near the edge of Final Destination. Conversely, its sourspot latter KOs them at 108%/97% (''3DS''/''Wii U'') while near the edge of Final Destination. It also has a windbox near the tips of the wings that can [[push]] away opponents and potentially [[gimp]] recoveries. Due to it hitting on frame 18 and having 47 frames of ending lag, however, it is very punishable and thus best suited as a punishment option.
|usmashname=&nbsp;
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSB4|16}} (base), {{ChargedSmashDmgSSB4|12}} (middle), {{ChargedSmashDmgSSB4|9}} (top)
|usmashdmg={{ChargedSmashDmgSSB4|16}} (base), {{ChargedSmashDmgSSB4|12}} (middle), {{ChargedSmashDmgSSB4|9}} (top)
|usmashdesc=Conjures a blue beam of light that erupts from the ground. It has the highest vertical range of any up smash in the game as well as the second highest vertical range of all up smashes in the series, surpassed only by {{SSBB|Snake}}'s up smash in ''[[Brawl]]''. It has three hitboxes: one at the base, one at the middle and one at the top, the bottom one being the strongest of the three. Its high vertical hitbox and great KO potential make it a very good edgeguarding tool, as it KOs at 100% when sweetspotted at the base. However, it has minimal horizontal range and high ending lag, though it is her smash attack with the least ending lag at 42 frames, as well as the least risky to use. Can KO at 100% when sweetspotted.
|usmashdesc=Conjures a cyan beam of light that erupts from the ground. It has the highest vertical range of any up smash in the game, and the second highest vertical range of all up smashes in the series, surpassed only by {{SSBB|Snake}}'s. It has three hitboxes: one at the base of the beam, one at the middle, and one at the top. Its high vertical range and base hitbox's great KO potential make it very useful for edge-guarding. Its base hitbox KOs middleweights at 102%/94% (''3DS''/''Wii U'') from anywhere on Final Destination. Although its middle hitbox deals slightly less damage, it also KOs reliably; it KOs aerial middleweights at 117%/106% (''3DS''/''Wii U'') from anywhere on Final Destination. Due to it hitting on frame 18, and having both 42 frames of ending lag and very minimal horizontal range, it is best suited as a punishment option. In addition, its top hitbox KOs noticeably later because of its average damage output.
|dsmashname=Goddess Wings
|dsmashname=Goddess Wings ({{ja|女神の翼|Megami no Tsubasa}})
|dsmashdmg={{ChargedSmashDmgSSB4|15}} (clean), {{ChargedSmashDmgSSB4|13}} (late)
|dsmashdmg={{ChargedSmashDmgSSB4|15}} (near), {{ChargedSmashDmgSSB4|13}} (far), — (tip)
|dsmashdesc=Conjures ethereal wings and flaps them downward on both sides. 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 high start-up lag for a down smash (though ironically, the fastest of her smash attacks) as well as the highest ending lag of all down smashes and the second highest ending lag of all the smash attacks in the game at 52 frames, making it very risky to use. It sends on a mainly vertical trajectory and KOs at 114% when clean, and is a [[semi-spike]] that KOs at 145% when late. She occasionally calls out its name upon use ({{ja|ゴッド ウイング|Goddo Uingu}}, ''God Wing'' in the Japanese version).
|dsmashdesc=Conjures ethereal wings and flaps them downward on both sides. Its clean hitbox has the highest knockback scaling out of her smash attacks. When coupled with its respectable damage output, it KOs middleweights at 110%/102% (''3DS''/''Wii U'') while near the edge of Final Destination. Although its late hitbox deals slightly less damage, it is also reliable thanks to being a [[semi-spike]] that is strong enough to KO middleweights at 115%/104% (''3DS''/''Wii U'') while near the edge of Final Destination. Like forward smash, it has a windbox near the tips of the wings. However, it hits on frame 17 and has 52 frames of ending lag; the latter of which is the highest amount of ending lag of all down smashes in the game, and the second highest ending lag of all smash attacks in the game. As a result, it is best used as a punishment option.
|nairname=&nbsp;
|nairname=&nbsp;
|nairdmg=1.7% (loop), 5% (last), 13.5% (all hits connect)
|nairdmg=1.7% (loop), 5% (last)
|nairdesc=Spins her staff around her. The first five hits have the [[Autolink angle|auto-link angle]], which can potentially trap opponents into the rest of the attack. It is a great pressuring tool against opponents on platforms above, and it can combo into aerial or ground attacks at low percentages.
|nairdesc=Telekinetically spins her staff around herself. Its loop hits have the [[Autolink angle|auto-link angle]], which makes it reliably trap opponents. When coupled with its long duration, it is a great pressuring and juggling option against opponents in the air or on platforms. Its last hit's extremely high knockback scaling also allows it to function as a decent edge-guarding option, and combo into grounded or other aerial attacks at low percentages.
|fairname=&nbsp;
|fairname=&nbsp;
|fairdmg=9%
|fairdmg=9%
|fairdesc=A flying kick. Long horizontal hitbox and low landing lag makes it her most reliable spacing tool, and is a good combo option into grabs and other attacks, though it has relatively high ending lag. It can also be autocancelled from SHFF. It is less safe on shield since it delivers less [[shieldstun]], unless it hits with the tip of her foot.
|fairdesc=A flying kick. Its long range and low landing lag make it one of her most reliable spacing options. When coupled with its ability to be auto-canceled when [[SHFF]]'d, it also boasts good combo potential at low to medium percentages; follow-ups include itself, neutral attack, standing/dash grab, and dash attack. However, it has a very short duration and high ending lag.
|bairname=&nbsp;
|bairname=&nbsp;
|bairdmg=12% (shield), 9% (arm)
|bairdmg=12% (shield), 9% (arm)
|bairdesc=Rotates her body to slam her shield into the opponent. The attack grants her 8 invincibility frames on her upper body, allowing her to out-prioritize other attacks and some projectiles. Comes out one frame faster than her forward aerial, it has decent landing lag and can be autocancelled from a short hop. These traits make it a good spacing tool at medium range if it hits with the shield's edge. However, it is easy to miss if the opponent is too close to Palutena, since it does not have a hitbox around her. It also has high ending lag for an aerial at 41 frames. KOs at 119% near the edge.
|bairdesc=Rotates her body to slam her shield into the opponent. Due to it hitting on frame 8, it is tied with up aerial as her second fastest aerial. It also has the second lowest amount of landing lag out of her aerials, and can be auto-canceled from a short hop. When these traits are coupled with its shield hitbox's respectable damage and high knockback scaling, it is one of Palutena's most viable KOing options. Its shield hitbox KOs middleweights at 135%/123% (''3DS''/''Wii U'') while near the edge of Final Destination. Like dash attack's clean hitbox, it grants partial invincibility around her body, but does so for its entire duration instead of for several frames. However, it has very high ending lag and a very small sourspot on her arm that deals less damage. Due to having its hitboxes positioned only on her shielded arm, it can also potentially miss an opponent that is too close to her.
|uairname=&nbsp;
|uairname=&nbsp;
|uairdmg=1% (loop), 5% (last), 9% (all hits connect)
|uairdmg=1% (hits 1-4), 5% (hit 5)
|uairdesc=Twirls while emitting her halo, which hits up to five times. Its fast start-up and long duration allow it to reliably pressure aerial opponents above her. Has great KO potential at high percentages, often KOing at 100% near the upper blast line, and KOing at roughly 137% if all hits connect on a grounded opponent. However, it has fairly high ending lag at 24 frames. Interestingly, this attack has more interruptible frames than autocancelling frames, meaning it cannot be autocancelled at all. This can, however, be mitigated by using other attack with lower ending lag before she hits the ground, like her forward aerial. As it pulls opponents when fast falling, it is possible for it to combo into a grab at low percentages despite its ending lag, if the opponent fails to react properly.  
|uairdesc=Twirls while emitting her halo. Due to it hitting on frame 8, it is tied with back aerial as her second fastest aerial. Like neutral aerial, it has a long duration, hits multiple times and its last hit has extremely high knockback scaling. These traits allow it to reliably pressure aerial opponents above Palutena, and make it one of her most viable KOing options. Its last hit KOs middleweights at 104%/95% (''3DS''/''Wii U'') while near the upper blast line of Final Destination. However, it has a noticeable amount of ending lag. Due to having more interruptible frames than auto-canceling frames, it also cannot be auto-canceled at all, even a few frames after its animation ends. Despite this, its auto-cancel issue can be mitigated by using another attack with less ending lag, such as forward aerial, before Palutena lands on solid ground.
|dairname=&nbsp;
|dairname=&nbsp;
|dairdmg=9%
|dairdmg=9%
|dairdesc=A roundhouse kick. It [[meteor smash]]es anyone below her and it will always meteor smash due to lacking a sourspot. However, it lasts for only 1 frame and it has very low horizontal range, making it difficult to land, and it has the highest ending lag of any aerial attack in the game while not autocancelling even from a full hop. As a result, it works better as an out of shield option, though it is still more situational than her other attacks.
|dairdesc=A downward roundhouse kick. Unlike other meteor smashes, it will always meteor smash aerial opponents, thanks to its consistent hitbox. Conversely, it will obliquely launch grounded opponents, which allows it to be used as a punishment option from [[out of shield]] when SHFF'd. Due to it hitting on frame 10 and having the highest ending lag of any aerial attack in the game, it is her slowest aerial and thus very punishable. In addition, it only lasts for only 1 frame, has very minimal horizontal range, and cannot auto-cancel unless used from a jump. As a result of its flaws, it is unarguably Palutena's least effective aerial attack.
|grabname=&nbsp;
|grabname=&nbsp;
|grabdesc=Telekinetically grabs the opponent. Palutena's grab range is fairly large and disjointed, although her dash grab has some ending lag.
|grabdesc=Telekinetically clinches the opponent. Palutena's overall grab range is above-average: her standing grab is the fourth longest ranged non-[[tether grab]] in the game, while her pivot grab also has impressive range. However, her dash grab has a slight amount of ending lag.
|pummelname=&nbsp;
|pummelname=&nbsp;
|pummeldmg=3.1%
|pummeldmg=3.1%
|pummeldesc=A small blast of light. Its average speed, yet high damage output makes it one of the best pummels in the game.
|pummeldesc=A small blast of light. Moderately slow, but tied with {{SSB4|Sheik}}'s for the sixth most damaging pummel in the game.
|fthrowname=&nbsp;
|fthrowname=&nbsp;
|fthrowdmg=9%
|fthrowdmg=9%
|fthrowdesc=Curls herself, then telekinetically pushes the opponent forward. It is Palutena's weakest throw in terms of knockback, though it can be used to set up an edgeguard.
|fthrowdesc=Slightly curls herself and then telekinetically pushes the opponent forward. It is Palutena's second most damaging throw, but only has utility as an edge-guard set-up.
|bthrowname=&nbsp;
|bthrowname=&nbsp;
|bthrowdmg=10%
|bthrowdmg=10%
|bthrowdesc=Telekinetically elevates the opponent, then performs an inverted version of the [[wikipedia:Arabesque (ballet position)|Arabesque]], a ballet kick, which flings the opponent backward. It is her strongest throw, but since it launches at the [[Sakurai angle]], it is easy to DI, and will not KO most middleweights until 155%.
|bthrowdesc=Telekinetically lifts the opponent and then performs an inverted version of the [[wikipedia:Arabesque (ballet position)|Arabesque]], a ballet position, to fling the opponent backward. It is Palutena's most damaging throw, and her only throw that KOs at reasonable percentages. It is also useful for setting up an edge-guard. It KOs middleweights at 156%/146% (''3DS''/''Wii U'') while near the edge of Final Destination.
|uthrowname=&nbsp;
|uthrowname=&nbsp;
|uthrowdmg=8%
|uthrowdmg=8%
|uthrowdesc=Elevates her staff, then telekinetically throws the opponent upward. It is her second strongest throw, making it usable with rage, but it can also KO opponents earlier on stages with platforms.
|uthrowdesc=Telekinetically heaves the opponent 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]], such as {{SSB4|Battlefield}}'s top platform. As a result, it is better suited for setting up aerial pressure.
|dthrowname=&nbsp;
|dthrowname=&nbsp;
|dthrowdmg=5%
|dthrowdmg=5%
|dthrowdesc=Telekinetically slams the opponent onto the ground with her left hand. It is her best throw, due to its impressive potential for combos and KO set-ups. Depending on the opponent's DI, it can combo into a neutral aerial, forward aerial, [[reverse aerial rush]] back aerial, up aerial. It can even be followed up with a down aerial or an up smash, though both require the opponent's air dodge to be successfully read and the opponent to fail to DI properly.
|dthrowdesc=Telekinetically slams the opponent onto the ground. It is Palutena's most useful throw, thanks to its high base knockback, very low knockback growth, and diagonal launching angle. Depending on the opponent's DI, it can combo into any of her aerials, most notably up aerial. At high percentages, its up aerial combo is a reliable KO combo against almost the entirety of the cast, similarly to {{SSB4|Zelda}}'s own respective combo. Its back aerial combo also has decent KO potential, but must be used with a [[reverse aerial rush]]. In comparison, its down aerial combo requires both a successful read of the opponent's air dodge, and the opponent failing to DI properly. It can also combo into up smash, although it has the same requirements as the down aerial combo. However, down throw's combos are susceptible to DI, and it loses its effectiveness while Palutena has high [[rage]].
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Swings her staff behind herself, then in front of herself.
|floorfdesc=Swings her staff behind herself and then in front of herself before getting up.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Same as her frontal floor attack.
|floorbdesc=Swings her staff behind herself and then in front of herself before getting up.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
|floortdesc=Swings her staff in front of herself, then behind herself.
|floortdesc=Swings her staff in front of herself and then behind herself before getting up.
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=7%
|edgedmg=7%
|edgedesc=Performs a legsweep while climbing up.
|edgedesc=Performs a legsweep while climbing up.
|nsdefname=Autoreticle
|nsdefname=Autoreticle
|nsdefdmg=2.9% (per hit)
|nsdefdmg=2.9% (per hit, 3 hits)
|nsdefdesc=Aims a reticle over the opponent, then fires three blasts of light at that location. It can only be initiated only if an opponent is within range, with nothing blocking her target, and said opponent is not currently intangibile. It can be used as a way for stopping direct approaches and [[lock]]ing, as well as forcing an approach. It is also able to hit opponents behind Palutena (if she is moving during the attack and the opponent is at the maximum horizontal range towards her). In addition to its offensive potential, it has defensive potential due to it stalling her in midair, making it useful to discourage opponents from edgeguarding or gimping her. However, it has high ending lag if it doesn't target anything.  
|nsdefdesc=Illuminates her staff's orb to aim a {{s|wikipedia|reticle}} over an opponent within a large frontal cone radius, and then fires three energy blasts at that location. It will only fire the blasts if no surfaces block her target (including platforms), and if the opponent is within range and not [[Intangibility|intangible]]. It can be used as a way for stopping direct approaches and [[lock]]ing, as well as forcing an approach. However, it has high ending lag, regardless of whether or not it targets anything. Because the shots aren’t very fast and only go in one direction, they can be dodged with relative ease.
|nsc1name=[[Explosive Flame]]
|nsc1name=[[Explosive Flame]]
|nsc1dmg=0.8% (loop), 4.2% (last)
|nsc1dmg=0.8% (loop, 6 hits), 4.2% (last)
|nsc1desc=Creates a [[Smart Bomb]]-like explosion approximately three character lengths away. Decent spacing and zoning tool, but its high start-up lag and set distance make it easily predictable.
|nsc1desc=Creates a [[Smart Bomb]]-like explosion approximately three character lengths away. It is a decent spacing and zoning tool like Autoreticle. Unlike Autoreticle, it actually has KO potential, thanks to its loop hits reliably trapping the opponent, and its last hit having impressive knockback in spite of its low damage output. Its last hit KOs middleweights at 170% from anywhere on Final Destination in {{for3ds}}. However, its noticeable start-up lag and set distance make it fairly predictable like Autoreticle.
|nsc2name=[[Heavenly Light]]
|nsc2name=[[Heavenly Light]]
|nsc2dmg=1% (per hit)
|nsc2dmg=1% (per hit, 36 hits)
|nsc2desc=Emits a large, rectangular field of supernal light above herself. Its duration can be extended as long as the special button is held. It deals damage in its area [[Knockback#no knockback|without producing knockback or flinching]], as well as repelling all opponents from the sides. Because of this, this move can be used to steal a KO from a character who launched another. It can be absorbed, although this grants it supplemental use for a teammate if they have a move to absorb it.
|nsc2desc=Emits a large, rectangular field of supernal light above herself. Its duration can be extended as long as the special button is held. It deals damage within its area, and has windboxes at its edges that push away opponents. However, it cannot KO outright because of its [[Knockback#No knockback|lack of knockback]]. As a result, it can be used to steal a KO from a character who launched another. When coupled with its ability to be [[Absorption|absorbed]], it can also function as a very useful way to supplement a teammate if they have a move to absorb it. Still, relatively high end lag makes Palutena even more vulnerable using this move.
|ssdefname=Reflect Barrier
|ssdefname=Reflect Barrier
|ssdefdmg=5%, 1.17x (reflected projectiles)
|ssdefdmg=5%, 1.17× (reflected projectiles)
|ssdefdesc=Raises her shield forward to emit a rectangular barrier which [[push]]es 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 barrier reflects an attack that deals at least 50%, it will break. However, unlike other reflectors, it can be used immediately after being broken. The barrier stays out for almost a full second (58 frames).
|ssdefdesc=Raises her shield to emit a rectangular barrier. The barrier [[reflect]]s [[projectile]]s and weakly [[push]]es opponents away, dealing damage to anyone within grabbing range. Palutena's shield also has an [[unblockable]] hitbox when it is being raised. If the barrier blocks or reflects an attack that deals at least 50%, it will break. However, unlike other reflectors, it can be used immediately after breaking. The barrier stays out for almost an entire second (58 frames).
|ssc1name=[[Angelic Missile]]
|ssc1name=[[Angelic Missile]]
|ssc1dmg=13%
|ssc1dmg=13%
|ssc1desc=Shoots herself forward to perform a flying, corkscrew [[Wikipedia:Professional wrestling attacks|battering ram]], similarly to [[Skull Bash]] and [[Green Missile]]. It can aid her recovery significantly without rendering her helpless. It is also a decent, albeit somewhat avoidable, gimping and KOing option while off-stage.
|ssc1desc=Shoots herself forward to perform a corkscrew [[Wikipedia:Professional wrestling attacks|battering ram]], similarly to [[Skull Bash]]. Due to it covering almost half of Battlefield and not rendering her helpless, it is a very useful horizontal recovery option, though it has a moderate amount of end lag in mid-air. In addition, its respectable damage output and high base knockback allow it to KO middleweights at 108% while near the edge of Final Destination in the ''3DS'' version. However, it can be avoided somewhat easily because of its noticeable start-up lag, and can even be interrupted by very weak attacks because of its low knockback scaling. Unlike Skull Bash and [[Green Missile]], it also propels Palutena at a set distance because of its inability to be [[charge]]d.
|ssc2name=[[Super Speed]]
|ssc2name=[[Super Speed]]
|ssc2dmg=2.6%+distance
|ssc2dmg=0%-7%
|ssc2desc=Performs a charging attack where she glides along the ground very quickly for a long distance. She can damage opponents by ramming into them. While in the air, the move will propel her diagonally downward. It is considered her best side special move due to its speed and ability to retain its momentum after cancelling the attack, which gives Palutena a plethora of options for mix-ups, recovery, pressure, and mobility. Can be cancelled with her jump, up smash, grab, dash attack, and other attacks. It has a small amount of cooldown at approximately three seconds (184 frames).
|ssc2desc=Glides along the ground very quickly while emitting her halo in order to ram into the opponent. It covers the entirety of Battlefield when used on the ground, and propels her diagonally downward when used in the air. Damage varies based on acceleration and timing; starting the move next to someone will knock them aside dealing no damage. In addition to damaging opponents on contact, it can be canceled with her jump, grab, dash attack, sidestep, or pressing the special button again. It has a cooldown period that lasts for slightly more than 3 seconds (184 frames), and a small ring of light will appear around Palutena's torso to indicate when it can be used again. It is considered her best side special move, thanks to its sheer speed and ability to retain its momentum after canceling collectively granting Palutena a plethora of options for mix-ups, recovery, pressure and mobility.
|usdefname=Warp
|usdefname=Warp
|usdefdmg=—
|usdefdmg=—
|usdefdesc=A {{b|teleport|disambiguation}}. Palutena disappears and then reappears in a chosen direction. It can be [[edge cancel]]led, allowing for defensive and movement options, but renders Palutena [[helpless]] after reappearance unless edge cancelled.
|usdefdesc=Disappears and then reappears in a chosen direction. It quickly covers both a respectable amount of height and a decent horizontal distance while rendering Palutena [[Teleport (disambiguation)|invisible]]. It can also be [[Ledge-canceling|edge-canceled]], which grants it defensive and re-positioning potentials. However, it renders Palutena [[helpless]] after she reappears unless it is edge-canceled. Functions similar to [[Mewtwo]]’s [[Teleport]].
|usc1name=[[Jump Glide]]
|usc1name=[[Jump Glide]]
|usc1dmg=—
|usc1dmg=—
|usc1desc=Jumps a fair distance up and then glides, similarly to [[Peach Parasol]]. It can be cancelled into any aerial move, which in turn makes it a great move for keeping vertical follow-ups, and it has deceptively longer horizontal recovery distance than Warp. However, it cannot be edge cancelled and, if she flinches during the move, Palutena cannot do anything until she lands on the ground aside from moving, which may lead to an inevitable KO. It leaves her helpless at the end of the move or if she cancels it with an aerial.
|usc1desc=Jumps a fair distance and then glides afterward, similarly to [[Peach Parasol]], before entering a helpless state at the end of the glide. It can be canceled into any aerial move, which makes it great at maintaining vertical follow-ups, and covers more horizontal distance than Warp. However, it cannot be edge-canceled, and canceling it into her aerials will render her helpless, similarly to [[Winged Pikmin]]. In addition, if Palutena flinches during the move, she cannot do anything until she lands on the ground aside from moving, similarly to [[Wings of Icarus]]. The move jumps much lower on the ground.
|usc2name=[[Rocket Jump]]
|usc2name=[[Rocket Jump]]
|usc2dmg=12% (grounded), 10% (aerial)
|usc2dmg=12% (grounded), 10% (aerial)
|usc2desc=Creates an explosion to propel herself upward. The explosion damages nearby opponents and strongly meteor smashes airborne opponents below her. However, it gives her the least vertical distance of all her up specials and very little horizontal movement.
|usc2desc=Detonates an explosion at her feet to propel herself upward. Its grounded explosion is strong enough to KO middleweights at 108% while near the edge of Final Destination in the ''3DS'' version. Its aerial explosion deals slightly less damage and KOs grounded opponents noticeably later, but powerfully meteor smashes aerial opponents directly below Palutena. However, the explosion has fairly minimal horizontal range. It also covers less height than Warp or Jump Glide, and little horizontal distance.
|dsdefname=Counter
|dsdefname=Counter
|dspage=Counter (Palutena)
|dspage=Counter (Palutena)
|dsdefdmg=1.3x (min 10%)
|dsdefdmg=1.(minimum 10%)
|dsdefdesc=Covers her chest with her shield in a defensive position. If she is hit, Palutena performs a counterattack with her staff, similarly to the counterattacks used by majority of the {{uv|Fire Emblem}} characters. It has a surprisingly high damage output, as well as very long horizontal range, but it is the second weakest counterattack in the game in regards to knockback. It is also one of the few counterattacks with a sourspot, which is located at the tip of her staff, while the rest of her staff deals even less knockback. While it has remarkable horizontal range, bits vertical range is poor, and it has high ending lag should it miss, giving the opponent a chance to punish.
|dsdefdesc=Parries with her shield and then [[counterattack]]s any incoming attacks by thrusting her staff forward. Its damage multiplier is tied with [[Vision]] and [[Slip Counter]]'s for the second highest in the game. It is also one of the few counterattacks that consists of a sweetspot and a sourspot: the former is located at the staff's head, whereas the latter is located at the staff's handle. Despite its appearance, it has impressive horizontal range, as it can counterattack large/disjointed hitboxes like {{SSB4|Shulk}}'s forward smash. However, it is unarguably the worst counterattack in the game for a number of reasons. Due to it coming out on frame 10, it is tied with [[Toad (move)|Toad]] for the highest amount of start-up lag out of every counterattack in the game, and is further burdened with the highest ending lag of any counterattack in the game. It is also the second weakest counterattack in the game in regard to knockback, and has both a very short counter window and [https://zippy.gfycat.com/SlipperyUnsungBedbug.webm poor vertical range].
|dsc1name=[[Lightweight]]
|dsc1name=[[Lightweight]]
|dsc1dmg=—
|dsc1dmg=—
|dsc1desc=Increases her speed and jump height for approximately twelve seconds and a half (755 frames). While under 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 on all characters from her down throw. However in exchange for this effect, she will take increased damage while the knockback remains the same. After it wears off, she will become slower for almost five seconds (299 frames).
|dsc1desc=Nearly doubles her [[walk]]ing speed, [[dash]]ing speed and [[jump]] height, but slows her [[falling speed]], lowers her [[gravity]], and increases the damage received (although knockback remains unchanged) for slightly more than 12.5 seconds (755 frames). Upon concluding, her jump height and gravity return to normal, while her grounded movement becomes much slower for nearly 5 seconds (299 frames). It is considered Palutena's best down special move, thanks to it significantly improving her off-stage presence, and granting both an immense increase in follow-up options and access to down throw-initiated KO set-ups that are guaranteed on the entire cast.
|dsc2name=[[Celestial Firework]]
|dsc2name=[[Celestial Firework]]
|dsc2dmg=3.2% (toss), 1.2% (explosion)
|dsc2dmg=3.2% (toss), 1.2% (explosion, 4 hits)
|dsc2desc=Shoots an [[explosive]] firework diagonally above herself. It has invincibility frames before firing the firework, and the explosion has good range. KOs at 125% if it lands on a grounded opponent and all hits connect.
|dsc2desc=Shoots an [[explosive]] firework almost directly above herself. Its explosion is strong enough to KO middleweights at 145% from anywhere on Final Destination in the ''3DS'' version. In addition to its power and good vertical range, it grants invincibility before the firework is launched. However, it is has a fairly long duration and extremely minimal horizontal range, to the point that it will only hit grounded opponents if they are at point-blank range.
|fsname=Black Hole Laser
|fsname=Black Hole Laser
|fsdmg=2.4% (loop), 12% (last)
|fsdmg=— (Black Hole), 2.4% (Mega Laser hits 1-12), 12% (Mega Laser hit 13)
|fsdesc=Upon activation, Palutena twirls her staff overhead, then speeds away off-stage. She then fires a Black Hole, which vacuums opponents towards it and puts them in a [[tumbling]] state, then fires a Mega Laser into the Black Hole to deal damage, concluding with a final hit that launches the opponents as Black Hole dissipates. Palutena then returns to the stage after it ends. KOs at 50%.
|fsdesc=Illuminates her staff's orb and twirls around repeatedly before firing a Black Hole from her staff's orb, after which she quickly retreats off-stage in order to fire a 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 blast that launches the opponent and dissipates the Black Hole. It is strong enough to KOs middleweights at 35% while near the edge of Final Destination in the ''3DS'' version.
}}
}}
===Stats===
{{Attributes
|cast = 58
|weight = 91
|rweight = 39-40
|dash = 1.5
|rdash = 25-41
|run = 1.888
|rrun = 13
|walk = 1.21
|rwalk = 14
|trac = 0.068
|rtrac = 6-9
|airfric = 0.01
|rairfric = 24-32
|air = 0.91
|rair = 49
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.1
|raddaccel = 1-4
|gravity = 0.105
|rgravity = 15-16
|fall = 1.4
|rfall = 40-41
|ff = 2.24
|rff = 39-41
|jumpsquat = 5
|rjumpsquat = 14-41
|jumpheight = 35.900002
|rjumpheight = 15
|shorthop = 17.303881
|rshorthop = 17
|djump = 35.900002
|rdjump = 17
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Palutena English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
{{appearance
{{appearance
|desc=Walks out of a golden door surrounded by a glowing light.
|desc=Walks out of a golden door that is decorated with her halo's design and emits a bright, shining light.
|char=Palutena
|char=Palutena
|game=SSB4}}
|game=SSB4}}
Line 206: Line 268:
{{Taunt/SSB4
{{Taunt/SSB4
|char=Palutena
|char=Palutena
|desc-up=Makes a sweeping gesture with her arms and produces ethereal wings and emits her halo while saying "You shall be purified!" ({{ja|浄化してあげましょう|Jōka shite agemashou}}, ''You will be purified.'')
|desc-up=Raises her arms overhead and then brings them down while producing ethereal wings, emitting her halo, and 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=Laughs tauntingly while twirling around her staff as she performs an inverted version of the Arabesque.
|desc-side=Laughs while using her staff to perform a twirling, inverted version of the Arabesque.
|desc-down=Lets go of her staff, which floats next to her, and brushes her hair aside while emitting her halo, saying "Ready when you are." ({{ja|いつでもどうぞ?|Itsudemo dōzo?}}, ''Feel free whenever.'')}}
|desc-down=Lets go of her staff and telekinetically holds it next to herself, then brushes her hair aside while emitting her halo and saying "Ready when you are." ({{ja|いつでもどうぞ?|Itsudemo dōzo?}}, ''Feel free whenever.'') before grabbing her staff.}}


===[[Idle pose]]s===
===[[Idle pose]]s===
{{Idle
{{Idle
|desc-1=Touches the ground with the tail of her staff and shield in front of her, briefly emitting her halo.
|desc-1=Taps the ground with the tail of her staff and shield in front of herself, during which she briefly emits her halo.
|desc-2=Looks away while crossing her staff and shield in front of her, briefly emitting her halo.
|desc-2=Looks away while crossing her staff and shield in front of herself, during which she briefly emits her halo.
|image-1=PalutenaIdlePose1WiiU.jpg
|image-1=PalutenaIdlePose1WiiU.jpg
|image-2=PalutenaIdlePose2WiiU.jpg}}
|image-2=PalutenaIdlePose2WiiU.jpg}}
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|victory-theme=PitTheme.ogg
|victory-theme=PitTheme.ogg
|victory-desc=An orchestral excerpt of ''Kid Icarus''{{'}} title screen theme.
|victory-desc=An orchestral excerpt of ''Kid Icarus''{{'}} title screen theme.
|desc-1=Laughs while twirling around her staff, then assumes a seated stance while floating.
|desc-1=Laughs while using her staff to briefly perform the Backwards Showgirl, a pole dancing move, before assuming a seated stance while floating. In the Japanese version, she says "{{ja|本気出してもいいんですよ?|Honki dashite mo īdesu yo?}}" which translates to "It's alright to fight seriously."
|desc-2=Twirls while floating and emitting her halo and saying "No one can hide from the light."
|desc-2=Twirls while floating, then flourishes her staff and emits her halo while saying "No one can hide from the light."
**''If {{SSB4|Pit}} is present in the match, there is a chance she will instead say "Oh, so sorry about that, Pit."''
**''If {{SSB4|Pit}} is present in the match, 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 herself while saying "Too bad for you."
|desc-3=Telekinetically twirls her staff and then points it in front of herself while saying "Too bad for you."
**''If {{SSB4|Dark Pit}} is present in the match, there is a chance she will instead say "Poor little Pittoo." in a condescending manner.''
**''If {{SSB4|Dark Pit}} is present in the match, there is a chance she will instead say "Poor little Pittoo."''
|char=Palutena}}
|char=Palutena}}


==In [[Competitive play|competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
<!-- Since Palutena was originally built around custom special movesets, an explanation about them is valid.-->
In the early metagame, Palutena was notable for her smash attacks' impressive ranges and her distinction as the only character in the game with both a [[reflection|reflector]] and a [[counterattack]] in her default moveset. However, opinions on her would later drop dramatically after her weaknesses began to emerge when custom moves were not accounted for, largely because of her sluggish frame data, flawed special moves and, surprisingly enough, her lack of offensive options outside of her grab game, and was seen as one of the worst characters in the game.
 
When custom special moves began to be discussed, Palutena's potential tier placement once again began to rise in the eyes of many players, with many considering her to be a high-tier character, and in some cases, even a top-tier character. After the universal ban of custom movesets post-[[EVO 2015]], however, expectations of her returned back to normal. This negative perception was further compounded by her lack of significant buffs to her default moveset, the noticeably effective buffs other poorly regarded characters received, and the changes to shield mechanics brought about by updates [[1.1.0]] and [[1.1.1]] indirectly nerfing her. Due to these factors, Palutena was ranked 50th on the first [[tier list]], which confirmed her status as a bottom-tier character.
 
It was not until the first half of 2016 that Palutena's tournament presence started to improve. After the buffs gained by updates [[1.1.5]], tied with the previous ones, players like {{Sm|TLTC}} and {{Sm|Prince Ramen}} started placing higher within their respective regions. Even after {{Sm|AeroLink}} dropped her in favor of {{SSB4|Bayonetta}}, these results were sufficient enough to improve her perception within the community, and became more prominent after game updates [[1.1.5]] and [[1.1.6]] brought nerfs to top-tier characters like {{SSB4|Sheik}}, {{SSB4|Zero Suit Samus}}, and Bayonetta. In addition to rendering her tier placement debatable, players also started to notice that most of Palutena's matchups against the top-tier and high-tier characters were not as unfavorable as considered before, largely thanks to the advancements brought to her non-custom metagame.
 
Palutena's tournament presence gradually improved by mid-2016, with her most promising showings occurring at [[CEO 2016]], [[EVO 2016]], and [[Super Smash Con 2016]]; CEO was particularly notable after Prince Ramen scored a major upset by defeating {{Sm|ZeRo}}, arguably the best ''SSB4'' player in the world, while all three tournaments saw Palutena players place 33rd. With these improved results, the vast majority of the community no longer saw Palutena as one of the worst characters in the game. This, in turn, was reflected by her being ranked 40th on the second tier list; in addition to reassessing Palutena as a low-tier character, her tier rise was tied with {{SSB4|Cloud}}'s for the fifth largest between the first and second tier lists.
 
Due to Palutena's still sparse tournament results, however, she then saw a slight drop to 42nd on the third tier list. Although her tournament results have improved, thanks to TLTC placing 17th at [[2GGC: Greninja Saga]] and 33rd at [[EVO 2017]], as well as Death Arcana placing 49th at [[GameTyrant Expo 2017]], Palutena has been ranked 44th on the fourth and final tier list. Despite being a slight tier drop, tier restructuring has reassessed Palutena as a mid-tier character. However, many players argue that Palutena should have remained a low-tier character, owing to her strengths not being as potent as previously deemed, as well as her noticeable weaknesses.
 
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
Line 253: Line 327:
|set10=2323
|set10=2323
}}
}}
===Notable players===
===Most historically significant players===
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form. Winning tournaments without notable players present is generally not enough to warrant a spot.-->
<!--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 -->
====Active====
*{{Sm|Arch|USA}} - Honorable mention on the [[New York Power Rankings#Super Smash Bros. for Wii U rankings|Upstate New York Smash 4 Power Rankings]]. Placed 33rd at [[Super Smash Con 2016]].
*{{Sm|El_Pitikla|Spain}} - Ranked 9th on the [[Spanish Power Rankings#Smash 4|Spanish Smash 4 Power Rankings]].
*{{Sm|Iceninja|Canada}} - The best Palutena player in Canada. Ranked 8th on the [[Southern Ontario Power Rankings#Super Smash Bros. for Wii U Rankings|Southern Ontario Smash 4 Power Rankings]]. Placed 5th at [[Canada Cup 2016]] and [[Enthusiast Gaming Live Expo]], 7th at [[Get On My Level 2015]], 9th at [[Summit 2015]] and [[Canada Cup 2016]].
*{{Sm|MM|Australia}} - The best Palutena player in the East. Ranked 3rd on the New South Wales Smash 4 Power Rankings and 9th on the [[Australian Smash 4 Power Rankings]]. Placed 2nd at [[DI Another Day]], 9th at [[Battle Arena Melbourne 8]], 13th at [[Battle Arena Melbourne 7]].
*{{Sm|Prince Ramen|USA}} - One of the best Palutena players in the world. Ranked 2nd on the [[Florida Power Rankings#Super Smash Bros. for Wii U rankings|Central Florida Smash 4 Power Rankings]]. Placed 7th at [[Tampa Never Sleeps 6]], 33rd at [[CEO 2016]] (where he defeated {{Sm|ZeRo}} 2-0), and consistently achieves top 8 placings at [https://t.polarity.gg/ CFL Smackdown tournaments].
*{{Sm|Soru|Canada}} - The second best Palutena player in Canada. Ranked 10th on the [[Montreal Power Rankings#Smash 4 Rankings|Montreal Smash 4 Power Rankings]]. Has defeated {{Sm|DarkAura}}, {{Sm|Darkwolf}}, {{Sm|KingKong}} and {{Sm|Venom}}.
*{{Sm|TLTC|USA}} - One of the best Palutena players in the world. Was ranked 18th on the [[SoCal Smash 4 Power Rankings]]. Placed 9th at [[2GGT: Fresh Saga]], 13th at [[2GGT: ESAM Saga]], [[2GGT: FOW Saga]], [[2GGT: KTAR Saga]] and [[2GG: Pay It Forward]], 17th at [[2GGT: Fatality Saga]], [[2GGT: EE Saga]] and [[2GGT: Abadango Saga]], 25th at [[2GGT: The False Awakens]] and [[2GGT: Mexico Saga]] and 33rd at [[EVO 2016]] and [[Super Smash Con 2016]].  Picked up {{SSB4|Diddy Kong}} as a co-main in December 2016.
 
====Inactive====
*{{Sm|AeroLink|USA}} - The best custom Palutena player in the United States when he mained her. Consistently achieved top 8 placings at Shockwave tournaments.
*{{Sm|NonoV2|Switzerland}} - Ranked 3rd on the Switzerland Smash 4 Power Rankings prior to retirement.
*{{Sm|Real Ice}} - Previously the best Palutena player in Georgia. Ranked 11th on the [[Georgia Power Rankings#Super Smash Bros. for Wii U rankings|Georgia Power Rankings]] prior to his retirement.
*{{Sm|Trevonte|USA}} - Placed 25th at [[EVO 2015]] (custom tournament).
 
===Tier placement and history===
<!-- Since Palutena was originally built around custom special movesets, an explanation about them is valid.-->
In the early metagame, Palutena was a highly regarded character due to her attacks' impressive range, as well as being the only character in the game with both a [[counterattack]] and a [[reflection|reflector]] in her default moveset. However, opinions on Palutena would later drop dramatically after her weaknesses began to emerge when custom moves were not accounted for, largely due to her very problematic frame data, flawed special moveset and, surprisingly enough, her lack of offensive options outside of her grab game. When custom special movesets began to be discussed, Palutena's tier placement once again began to rise in the eyes of many players, with many considering her to be a high-tier character, and in some cases, even a top-tier character with high potential. After the universal ban of custom movesets post-[[EVO 2015]], however, expectations of her plummeted once again, and she was widely viewed as one of, if not, the worst characters in the game. This negative perception was further compounded by her seeming lack of significant buffs to her default moveset, the notable buffs other poorly regarded characters received, and update [[1.1.1]] indirectly nerfing her due to the increase to [[shieldstun]]. Due to these factors, and very poor representation and results, Palutena was ranked 50th on the first ''4BR'' [[tier list]], confirming her status as a bottom-tier character.


It was not until the release of {{SSB4|Corrin}} and {{SSB4|Bayonetta}} that Palutena's perception started to improve. During the first half of 2016, professionals such as {{Sm|TLTC}} and {{Sm|Prince Ramen}} would start to place higher within their respective regions with Palutena, even after her best player, {{Sm|AeroLink}}, dropped her on favor of Bayonetta. These results became more prominent after game updates [[1.1.5]] and [[1.1.6]] brought nerfs to top-tier characters like {{SSB4|Sheik}}, {{SSB4|Zero Suit Samus}} and Bayonetta, which soon resulted in her tier placement becoming debatable. Her tournament results have gradually improved since then, with her most promising showings occurring at [[CEO 2016]], [[EVO 2016]] and [[Super Smash Con 2016]]; the former most notably saw Prince Ramen scoring a major upset by defeating {{Sm|ZeRo}}, arguably the best ''SSB4'' player in the world, 2-0, while all three tournaments saw Palutena place 33rd.
''See also: [[:Category:Palutena players (SSB4)]]''


Thanks to her improved results, Palutena is no longer considered to be one of the worst characters within the vast majority of the community, and would rank at 40th on the second tier list, this rise being tied with {{SSB4|Cloud}}'s for the fifth largest between the first and second tier lists. Due to her still rare tournament results, however, she then saw a slight drop to 42nd on the third and current tier list. Her current position on the tier list, while considered accurate, is a small topic of debate, due to the sudden flashes of success she has had, yet said flashes still being rare at the highest levels of play.
*{{Sm|El Pitikla|Spain}} - Co-mained Palutena alongside {{SSB4|Fox}}. He most notably won {{Trn|Tech Republic 2}}, going on a lengthy losers run and using Palutena in most crucial sets, including grand finals against {{Sm|Greward}}. Additionally, he made top 8 at some of the most notable Spanish/European regionals, placing 5th at {{Trn|Tech Republic}} and 7th at {{Trn|BEAST 7}}.
*{{Sm|Karina|Canada}} - The best Palutena player in Canada. She placed highly at superregionals with 5th at {{Trn|Enthusiast Gaming Live Expo}} and 7th at {{Trn|Get On My Level 2015}} with solo-Palutena, and placed 25th at {{Trn|Get On My Level 2017}} using mostly Palutena.
*{{Sm|MM|Australia}} - The best Palutena player in Australia. While competing in-region, notably placed 2nd at {{Trn|DI Another Day}} and 7th at {{Trn|Southern Cross Championship 2K15}}. He also made 9th at {{Trn|Battle Arena Melbourne 8}}, the biggest ''Smash 4'' tournament in the country.
*{{Sm|Prince Ramen|USA}} - The best Palutena player in the early metagame. He performed the greatest feat a Palutena player has achieved, placing 33rd and defeating {{Sm|ZeRo}} at {{Trn|CEO 2016}}, becoming one of four players to have a positive set count against him. In terms of other placements, he was made rare appearances such as 7th at {{Trn|Tampa Never Sleeps 6}}, but stopped competing in ''Smash 4'' after 2016.
*{{Sm|TLTC|USA}} - The best Palutena player in the world. He was much more active in comparison to Prince Ramen, marking Palutena's best major results with 17th at both {{Trn|2GGT: Abadango Saga}} and {{Trn|2GGC: Greninja Saga}}, upsetting {{Sm|Ranai}} at the latter event. Additionally, he is tied with CEO 2016 for the best solo-Palutena result at a supermajor with 33rd at both {{Trn|EVO 2016}} defeating {{Sm|Kirihara}} and {{Trn|2GGC: Fire Emblem Saga}}. Ranked 24th on the all-time [[SoCal Power Rankings]].


==[[List of Super Smash Bros. 4 character trailers#Palutena and Dark Pit|Reveal trailer]]==
==[[List of Super Smash Bros. 4 character trailers#Palutena and Dark Pit|Reveal trailer]]==
<youtube>xqTW13AYniY</youtube>
{{#widget:YouTube|id=xqTW13AYniY}}


==Trophies==
==[[Trophies]]==
{{Trophy/Fighter
|name=Palutena
|image-3ds=PalutenaTrophy3DS.png
|image-wiiu=PalutenaTrophyWiiU.png
|mode=Classic
|desc-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!
|desc-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.
|gamelist-ntsc={{Trophy games|console1=NES|game1=Kid Icarus|release1=08/1987|console2=3DS|game2=Kid Icarus: Uprising|release2=03/2012}}
|gamelist-pal={{Trophy games|console1=NES|game1=Kid Icarus|release1=02/1987|console2=3DS|game2=Kid Icarus: Uprising|release2=03/2012}}
}}
{{clrl}}


:'''Palutena'''
{{Trophy/Fighter
::{{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!''
|name=Palutena (Alt.)
|image-3ds=PalutenaAltTrophy3DS.png
|image-wiiu=PalutenaAltTrophyWiiU.png
|mode=Alt
|desc-3ds-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.
|desc-wiiu-ntsc=Palutena's Reflect Barrier side special deflects any attacks and projectiles that come at her from the front. Unlike others' reflective moves, she can move a bit while this barrier is active. If you really want to ruin someone's day, you can push him or her over an edge using this move.
|desc-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.
|gamelist-ntsc={{Trophy games|console1=NES|game1=Kid Icarus|release1=08/1987|console2=3DS|game2=Kid Icarus: Uprising|release2=03/2012}}
|gamelist-pal={{Trophy games|console1=NES|game1=Kid Icarus|release1=02/1987|console2=3DS|game2=Kid Icarus: Uprising|release2=03/2012}}
}}
{{clrl}}


::{{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/Fighter
 
|name=Black Hole Laser
{{Trophy games|console1=NES|game1=Kid Icarus (08/1987)|console2=3DS|game2=Kid Icarus: Uprising (03/2012)}}
|image=BlackHoleLaserTrophyWiiU.png
 
|desc-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.
:'''Palutena (Alt.)'''
|desc-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.
::{{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.''
|game=ssb4-wiiu
 
}}
::{{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.''
{{clrl}}
 
{{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==
==In [[Event Match]]es==
===Solo Events===
===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}}.
* '''[[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]]''': As {{SSB4|Ganondorf}}, the player must initially defeat {{SSB4|Link}} and {{SSB4|Zelda}}. After the two are defeated or some time has passed, a giant Palutena appears and the player must defeat her as well.
* '''[[The Demon King and the Goddess]]''': As {{SSB4|Ganondorf}}, the player must initially defeat {{SSB4|Link}} and {{SSB4|Zelda}}. After the two are defeated or some time has passed, a giant Palutena appears must be defeated her as well.
* '''[[The Destroyer Cometh]]''': Palutena must defeat a giant Ganondorf and two other Ganondorfs before they destroy all of [[Skyworld]]'s [[terrain]].
* '''[[The Destroyer Cometh]]''': Palutena must defeat a giant Ganondorf and two other Ganondorfs before they destroy all of [[Skyworld]]'s [[terrain]].


Line 339: Line 403:
==Gallery==
==Gallery==
<gallery>
<gallery>
Palutena Poster.jpg|Artwork of Palutena used on the website. Aside from featuring {{SSB4|Pit}} and {{SSB4|Link}}, {{SSB4|Dark Pit}} is also visible in the background.
SSB4 Newcomer Introduction Palutena.png|Palutena's splash art.
SSB4 Newcomer Introduction Palutena.png|Palutena's splash art.
PotD_Palutena_comment.jpg|The Pic of the Day from [[List of Director's Room Miiverse posts|the Director's Room]], revealing Palutena's inclusion.
Palutena amiibo.png|Palutena's [[amiibo]].
Palutena amiibo.png|Palutena's [[amiibo]].
SSB4 Palutena Screen-1.jpg|Palutena as she appears in {{forwiiu}}.
Palutena Poster.jpg|Artwork of Palutena used on the website. In addition to featuring her, {{SSB4|Pit}} and {{SSB4|Link}}, {{SSB4|Dark Pit}} is visible in the background.
SSB4 Palutena Screen-2.jpg|Using Explosive Flame.
PotD Palutena comment.jpg|The Pic of the Day revealing Palutena's inclusion.
SSB4 Palutena Screen-1.jpg|Palutena, as she appears in {{forwiiu}}.
SSB4 Palutena Screen-2.jpg|Using [[Explosive Flame]].
SSB4 Palutena Screen-3.jpg|Alongside [[Phosphora]].
SSB4 Palutena Screen-3.jpg|Alongside [[Phosphora]].
SSB4 Palutena Screen-4.jpg|On [[Mario Galaxy]].
SSB4 Palutena Screen-4.jpg|On [[Mario Galaxy]].
SSB4 Palutena Screen-5.jpg|Fighting {{SSB4|Marth}}.
SSB4 Palutena Screen-5.jpg|Alongside {{SSB4|Marth}}.
SSB4 Palutena Screen-6.jpg|Using her down taunt.
SSB4 Palutena Screen-6.jpg|Using her down taunt.
SSB4 Palutena Screen-7.jpg|Alongside {{SSB4|Kirby}}, who [[Inhale (Kirby)|copied]] Palutena's ability.
SSB4 Palutena Screen-7.jpg|Alongside {{SSB4|Kirby}}, who [[Inhale (Kirby)|copied]] her.
SSB4 Palutena Screen-8.jpg|In {{SSB4|Battlefield}}.
SSB4 Palutena Screen-8.jpg|On {{SSB4|Battlefield}}.
SSB4 Palutena Screen-9.jpg|Alongside {{SSB4|Mario}} on [[Arena Ferox]].
SSB4 Palutena Screen-9.jpg|Alongside {{SSB4|Mario}} on [[Arena Ferox]].
SSB4 Palutena Screen-10.jpg|In {{for3ds}}.
SSB4 Palutena Screen-10.jpg|Palutena, as she appears in {{for3ds}}.
SSB4 - Palutena Final Smash.png|Using [[Black Hole Laser]], her [[Final Smash]].
SSB4 - Palutena Final Smash.png|Using [[Black Hole Laser]], her [[Final Smash]].
SSB3DS Home Run Contest.jpg|Palutena taking part in the [[Home-Run Contest]] in {{for3ds}}.
SSB3DS Home Run Contest.jpg|Palutena taking part in the [[Home-Run Contest]] in {{for3ds}}.
SSB4 - Palutena Heavenly Light.jpg|Using Heavenly Light.
SSB4 - Palutena Heavenly Light.jpg|Using [[Heavenly Light]].
SSB4 - Palutena Up Smash.jpg|Using her up smash.
SSB4 - Palutena Up Smash.jpg|Using her up smash.
</gallery>
</gallery>


==Trivia==
==Trivia==
*Palutena and the [[Mii Fighter]]s are the only characters that have their custom special moves readily available.
*Palutena's artwork highly resembles her [[:File:Palutena Uprising.png|''Kid Icarus: Uprising'' artwork]].
*[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 Palutena's default neutral special move, or that Kirby was originally able to copy any one of her neutral special moves.
*Palutena's [[special move]]s have a few distinct traits associated with them:
*Palutena might sometimes say "Oh no!" after getting KO'd.
**Her special moves, [[Character customization|custom special moves]] and [[Final Smash]] are based on some of the {{s|icaruspedia|Powers}} she can grant to [[Pit]] and {{s|icaruspedia|fighter}}s in ''{{s|icaruspedia|Kid Icarus: Uprising}}''.
*Palutena is the only character who has both a [[Reflect Barrier|reflector]] and a [[Counter (Palutena)|counterattack]] as part of her default special moveset.
**She occasionally calls out the names of all but one of her special moves upon using them. The only exception is [[Reflect Barrier]], with which she simply says "Reflect!" instead of its full name.
*Palutena is the only character to be part of a [[Final Smash]] in a previous installment of ''Super Smash Bros.'' and a playable character in a subsequent installment.
***Incidentally, she also does this when using her forward and down smash attacks. In their cases, Palutena will occasionally say "Goddess Wings" ({{ja|ゴッド ウイング|Goddo Uingu}}, "God Wing").
*Unlike most characters, whose hard landing animations have them simply land on their two feet, Palutena instead twirls upon hard landing.
**She is the only character in the game, whose default moveset has both a [[Reflect Barrier|reflector]] and a [[Counter (Palutena)|counterattack]] as well as the first to do so in the ''Super Smash Bros.'' series.
**She and the {{SSB4|Mii Fighter}}s are the only characters whose custom special moves are immediately available instead of being unlockable.
***They are also the only characters whose custom moves are completely different from one another, rather than being the same moves with different properties.
**{{SSB4|Kirby}} has [http://orangerob.tumblr.com/post/100877071708/kirby-saying-the-english-versions-of-copy-moves unused sound files] that consist of him vocalizing all three of her neutral special moves. This suggests that either it was not until late in development that it was decided which would be Palutena's default neutral special move, or that Kirby was originally able to [[Inhale (Kirby)|copy]] any one of her neutral special moves.
*Palutena is one of the few characters who can occasionally say something upon being KO'd instead of typically grunting or yelling in pain. In her case, she says "Oh no!"
*Palutena is the first character to be part of a [[Final Smash]] in a previous installment of ''Super Smash Bros.'', and a playable character in a subsequent installment, the second would be [[Chrom]].
*Unlike most characters, Palutena twirls upon hard landing, instead of simply landing on her feet.
*Palutena is the first character since {{SSB|Link}} in ''[[Super Smash Bros.]]'' to wield a shield at all times that does not protect her while idle.
*Palutena is the first character since {{SSB|Link}} in ''[[Super Smash Bros.]]'' to wield a shield at all times that does not protect her while idle.
**This trait is also applicable to {{SSB4|Mii Gunner}} and {{SSB4|Mii Swordfighter}}, but only while they are wearing the [[Proto Man]], [[Monster Hunter|Hunter, Rathalos]] and [[Gil]] costumes. However, unlike the Miis wearing those costumes, Palutena's shield gives her dash attack and back aerial invincibility frames. This means her shield is not entirely aesthetic like theirs.
**This trait is also applicable to {{SSB4|Mii Gunner}} and {{SSB4|Mii Swordfighter}}, but only while they are wearing the [[Proto Man]], [[Monster Hunter|Hunter, Rathalos]] and [[Gil]] costumes. Unlike the Miis wearing those costumes, however, Palutena's shield is not entirely aesthetic, thanks to it granting her partial [[invincibility]] during her dash attack and back aerial.
*Palutena's [[Results screen|defeated]] and [[Results screen#No Contest screen|No Contest]] animation depicts her wearing a brown sleeve on her left arm, a feature not present normally in her in-game model. Her left vambrace also disappears during the animation.
*Palutena's [[Results screen|defeated]]/[[Results screen#No Contest screen|No Contest]] animation depicts her wearing a brown sleeve on her left arm, a feature that is normally not present in her in-game model, instead of her left {{s|wikipedia|vambrace}}.
*{{for3ds}} marks the first ever game that Palutena is playable.
*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 veteran characters as well as {{SSB4|Rosalina & Luma}}'s [[Launch Star]], instead of using the "attack" descriptor that smash attacks usually share with neutral attack, tilt attacks, dash attack, aerial attacks, and floor attacks.


==References==
==References==
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{{SSB4Characters}}
{{SSB4Characters}}
{{Kid Icarus universe}}
{{Kid Icarus universe}}
[[Category:Palutena (SSB4)]]
[[Category:Palutena (SSB4)| ]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-Wii U)]]
[[es:Palutena (SSB4)]]

Latest revision as of 16:50, April 18, 2024

This article is about Palutena's appearance in Super Smash Bros. 4. For the character in other contexts, see Palutena.
Palutena
in Super Smash Bros. 4
Palutena SSB4.png
KidIcarusSymbol.svg
Universe Kid Icarus
Other playable appearance in Ultimate


Availability Starter
Final Smash Black Hole Laser
Tier E (44)
PalutenaHeadSSB4-U.png
Palutena Alights!
—Introduction Tagline

Palutena (パルテナ, Palutena) is a playable character in Super Smash Bros. 4. She was revealed on June 10th, 2014 during Nintendo's E3 Digital Event.[1]

Due to Ali Hillis being unavailable to reprise her role from Kid Icarus: Uprising, Palutena is instead voiced by Brandy Kopp in the English version.[2] However, the Japanese version features Aya Hisakawa reprising her role from Kid Icarus: Uprising.

Palutena is ranked 44th out of 54 on the tier list, placing her at the bottom the E tier. Palutena has good overall mobility, which is especially noticeable on the ground, thanks to her fast walking and dashing speeds and high traction. She also boasts a potent air game, thanks to her aerial attacks' utility: neutral aerial is useful for pressuring and damage racking; forward aerial is very useful for starting combos when SHFF'd and for spacing; back aerial grants partial invincibility and its clean hitbox KOs reliably; up aerial hits multiple times and its last hit KOs rather early; and down aerial is a fairly quick meteor smash.

Palutena's ground game also has some utility. Her grab game, in particular, is very effective: her overall grab range is long-ranged; her pummel deals impressive damage and has average speed; and her down throw is an excellent combo starter at low to high percentages. Outside of this, Palutena's neutral attack is very reliable for damage racking and jab canceling, while her smash attacks possess impressive ranges and considerable power.

However, Palutena's weaknesses are quite glaring. She has very sluggish frame data in relation to her power and weight, which is especially noticeable in regard to her grounded moves. As a result, her neutral game is predictable, and her grounded approach is abysmal. Palutena's KO potential is also inconsistent, since her smash attacks' ranges and power are offset by their awkward hitbox placements and extremely high amounts of overall lag.

Palutena's special moves also have poor synergy with the rest of her moveset and, in some cases, minimal utility. In addition, Palutena's tall height, below-average weight and high gravity collectively make her susceptible to combos, juggles and early KOs. Although her custom moves significantly remedy the problems involving her approach and bolster her mobility, damage racking potential and combo game, the ban on custom movesets prevents Palutena from taking advantage of them in tournaments.

As a result of these factors, Palutena has a very small playerbase, which has been reflected in representation and top-level results being very sparse. Nevertheless, her playerbase has managed to achieve decent amounts of national and regional-level success thanks to the likes of TLTC, Iceninja and El Pitikla and Prince Ramen.

Attributes[edit]

Palutena possesses a unique blend of archetypes: she has a tall frame, yet is tied with Duck Hunt as the third lightest middleweight. Palutena also boasts fast walking and dashing speeds; the seventh highest traction; a high jump and double jump; and is tied with Rosalina, Peach and Mega Man for the fastest air acceleration in the game. On the other hand, she has below-average falling speed, slow air speed and high gravity.

These attributes grant Palutena quick grounded movement, make her very capable at ground-to-air transitions, and allow her to quickly change direction in midair. However, they also make her susceptible to heavy pressure, and she can sometimes have difficulty at resetting the neutral game against some characters. Palutena's reliance on shielding at close range can also result in her shield being whittled down often. This is further compounded by her poor out of shield options in spite of her high traction. Therefore, Palutena's attributes make her unreliable at air-to-ground transitions, and render her susceptible to juggling, combos and being KO'd early from strong vertical attacks.

Palutena's air game is impressive, thanks to her aerial moves' utility, minimal start-up lag and, aside from her neutral and up aerials, low landing lag. Neutral aerial has a large hitbox that uses the auto-link angle, which makes it a useful damage racking option. When coupled with its fairly long duration, it is also capable of pressuring the opponent while they are on a platform, or from out of their air dodge. Its last hit's extremely high knockback scaling also makes it decent for edge-guarding, and even capable of setting up combos at low percentages. Forward aerial has the longest horizontal range of Palutena's aerial moves, the lowest amount of landing lag, and the ability to auto-cancel when SHFF'd. Altogether, these traits make it very useful for spacing and allow it to reliably start combos at low to medium percentages, with follow-ups including neutral attack, standing/dash grab, her tilts or her other aerials.

In comparison, back aerial grants partial invincibility around Palutena's body throughout its duration, while its shield hitbox is strong enough to reliably KO either on-stage or via edge-guarding. Up aerial has good vertical range, hits multiple times, and uses the auto-link angle, which make it ideal for juggling. Most notably, its final hit's extremely high knockback growth also makes it arguably her most viable KOing option. However, some of her aerial moves have rather high ending lag in proportion to their power, durations and ranges, which means that they must be spaced accordingly. Lastly, down aerial will always meteor smash aerial opponents thanks to its consistent hitbox, although it can also be used as to punish opponents from out of shield when it is SHFF'd.

Palutena's grounded moveset also has some interesting options. This is most notable with her grab game: Palutena's standing grab is the fourth longest ranged in the game despite not being a tether grab, whereas her pivot grab also has impressive range. Her pummel's average speed and high damage output make it one of the best pummels in the game. Like Luigi, Palutena's down throw is the most essential aspect of her offense: its high base knockback, very low knockback scaling, and diagonal launching angle collectively grant it impressive combo potential into her neutral, up, forward, and back aerials, although latter requires the usage of a reverse aerial rush. By extension, its up aerial combo boasts KO potential on almost the entirety of the cast at high percentages, while its back aerial combo also has decent KO potential.

Outside of this, down throw can even combo into down aerial and up smash if the player correctly predicts the foe’s action. Forward and back throws are useful for launching the opponent off-stage to set up an edge-guard, although back throw also has KO potential at very high percentages. Up throw has the least amount of utility, although it can be used to pressure the opponent with aerial attacks at low percentages.

Neutral attack is a very reliable damage racking option and has excellent jab cancel potential, thanks to its very quick interruptibility. Like Little Mac, Palutena's tilt attacks boast anti-rebounding priority, while up and down tilts also possess distinct strengths. Up tilt has the lowest amount of start-up lag out of her tilts; a very long duration; lowers her hurtbox even more than her crouch does; is a useful anti-air attack thanks to its deceptive vertical range; and is a situational KOing option thanks to its very strong final hit. In comparison, down tilt's very low ending lag makes it a good spacing option at long range, while its fairly long duration allows it to punish sidesteps rather easily. Dash attack is fast thanks to it hitting on frame 6 and, like her back aerial, it grants partial invincibility. Lastly, forward and especially up smashes possess excellent ranges and high power, the latter of which is among the strongest when sweetspotted.

Despite these advantages, Palutena's weaknesses are very noticeable. Her most glaring flaw is her awful frame data in relation to her power and weight class, which is overall the laggiest in the entire game. When coupled with below-average damage output on most of her attacks, Palutena's offense has major issues that are distinct from her fellow middleweights. This is most apparent with her grounded moveset, which is unfitting for a character with great grounded mobility. Aside from down tilt, Palutena's other grounded moves have disproportionately high ending lag. Neutral infinite's finisher has 21 frames of ending lag; dash attack, forward tilt and up tilt have more than 25 frames of ending lag; her smash attacks have more than 40 frames of ending lag; and her special moveset is fairly sluggish in regard to overall lag. These traits result in Palutena's missed attacks being very susceptible to punishment, even if the opponent is a fair distance away from her, and results in her having an almost nonexistent grounded approach by extension.

In addition to considerable ending lag, Palutena's grounded KOing options are risky in other ways: her smash attacks have considerable start-up lag, whereas up tilt and clean dash attack are situational at best. As such, accuracy is crucial when using Palutena's grounded moves, and can often make a player instead rely solely on her safest grounded moves to set-up KO opportunities via edge-guarding or her down throw-initiated KO combos.

Palutena's abysmal frame data also extends beyond her moveset. Despite her item throws being fast, most of them have very high ending lag, which limits most follow-ups she might have if she is able to steal an item from an opponent. Palutena's safe edge grab is offset by all of her other options being very unsafe: her edge attack is slow and short-ranged; her edge roll grants minimal intangibility frames; and her normal get-up and edge jump are the slowest in the game. As a result, Palutena's edge recovery is problematic weakness unique to her, since her aerial attacks are unsafe on hit should she drop from an edge and then jump while attacking. The only remotely safe option she has is using Warp and aiming for the middle of the stage, although its lack of invulnerability can render her prone to being punished afterward. Despite her larger number of edge options compared to other characters, these flaws make Palutena quite easy to predict when she attempts to recover.

Although Palutena's air game is potent, it nevertheless has a few flaws. Down aerial, in particular, is her worst aerial: it lasts for only 1 frame, is short-ranged, and has very high ending/landing lag. Forward aerial also has a very short duration and high ending lag, whereas up aerial has minimal horizontal range, fairly high landing lag, and can only be interrupted before it can auto-cancel. By extension, down throw's KO set-ups can potentially fail if she is affected by rage and/or the opponent uses proper directional influence.

Palutena's default special moves are also infamously unimpressive because of their limited utility, poor synergy with her regular moves, and their aforementioned sluggishness. Warp is considered to be Palutena's best default special move: it is a quick and rather safe recovery move that improves her neutral game, allows for swift re-positioning, and can easily be edge-canceled. However, it lacks hitboxes and does not grant invincibility or intangibility, which can leave her open to attacks before and just after she uses it. Autoreticle can deter or force an approach; be used for mindgames when B-reversed; and is reliable for locking. However, its projectiles move only toward the fixed reticle and have a slow start-up, with the first projectile coming out on frame 29.

Reflect Barrier has an unblockable hitbox, a weak push effect, a long duration, and can be reused immediately after breaking. However, it is still the weakest reflector of its kind, neither covers her entirely or accompanies her in midair, and has noticeable start-up lag for a reflector. Lastly, Counter has a high damage multiplier, but is the least effective counterattack in the game because of its overall low knockback, overall high lag, very short counter window, and dubious distinction of being one of the very few counterattacks to have a sourspot.

Her custom moves’ utility are rivaled only by the Mii Fighters' in regard to versatility, and they benefit her tremendously in comparison to the majority of her default special moves. Super Speed has immense utility: it allows Palutena to move faster than even an uncharged Spin Charge, it can either be jump-canceled into any aerial move and an up smash, or perform a ramming attack, the latter of which can also lead into the aforementioned attacks, but only as long as it is not telegraphed or interrupted with a disjointed hitbox. The move can also be used for huge horizontal recovery if jump-cancelled. As a trade-off, Super Speed has a cooldown mechanic like Monado Arts, with its cooldown duration lasting approximately 3 seconds.

Lightweight amplifies her movement speed and jump height to the point that she dashes faster than Sonic and jumps higher than Falco. This drastically improves Palutena's mobility and by extension her recovery, yet also makes her off-stage presence and already good combo game become among the best in the game; the latter of which is particularly notable, as it includes a guaranteed combo into her up or down aerials that both KO reliably after 80%. As a trade-off, it lasts for approximately 12.5 seconds, doubles the damage (but not knockback) she receives, and halves her default speed for approximately 5 seconds upon expiring while her damage vulnerability and jump height return to their original values. Regardless of their weaknesses, Super Speed and Lightweight are unarguably Palutena's most effective custom moves, as they improve her KO potential and grant her various mix-ups, set-ups, mindgames, combos and edge-guards that her default moveset otherwise does not possess.

Palutena's other custom moves also have noticeable advantages, but some of them are held back by their easily exploitable weaknesses. Explosive Flame is a pinpoint explosion that is just as slow as Autoreticle, although its limited range makes it even more difficult to land than Autoreticle, as well as being easily punishable if the opponent is in the middle of her and the explosion. Heavenly Light has very minimal use in singles play because of its inability to KO or even flinch. However, these traits also make it invaluable in Team Attack-based doubles play as a method to supplement Ness, Lucas, Mr. Game & Watch and Mii Gunner's absorption-based moves, as well as capable of potentially stealing KOs, similarly to Fox's Blaster. Angelic Missile is a good recovery move and a potent edge-guarding option thanks to its respectable damage output and high base knockback, but it is easy to intercept because of its noticeable start-up lag, low knockback scaling and linear path.

Jump Glide covers an extreme amount of horizontal distance; grants Palutena a safe approaches with her aerial moveset; and can help her extend combos out of Super Speed or Lightweight. However, it has the same fatal flaw as Wings of Icarus: if for any reason Palutena flinches during the move, she cannot use Jump Glide again if she does not land on solid ground, which may lead to an inevitable KO. Rocket Jump has a meteor smash hitbox below Palutena in midair, as well as a strong hitbox that notably improves her out of shield game. However, it is inferior to both Warp and Jump Glide in every other way. Lastly, Celestial Firework grants intangibility during start-up; has impressive knockback; and can easily hit aerial opponents. Although it can potentially hit grounded opponents, this is difficult to do unless they are at point-blank range or enduring heavy lag.

Overall, Palutena is a frail, yet defensive character who has a surprisingly high learning curve in spite of her default moveset being rudimentary. Her optimal playstyle is similar to Ike's: her grab game and punishment options are potent, yet she must rely on spacing and shielding to circumvent her moveset's sluggishness and lack of reliable approach options. Although Palutena's default moveset ultimately renders her as a "high-risk, medium-reward" character, she can be fairly threatening when mastered. As such, Palutena is most rewarding for players with good fundamentals, as a single opening can allow her to quickly rack up damage with her most reliable moves, use her mobility and spacing options to evade and maintain a strong defense, or even KO early with her down throw-initiated KO combos.

Due to her flaws and learning curve, Palutena initially received a poor reception within the Western scene. However, thanks to buffs from game updates, the expansion of her metagame, and notable tournament results from the likes of TLTC, Iceninja and Prince Ramen, the competitive community's reception toward Palutena has improved over time, even in spite of her continually sparse representation.

Update history[edit]

Palutena has received a mix of buffs and nerfs in game updates. The changes to game mechanics have worsened her defensive game, though she was also overall buffed directly, as most of her moves were changed, each in a different way, with the majority of them noticeably improving her previously mediocre offensive game.

Update 1.0.4 made up and down tilts faster, to the point that the latter is now one of her safest grounded attacks. However, it also fixed a useful glitch on Counter that effectively removed its mindgame potential, and shortened her pivot grab's range. Update 1.0.6 removed another beneficial glitch on Super Speed, where the momentum would be maintained after jump-canceled attacks. Update 1.0.8 further improved up tilt by increasing its damage output and improving its hitbox placements. Update 1.1.0 brought a mix of buffs and nerfs: it increased down tilt and neutral aerial's hitbox sizes, increased forward aerial's damage output, and decreased her grabs' ending lag, yet effectively significantly hindered forward tilt's damage racking potential by removing its re-hit rate.

However, update 1.1.1 brought an indirect, yet immense nerf: the changes to shield mechanics worsened Palutena's already poor out of shield potential even further, as they neutralized the crux of her defense and make it more difficult for her to shield and punish her opponent. While these changes also make spacing Palutena's aerial moves more of an option for her, it is also important to note that the disproportionate amount of ending lag compared to her damage output results in her remaining one of the easiest characters to punish out of shield. The same update also buffed Explosive Flame's damage output and hitbox sizes, but largely counterbalanced these buffs by making its last hit blockable. Another glitch was also removed, in which she could instantly renew Lightweight on platforms.

Lastly, update 1.1.5 brought some other useful buffs by increasing the damage outputs of her neutral attack, neutral aerial and forward aerial, which improved her damage racking potential and combo game. Ultimately, Palutena's abundant buffs are arguably counterbalanced by the few nerfs she received. As a result, her position relative to the cast is debatable, mostly because of other characters also receiving very useful buffs from game updates, such as Samus, Charizard, Lucina, and Mewtwo.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff Forward, back and up item tosses' ending lag decreased: frame 30 → 28 (grounded)/24 (aerial).
  • Buff Up tilt's ending lag decreased: frame 75 → 68.
  • Buff Down tilt's ending lag decreased: frame 45 → 42.
  • Buff Up smash's hitboxes last longer: frame 18-22 → 18-26
  • Nerf Pivot grab's range was slightly decreased (Z2 offset: 19.4 → 17.4).
  • Bug fix Fixed a glitch where using Counter at certain parts of a walk or run animation would propel Palutena forward a short distance.

Super Smash Bros. for Nintendo 3DS 1.0.5

  • Change Up aerial's visual effects improved.

Super Smash Bros. 4 1.0.6

  • Change Due to concerns raised by CERO, Palutena's skirt and underwear were lengthened and slightly darkened in the Japanese version.[3]
  • Bug fix Fixed a glitch where Super Speed's momentum could be maintained after jump-canceled attacks.

Super Smash Bros. 4 1.0.8

  • Buff Up tilt's loop hits deal 0.2% more damage: 1% → 1.2%.
  • Buff Up tilt's hitbox placements adjusted: bone 1000 → 0. This re-positions its hitboxes around Palutena instead of her staff, which make its hits connect together better.

Super Smash Bros. 4 1.1.0

  • Buff Forward tilt's hitbox sizes increased: 3.8u/2.5u → 4.1u/2.8u; its first hit's angle altered: 361° → 48° and knockback scaling decreased: 100 → 65; and its second hit's angle altered: 48° → 361° and knockback scaling increased: 65 → 100. Altogether, these changes make its hits connect together better at low percentages, and improve its spacing potential.
  • Nerf Forward tilt's re-hit rate removed: 10 → 0, significantly hindering its damage racking potential.
  • Buff Down tilt's hitbox sizes increased: 2.4u/1.9u → 2.7u/2.1u.
  • Buff Down tilt's ending lag decreased.
  • Buff Neutral aerial's hitbox sizes increased: 3u → 3.4u.
  • Buff Forward aerial deals 1% more damage: 7% → 8%.
  • Buff All grabs' ending lag decreased: frame 34 → 32 (standing), frame 42 → 40 (dash/pivot).

Super Smash Bros. 4 1.1.1

  • Buff Explosive Flame deals 0.2% more damage: 0.6% (loop)/4% (last) → 0.8%
  • Buff Explosive Flame's hitbox sizes increased: 3.7u (loop)/4.8u (last) → 14u/15.5u.
  • Nerf Explosive Flame's last hit is no longer unblockable.
  • Bug fix Fixed a glitch where Palutena could infinitely renew Lightweight on platforms.

Super Smash Bros. 4 1.1.5

  • Buff Neutral infinite finisher deals more damage: 3% → 3.5%.
  • Buff Neutral aerial deals more damage (1.5% → 1.7% (loop), 4% → 5% (last)).
  • Buff Forward aerial deals more damage: 8% → 9% with its knockback compensated.


Moveset[edit]

For a gallery of Palutena's hitboxes, see here.

  Name Damage Description
Neutral attack   3% Thrusts her staff forward to emit a blast of light from its orb that hits multiple times, followed by an upward swipe. It is Palutena's best ground attack and arguably one of the best neutral attacks in the game, thanks to its spacing, damage racking and jab canceling potential. Jab cancel follow-ups include itself and standing/dash grabs at low to high percentages, and neutral aerial, back aerial, and smash attacks at very high percentages. Its neutral infinite's finisher is useful for spacing, thanks to its extremely high knockback scaling. Due to it hitting on frame 8, however, it is tied with Wario's neutral attack for the fourth slowest in the game. Its neutral infinite also has high ending lag.
0.8% (loop), 3.5% (last)
Forward tilt   6% (staff's head), 4% (staff's tail) Telekinetically twirls her staff in front of herself. Hitting with the staff's tail can make it hit twice altogether, while its long duration and good range can allow it to punish sidesteps and backward rolls. It has anti-rebounding priority, which means that it will not suffer ending lag if it collides with an attack that does not have transcendent priority. Due to it hitting on frame 17, however, it is her slowest tilt attack. When coupled with its high ending lag and long duration, it is very punishable.
Up tilt   1.2% (hits 1-6), 2.5% (hit 7 staff's head), 1.5% (hit 7 staff's tail) Kneels and telekinetically twirls her staff overhead. Unlike forward and down tilt, it has KO potential, thanks to its last hit's head hitbox having extremely high knockback scaling. Its last hit's head hitbox KOs middleweights at 154%/143% (3DS/Wii U) from anywhere on Final Destination. Despite having a relatively low hitbox, it has deceptively decent vertical range, lowers Palutena's hurtbox even more than her crouch does, and has anti-rebounding priority. Due to it hitting on frame 10, it has the lowest start-up out of her tilt attacks. However, when this is coupled with its long duration, it is nevertheless punishable. In addition, its minimal horizontal range makes it unable to hit small, grounded characters like Kirby.
Down tilt   8.5% (grounded opponents, staff's head/tail on aerial opponents), 5% (staff's handle on aerial opponents) Kneels and telekinetically twirls her staff along the ground in front of herself. In addition to its anti-rebounding priority, it has the shortest duration and lowest ending lag out of her tilt attacks. It can be used for edge-guarding and spacing, or to punish sidesteps. However, its noticeable start-up lag makes it more situational than her neutral attack in regard to spacing.
Dash attack   9% (clean), 5% (late) Rams into the opponent with her shield. Due to it hitting on frame 6, it is one of the fastest dash attacks in the game. It also has deceptive range, thanks to it slightly boosting Palutena. Thanks to its clean hitbox's high knockback scaling, it can function as a situational KOing option; it KOs middleweights at 157%/145% (3DS/Wii U) while near the edge of Final Destination. Its clean hitbox also grants partial invincibility to Palutena's body on frames 4-15. However, its high ending lag makes it very punishable.
Forward smash Goddess Wings (女神の翼) 16% (near), 13% (far), — (tip) Conjures ethereal wings and flaps them forward. It has impressive horizontal range, while its respectable damage output and high knockback scaling make it very strong. Its sweetspot covers the majority of the wings, whereas its sourspot is on their tips. Its sweetspot KOs middleweights at 84%/74% (3DS/Wii U) while near the edge of Final Destination. Conversely, its sourspot latter KOs them at 108%/97% (3DS/Wii U) while near the edge of Final Destination. It also has a windbox near the tips of the wings that can push away opponents and potentially gimp recoveries. Due to it hitting on frame 18 and having 47 frames of ending lag, however, it is very punishable and thus best suited as a punishment option.
Up smash   16% (base), 12% (middle), 9% (top) Conjures a cyan beam of light that erupts from the ground. It has the highest vertical range of any up smash in the game, and the second highest vertical range of all up smashes in the series, surpassed only by Snake's. It has three hitboxes: one at the base of the beam, one at the middle, and one at the top. Its high vertical range and base hitbox's great KO potential make it very useful for edge-guarding. Its base hitbox KOs middleweights at 102%/94% (3DS/Wii U) from anywhere on Final Destination. Although its middle hitbox deals slightly less damage, it also KOs reliably; it KOs aerial middleweights at 117%/106% (3DS/Wii U) from anywhere on Final Destination. Due to it hitting on frame 18, and having both 42 frames of ending lag and very minimal horizontal range, it is best suited as a punishment option. In addition, its top hitbox KOs noticeably later because of its average damage output.
Down smash Goddess Wings (女神の翼) 15% (near), 13% (far), — (tip) Conjures ethereal wings and flaps them downward on both sides. Its clean hitbox has the highest knockback scaling out of her smash attacks. When coupled with its respectable damage output, it KOs middleweights at 110%/102% (3DS/Wii U) while near the edge of Final Destination. Although its late hitbox deals slightly less damage, it is also reliable thanks to being a semi-spike that is strong enough to KO middleweights at 115%/104% (3DS/Wii U) while near the edge of Final Destination. Like forward smash, it has a windbox near the tips of the wings. However, it hits on frame 17 and has 52 frames of ending lag; the latter of which is the highest amount of ending lag of all down smashes in the game, and the second highest ending lag of all smash attacks in the game. As a result, it is best used as a punishment option.
Neutral aerial   1.7% (loop), 5% (last) Telekinetically spins her staff around herself. Its loop hits have the auto-link angle, which makes it reliably trap opponents. When coupled with its long duration, it is a great pressuring and juggling option against opponents in the air or on platforms. Its last hit's extremely high knockback scaling also allows it to function as a decent edge-guarding option, and combo into grounded or other aerial attacks at low percentages.
Forward aerial   9% A flying kick. Its long range and low landing lag make it one of her most reliable spacing options. When coupled with its ability to be auto-canceled when SHFF'd, it also boasts good combo potential at low to medium percentages; follow-ups include itself, neutral attack, standing/dash grab, and dash attack. However, it has a very short duration and high ending lag.
Back aerial   12% (shield), 9% (arm) Rotates her body to slam her shield into the opponent. Due to it hitting on frame 8, it is tied with up aerial as her second fastest aerial. It also has the second lowest amount of landing lag out of her aerials, and can be auto-canceled from a short hop. When these traits are coupled with its shield hitbox's respectable damage and high knockback scaling, it is one of Palutena's most viable KOing options. Its shield hitbox KOs middleweights at 135%/123% (3DS/Wii U) while near the edge of Final Destination. Like dash attack's clean hitbox, it grants partial invincibility around her body, but does so for its entire duration instead of for several frames. However, it has very high ending lag and a very small sourspot on her arm that deals less damage. Due to having its hitboxes positioned only on her shielded arm, it can also potentially miss an opponent that is too close to her.
Up aerial   1% (hits 1-4), 5% (hit 5) Twirls while emitting her halo. Due to it hitting on frame 8, it is tied with back aerial as her second fastest aerial. Like neutral aerial, it has a long duration, hits multiple times and its last hit has extremely high knockback scaling. These traits allow it to reliably pressure aerial opponents above Palutena, and make it one of her most viable KOing options. Its last hit KOs middleweights at 104%/95% (3DS/Wii U) while near the upper blast line of Final Destination. However, it has a noticeable amount of ending lag. Due to having more interruptible frames than auto-canceling frames, it also cannot be auto-canceled at all, even a few frames after its animation ends. Despite this, its auto-cancel issue can be mitigated by using another attack with less ending lag, such as forward aerial, before Palutena lands on solid ground.
Down aerial   9% A downward roundhouse kick. Unlike other meteor smashes, it will always meteor smash aerial opponents, thanks to its consistent hitbox. Conversely, it will obliquely launch grounded opponents, which allows it to be used as a punishment option from out of shield when SHFF'd. Due to it hitting on frame 10 and having the highest ending lag of any aerial attack in the game, it is her slowest aerial and thus very punishable. In addition, it only lasts for only 1 frame, has very minimal horizontal range, and cannot auto-cancel unless used from a jump. As a result of its flaws, it is unarguably Palutena's least effective aerial attack.
Grab   Telekinetically clinches the opponent. Palutena's overall grab range is above-average: her standing grab is the fourth longest ranged non-tether grab in the game, while her pivot grab also has impressive range. However, her dash grab has a slight amount of ending lag.
Pummel   3.1% A small blast of light. Moderately slow, but tied with Sheik's for the sixth most damaging pummel in the game.
Forward throw   9% Slightly curls herself and then telekinetically pushes the opponent forward. It is Palutena's second most damaging throw, but only has utility as an edge-guard set-up.
Back throw   10% Telekinetically lifts the opponent and then performs an inverted version of the Arabesque, a ballet position, to fling the opponent backward. It is Palutena's most damaging throw, and her only throw that KOs at reasonable percentages. It is also useful for setting up an edge-guard. It KOs middleweights at 156%/146% (3DS/Wii U) while near the edge of Final Destination.
Up throw   8% Telekinetically heaves the opponent 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, such as Battlefield's top platform. As a result, it is better suited for setting up aerial pressure.
Down throw   5% Telekinetically slams the opponent onto the ground. It is Palutena's most useful throw, thanks to its high base knockback, very low knockback growth, and diagonal launching angle. Depending on the opponent's DI, it can combo into any of her aerials, most notably up aerial. At high percentages, its up aerial combo is a reliable KO combo against almost the entirety of the cast, similarly to Zelda's own respective combo. Its back aerial combo also has decent KO potential, but must be used with a reverse aerial rush. In comparison, its down aerial combo requires both a successful read of the opponent's air dodge, and the opponent failing to DI properly. It can also combo into up smash, although it has the same requirements as the down aerial combo. However, down throw's combos are susceptible to DI, and it loses its effectiveness while Palutena has high rage.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Swings her staff behind herself and then in front of herself before getting up.
Floor attack (back)
Floor getups (back)
  7% Swings her staff behind herself and then in front of herself before getting up.
Floor attack (trip)
Floor getups (trip)
  5% Swings her staff in front of herself and then behind herself before getting up.
Edge attack
Edge getups
  7% Performs a legsweep while climbing up.
Neutral special Default Autoreticle 2.9% (per hit, 3 hits) Illuminates her staff's orb to aim a reticle over an opponent within a large frontal cone radius, and then fires three energy blasts at that location. It will only fire the blasts if no surfaces block her target (including platforms), and if the opponent is within range and not intangible. It can be used as a way for stopping direct approaches and locking, as well as forcing an approach. However, it has high ending lag, regardless of whether or not it targets anything. Because the shots aren’t very fast and only go in one direction, they can be dodged with relative ease.
Custom 1 Explosive Flame 0.8% (loop, 6 hits), 4.2% (last) Creates a Smart Bomb-like explosion approximately three character lengths away. It is a decent spacing and zoning tool like Autoreticle. Unlike Autoreticle, it actually has KO potential, thanks to its loop hits reliably trapping the opponent, and its last hit having impressive knockback in spite of its low damage output. Its last hit KOs middleweights at 170% from anywhere on Final Destination in Super Smash Bros. for Nintendo 3DS. However, its noticeable start-up lag and set distance make it fairly predictable like Autoreticle.
Custom 2 Heavenly Light 1% (per hit, 36 hits) Emits a large, rectangular field of supernal light above herself. Its duration can be extended as long as the special button is held. It deals damage within its area, and has windboxes at its edges that push away opponents. However, it cannot KO outright because of its lack of knockback. As a result, it can be used to steal a KO from a character who launched another. When coupled with its ability to be absorbed, it can also function as a very useful way to supplement a teammate if they have a move to absorb it. Still, relatively high end lag makes Palutena even more vulnerable using this move.
Side special Default Reflect Barrier 5%, 1.17× (reflected projectiles) Raises her shield to emit a rectangular barrier. The barrier reflects projectiles and weakly pushes opponents away, dealing damage to anyone within grabbing range. Palutena's shield also has an unblockable hitbox when it is being raised. If the barrier blocks or reflects an attack that deals at least 50%, it will break. However, unlike other reflectors, it can be used immediately after breaking. The barrier stays out for almost an entire second (58 frames).
Custom 1 Angelic Missile 13% Shoots herself forward to perform a corkscrew battering ram, similarly to Skull Bash. Due to it covering almost half of Battlefield and not rendering her helpless, it is a very useful horizontal recovery option, though it has a moderate amount of end lag in mid-air. In addition, its respectable damage output and high base knockback allow it to KO middleweights at 108% while near the edge of Final Destination in the 3DS version. However, it can be avoided somewhat easily because of its noticeable start-up lag, and can even be interrupted by very weak attacks because of its low knockback scaling. Unlike Skull Bash and Green Missile, it also propels Palutena at a set distance because of its inability to be charged.
Custom 2 Super Speed 0%-7% Glides along the ground very quickly while emitting her halo in order to ram into the opponent. It covers the entirety of Battlefield when used on the ground, and propels her diagonally downward when used in the air. Damage varies based on acceleration and timing; starting the move next to someone will knock them aside dealing no damage. In addition to damaging opponents on contact, it can be canceled with her jump, grab, dash attack, sidestep, or pressing the special button again. It has a cooldown period that lasts for slightly more than 3 seconds (184 frames), and a small ring of light will appear around Palutena's torso to indicate when it can be used again. It is considered her best side special move, thanks to its sheer speed and ability to retain its momentum after canceling collectively granting Palutena a plethora of options for mix-ups, recovery, pressure and mobility.
Up special Default Warp Disappears and then reappears in a chosen direction. It quickly covers both a respectable amount of height and a decent horizontal distance while rendering Palutena invisible. It can also be edge-canceled, which grants it defensive and re-positioning potentials. However, it renders Palutena helpless after she reappears unless it is edge-canceled. Functions similar to Mewtwo’s Teleport.
Custom 1 Jump Glide Jumps a fair distance and then glides afterward, similarly to Peach Parasol, before entering a helpless state at the end of the glide. It can be canceled into any aerial move, which makes it great at maintaining vertical follow-ups, and covers more horizontal distance than Warp. However, it cannot be edge-canceled, and canceling it into her aerials will render her helpless, similarly to Winged Pikmin. In addition, if Palutena flinches during the move, she cannot do anything until she lands on the ground aside from moving, similarly to Wings of Icarus. The move jumps much lower on the ground.
Custom 2 Rocket Jump 12% (grounded), 10% (aerial) Detonates an explosion at her feet to propel herself upward. Its grounded explosion is strong enough to KO middleweights at 108% while near the edge of Final Destination in the 3DS version. Its aerial explosion deals slightly less damage and KOs grounded opponents noticeably later, but powerfully meteor smashes aerial opponents directly below Palutena. However, the explosion has fairly minimal horizontal range. It also covers less height than Warp or Jump Glide, and little horizontal distance.
Down special Default Counter 1.3× (minimum 10%) Parries with her shield and then counterattacks any incoming attacks by thrusting her staff forward. Its damage multiplier is tied with Vision and Slip Counter's for the second highest in the game. It is also one of the few counterattacks that consists of a sweetspot and a sourspot: the former is located at the staff's head, whereas the latter is located at the staff's handle. Despite its appearance, it has impressive horizontal range, as it can counterattack large/disjointed hitboxes like Shulk's forward smash. However, it is unarguably the worst counterattack in the game for a number of reasons. Due to it coming out on frame 10, it is tied with Toad for the highest amount of start-up lag out of every counterattack in the game, and is further burdened with the highest ending lag of any counterattack in the game. It is also the second weakest counterattack in the game in regard to knockback, and has both a very short counter window and poor vertical range.
Custom 1 Lightweight Nearly doubles her walking speed, dashing speed and jump height, but slows her falling speed, lowers her gravity, and increases the damage received (although knockback remains unchanged) for slightly more than 12.5 seconds (755 frames). Upon concluding, her jump height and gravity return to normal, while her grounded movement becomes much slower for nearly 5 seconds (299 frames). It is considered Palutena's best down special move, thanks to it significantly improving her off-stage presence, and granting both an immense increase in follow-up options and access to down throw-initiated KO set-ups that are guaranteed on the entire cast.
Custom 2 Celestial Firework 3.2% (toss), 1.2% (explosion, 4 hits) Shoots an explosive firework almost directly above herself. Its explosion is strong enough to KO middleweights at 145% from anywhere on Final Destination in the 3DS version. In addition to its power and good vertical range, it grants invincibility before the firework is launched. However, it is has a fairly long duration and extremely minimal horizontal range, to the point that it will only hit grounded opponents if they are at point-blank range.
Final Smash Black Hole Laser — (Black Hole), 2.4% (Mega Laser hits 1-12), 12% (Mega Laser hit 13) Illuminates her staff's orb and twirls around repeatedly before firing a Black Hole from her staff's orb, after which she quickly retreats off-stage in order to fire a Mega Laser into the Black Hole. The Black Hole does not deal damage, but pulls the opponent into itself and places them in a tumbling state. Conversely, the Mega Laser hits multiple times before concluding with a final blast that launches the opponent and dissipates the Black Hole. It is strong enough to KOs middleweights at 35% while near the edge of Final Destination in the 3DS version.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 91 1.5 – Initial dash
1.888 – Run
1.21 0.068 0.01 0.91 0.01 – Base
0.1 – Additional
0.105 1.4 – Base
2.24Fast-fall
5 35.900002 - Base
17.303881 - Short hop
35.900002

Announcer call[edit]

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The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

On-screen appearance[edit]

  • Walks out of a golden door that is decorated with her halo's design and emits a bright, shining light.
PalutenaOnScreenAppearanceSSB4.gif

Taunts[edit]

  • Up taunt: Raises her arms overhead and then brings them down while producing ethereal wings, emitting her halo, and saying "You shall be purified!" (浄化してあげましょう, You will be purified.)
  • Side taunt: Laughs while using her staff to perform a twirling, inverted version of the Arabesque.
  • Down taunt: Lets go of her staff and telekinetically holds it next to herself, then brushes her hair aside while emitting her halo and saying "Ready when you are." (いつでもどうぞ?, Feel free whenever.) before grabbing her staff.
Up taunt Side taunt Down taunt
PalutenaUpTauntSSB4.gif PalutenaSideTauntSSB4.gif PalutenaDownTauntSSB4.gif

Idle poses[edit]

  • Taps the ground with the tail of 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.
PalutenaIdlePose1WiiU.jpg PalutenaIdlePose2WiiU.jpg

Crowd cheer[edit]

English Japanese
Cheer
Description Pa-lu-te-na! Pa-lu-tena!
Pitch Group chant Group chant

Victory poses[edit]

An icon for denoting incomplete things.
An orchestral excerpt of Kid Icarus' title screen theme.
  • Laughs while using her staff to briefly perform the Backwards Showgirl, a pole dancing move, before assuming a seated stance while floating. In the Japanese version, she says "本気出してもいいんですよ?" which translates to "It's alright to fight seriously."
  • Twirls while floating, then flourishes her staff and emits her halo while saying "No one can hide from the light."
    • If Pit is present in the match, there is a chance she will instead say "Oh, so sorry about that, Pit."
  • Telekinetically twirls her staff and then points it in front of herself while saying "Too bad for you."
    • If Dark Pit is present in the match, there is a chance she will instead say "Poor little Pittoo."
PalutenaPose1WiiU.gif PalutenaPose2WiiU.gif PalutenaPose3WiiU.gif

In competitive play[edit]

Tier placement and history[edit]

In the early metagame, Palutena was notable for her smash attacks' impressive ranges and her distinction as the only character in the game with both a reflector and a counterattack in her default moveset. However, opinions on her would later drop dramatically after her weaknesses began to emerge when custom moves were not accounted for, largely because of her sluggish frame data, flawed special moves and, surprisingly enough, her lack of offensive options outside of her grab game, and was seen as one of the worst characters in the game.

When custom special moves began to be discussed, Palutena's potential tier placement once again began to rise in the eyes of many players, with many considering her to be a high-tier character, and in some cases, even a top-tier character. After the universal ban of custom movesets post-EVO 2015, however, expectations of her returned back to normal. This negative perception was further compounded by her lack of significant buffs to her default moveset, the noticeably effective buffs other poorly regarded characters received, and the changes to shield mechanics brought about by updates 1.1.0 and 1.1.1 indirectly nerfing her. Due to these factors, Palutena was ranked 50th on the first tier list, which confirmed her status as a bottom-tier character.

It was not until the first half of 2016 that Palutena's tournament presence started to improve. After the buffs gained by updates 1.1.5, tied with the previous ones, players like TLTC and Prince Ramen started placing higher within their respective regions. Even after AeroLink dropped her in favor of Bayonetta, these results were sufficient enough to improve her perception within the community, and became more prominent after game updates 1.1.5 and 1.1.6 brought nerfs to top-tier characters like Sheik, Zero Suit Samus, and Bayonetta. In addition to rendering her tier placement debatable, players also started to notice that most of Palutena's matchups against the top-tier and high-tier characters were not as unfavorable as considered before, largely thanks to the advancements brought to her non-custom metagame.

Palutena's tournament presence gradually improved by mid-2016, with her most promising showings occurring at CEO 2016, EVO 2016, and Super Smash Con 2016; CEO was particularly notable after Prince Ramen scored a major upset by defeating ZeRo, arguably the best SSB4 player in the world, while all three tournaments saw Palutena players place 33rd. With these improved results, the vast majority of the community no longer saw Palutena as one of the worst characters in the game. This, in turn, was reflected by her being ranked 40th on the second tier list; in addition to reassessing Palutena as a low-tier character, her tier rise was tied with Cloud's for the fifth largest between the first and second tier lists.

Due to Palutena's still sparse tournament results, however, she then saw a slight drop to 42nd on the third tier list. Although her tournament results have improved, thanks to TLTC placing 17th at 2GGC: Greninja Saga and 33rd at EVO 2017, as well as Death Arcana placing 49th at GameTyrant Expo 2017, Palutena has been ranked 44th on the fourth and final tier list. Despite being a slight tier drop, tier restructuring has reassessed Palutena as a mid-tier character. However, many players argue that Palutena should have remained a low-tier character, owing to her strengths not being as potent as previously deemed, as well as her noticeable weaknesses.

Official Custom Moveset Project[edit]

Character Custom sets available
PalutenaHeadSSB4-U.png Palutena 2322 2312 1322 1312 2122
1122 2332 1332 2313 2323

Most historically significant players[edit]

See also: Category:Palutena players (SSB4)

Reveal trailer[edit]

Trophies[edit]

3DS Classic Mode trophy
Wii U Classic Mode trophy
Palutena
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!
NES: Kid Icarus (08/1987)
3DS: Kid Icarus: Uprising (03/2012)
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.
NES: Kid Icarus (02/1987)
3DS: Kid Icarus: Uprising (03/2012)
3DS All-Star Mode trophy
Wii U alternate trophy
Palutena (Alt.)
NTSCSuper Smash Bros. for Nintendo 3DS 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.
NTSCSuper Smash Bros. for Wii U Palutena's Reflect Barrier side special deflects any attacks and projectiles that come at her from the front. Unlike others' reflective moves, she can move a bit while this barrier is active. If you really want to ruin someone's day, you can push him or her over an edge using this move.
NES: Kid Icarus (08/1987)
3DS: Kid Icarus: Uprising (03/2012)
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.
NES: Kid Icarus (02/1987)
3DS: Kid Icarus: Uprising (03/2012)
Black Hole Laser trophy
Black Hole Laser
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.
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.

In Event Matches[edit]

Solo Events[edit]

Co-op Events[edit]

Alternate costumes[edit]

Palutena Palette (SSB4).png
PalutenaHeadSSB4-U.png PalutenaHeadPinkSSB4-U.png PalutenaHeadCyanSSB4-U.png PalutenaHeadGreenSSB4-U.png PalutenaHeadBlueSSB4-U.png PalutenaHeadRedSSB4-U.png PalutenaHeadBlackSSB4-U.png PalutenaHeadPurpleSSB4-U.png

Gallery[edit]

Trivia[edit]

  • Palutena's artwork highly resembles her Kid Icarus: Uprising artwork.
  • Palutena's special moves have a few distinct traits associated with them:
    • Her special moves, custom special moves and Final Smash are based on some of the Powers she can grant to Pit and fighters in Kid Icarus: Uprising.
    • She occasionally calls out the names of all but one of her special moves upon using them. The only exception is Reflect Barrier, with which she simply says "Reflect!" instead of its full name.
      • Incidentally, she also does this when using her forward and down smash attacks. In their cases, Palutena will occasionally say "Goddess Wings" (ゴッド ウイング, "God Wing").
    • She is the only character in the game, whose default moveset has both a reflector and a counterattack as well as the first to do so in the Super Smash Bros. series.
    • She and the Mii Fighters are the only characters whose custom special moves are immediately available instead of being unlockable.
      • They are also the only characters whose custom moves are completely different from one another, rather than being the same moves with different properties.
    • Kirby has unused sound files that consist of him vocalizing all three of her neutral special moves. This suggests that either it was not until late in development that it was decided which would be Palutena's default neutral special move, or that Kirby was originally able to copy any one of her neutral special moves.
  • Palutena is one of the few characters who can occasionally say something upon being KO'd instead of typically grunting or yelling in pain. In her case, she says "Oh no!"
  • Palutena is the first character to be part of a Final Smash in a previous installment of Super Smash Bros., and a playable character in a subsequent installment, the second would be Chrom.
  • Unlike most characters, Palutena twirls upon hard landing, instead of simply landing on her feet.
  • Palutena is the first character since Link in Super Smash Bros. to wield a shield at all times that does not protect her while idle.
  • Palutena's defeated/No Contest animation depicts her wearing a brown sleeve on her left arm, a feature that is normally not present in her in-game model, instead of her left vambrace.
  • Super Smash Bros. for Nintendo 3DS marks the first ever game that Palutena is playable.
  • 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 appearances of veteran characters as well as Rosalina & Luma's Launch Star, instead of using the "attack" descriptor that smash attacks usually share with neutral attack, tilt attacks, dash attack, aerial attacks, and floor attacks.

References[edit]