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Palutena (SSB4)

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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
KidIcarusSymbol.svg
Universe Kid Icarus
Availability Starter
Final Smash Black Hole Laser
PalutenaHeadSSB4-U.png
Palutena Alights!
—Introduction Tagline

Palutena (パルテナ, Palutena) is a character from the Kid Icarus series. She was confirmed as a playable fighter alongside the Mii Fighters and Pac-Man in Super Smash Bros. 4 during E3 2014 on June 10th, 2014. As the Goddess of Light, she fights using powers she granted Pit (and other angels in the multiplayer) in Kid Icarus: Uprising.

She is voiced in Japanese by Aya Hisakawa (who reprises her role from Uprising) and in English by Brandy Kopp, the latter of whom replaces Ali Hillis due to availability conflicts.

Attributes

Like of Mewtwo, Zelda and Rosalina, Palutena fits the "tall and floaty" character archetype. However, she also has a few traits that defy this archetype; although Palutena's a tall lightweight, she boasts impressive walking and dashing speeds, high traction, only below average falling and air speeds, high gravity, high jump force and is tied for the highest air acceleration. These characteristics give Palutena amazing ground movement, great ground-to-air transitioning, a decent perfect pivot, and allow her to quickly change direction in midair. However, they also make her very susceptible to juggling, and while her weight is not too light, her high gravity makes her susceptible to vertical knockback.

Palutena's greatest strength is her solid aerial game. All of her aerials have good utility, fast start-up and in most cases, low landing lag (excluding neutral and up aerials). Her neutral aerial is a quick and useful damage racking move, as it deals 11%, and comes out on frame 5. Her up aerial is her most gimmicky aerial move, as it has the strongest knockback among while lacking range, having 24 frames of landing lag, and being interruptible before it can even auto-cancel. Despite this, it is one of her most viable KOing options. Her down aerial only lasts for 1 frame, but its lack of sourspots makes it both an easy-to-use meteor smash and a relatively safe out of shield option. Her forward and back aerials, however, are her most useful aerials. Her forward aerial has the longest range of her aerial moves and the least landing lag, as well as completely auto-cancelling in a SHFF. Her back aerial is her most damaging one, dealing 12% while also having invincibility frames during start-up and as long as the hitbox is out. Despite the benefits that her aerials possess, most of them have high ending lag in proportion to their power and range, meaning they must be spaced accordingly.

Palutena's grab game is also very capable. She has one of the longest non-tether grab ranges in the game, while her pummel is among the best in game due to its damage output and speed. Her back throw, while having an easily DI'ed launching angle (the Sakurai angle) and the lowest base knockback of all her throws, deals a respectable 10% and is a great way to send the opponent off-stage and set up an edge-guard. Her forward throw has high base knockback, deals a respectable 9%, and while it has very low knockback scaling, it is even better than her back throw at setting up edge-guards, as well as an almost infallible trigger if Autoreticle is used. Her most versatile throw, however, is her down throw; due to it possessing the right amount of base knockback and extremely low knockback scaling, it can combo into almost any aerial move, the exception being down air, and perhaps an up smash if the player can read the opponent's reaction. Aside from it working well with her neutral aerial to rack up damage and her forward aerial to space the opponent, it can also set-up a KO at high percents when used as a set-up for her up aerial.

Despite these advantages, Palutena is hindered significantly by her grounded moveset. Her ground game is infamously known for its very poor frame data, as it is a major issue that sets her apart from other characters of her weight. Even though her moves come out relatively quickly, and her smash attacks have a quick charge release, all of her grounded moves (except neutral attack and down tilt) have disproportionately high ending lag. Her forward and up tilts, as well as her dash attack, have more than 25 frames of ending lag, and all of her smash attacks have more than 40. This makes her missed attacks heavily susceptible to punishment, even if the opponent is a fair distance away from her. This forces Palutena's to not only crucially time her grounded attacks while reading the opponent, but also rely heavily on her neutral attack and down tilt for set-ups and spacing, respectively. Due to this, her KOing ability is problematic despite her smash attacks and up tilt possessing high knockback scaling. The exceptions to this rule are admittedly her only safe grounded moves, most notably her down tilt; it is highly interruptible, having only 16 frames of true ending lag, making it a good spacing and dodge punishing tool, and her least punishable ground move. Even with the benefits that her neutral and dash attacks possess, they also have noticeable flaws. While neutral attack can jab cancel and thus lead into her very useful grab game and can also function as a very reliable damage racking attack, its still rather slow due to coming out on frame 8, while its finisher has noticeable ending lag. Her dash attack has KO power and possesses invincibility, but is very unsafe on shield.

On top of this, Palutena's default special moveset is also infamously poor, to the point of possibly being the worst among the cast. Even though Autoreticle has homing capabilities, the same cannot be said about its projectiles, as they move only towards the fixed reticle. In addition to being incredibly sluggish, each one deals very slightly less than 3%, giving them abysmal priority. Reflect Barrier, while having an unblockable hitbox, a push effect and being a long-lasting reflector, does not cover her entirely, and does not move along with her in midair, making it the worst reflector in the game. Warp, while being extremely quick and allowing a safe recovery and swift re-positioning, has absolutely no hitboxes, leaving her wide open to attacks before and after she moves. Lastly, even though her Counter has a high damage multiplier, it comes out slower than any other counterattack (except for Toad), has low KO power, a sourspot (the only one to do so), less range and more ending lag than most other counters (only Lucario's is slower), making it the worst counter.

All of these traits make Palutena a frail and defensively-minded character, as without punishing, her offensive options are severely lacking, more so than most other characters. She relies on shielding attacks at close range and turtling for a good portion of a match until an opening can be found, due to her overall sluggish moveset and lack of approach options.

Due to her bad special moveset, Palutena benefits from custom moves more than any other character. Super Speed allows her to move faster than even Sonic's Spin Charge, and since it can be jump-cancelled into any aerial move and up smash, or straight into a dash attack, it is considered to have immense utility, making up for its predictability. Lightweight amplifies her movement speed and jump force, to the point where she dashes faster than Sonic, and jumps almost as high as Falco. This move gives her 15 seconds of drastically improved off-stage game, a quicker and safer recovery, blinding ground speed, and an even more capable combo game. As a trade-off, this move nearly doubles the amount of damage taken, and after its expiration, Palutena moves slower for 5 seconds while her damage vulnerability and jump force returning to their original values. These two moves alone allow for tons of mix-ups, mindgames, combos and edge-guards.

Her other custom moves have notable advantages, but are held back by their easily exploitable weaknesses. Explosive Flame is a more reliable damage racker than Autoreticle, but it is a pinpoint explosion with limited range and is just as sluggish. Heavenly Light, outside of being an invaluable healing move for Ness, Lucas and the Mii Gunner in doubles, is useless due to it never landing on any opponent that is not stunned in singles. Angelic Missile is a good recovery move and a potent edge-guarding option thanks to its high base knockback, but it has high start-up lag, surprisingly low knockback scaling and flies in a linear path, making it easy to intercept. Jump Glide grants extreme horizontal distance and allows for safe approaches, but it leaves her defenseless. It also has the same fatal flaw Wings of Icarus: if, for any reason, Palutena 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, is inferior to both Warp and Jump Glide in every way. Lastly, Celestial Firework has intangibility during start-up and is a good anti-air move in general, but it is hard to hit with and delivers unimpressive knockback.

With customs off, Palutena is considered to be a bottom-tier character and sometimes the worst character in the game, due to her bad grounded game, significant lag issues and nearly useless default special moves. Many players use her as a secondary or counterpick, and typically fail to achieve notable tournament success with her. With customs on, she is considered be significantly better, to the point of being comfortably within the higher mid-tier. This is because of Super Speed and Lightweight concealing her most prominent weaknesses, with players such as AeroLink having further cemented this. Among the competitive community, however, there exists speculation on whether Palutena should be given the ability to always have the choice to use her custom specials, even if customs are otherwise banned.

Update history

Game updates have seen Palutena has received a mix of buffs and nerfs starting in update 1.0.4. The range on her attacks and her neutral game are slightly better than before, but the lag problems on her moveset still linger. She has also lost some of the utility she had in her large pivot grab and some of the gimmicks on her specials moveset have been removed. However, while her buffs outweighted her nerfs until 1.1.0, the many changes on shield mechanics in 1.1.0 and 1.1.1 have seriously harmed her indirectly, moreso than any other character: the fact that hitlag modifiers are now applied on shields make her attacks less safe on shield, due to their low hitlag and high ending lag, making her easier to punish out of shield. The significant increase in shieldstun also makes shielding less safe for her to find an opening, and due to her reliance on it, as well as her slow out of shield options, her defensive game is less effective. Only her forward tilt can be considered to benefit from these changes at all.

Overall, and unlike some of the worst characters in the game, Palutena has been nerfed. While some of her custom moves compensate for the nerfs when they are turned on, her previous buffs do not compensate for the nerfs she has received, making her less viable than ever before when custom moves are turned off.


Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff Up and down tilt's ending lag decreased.
  • Buff Up smash's hitbox lasts 3 frames longer.
  • Nerf Pivot grab's range decreased.
  • Bug fix Fixed a bug 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 has improved visual effects.

Super Smash Bros. 4 1.0.6

  • Change Due to concerns raised by CERO, Palutena's shorts and skirt were updated to be less revealing in the Japanese version.
  • Bug fix Fixed a bug where Super Speed's momentum could be maintained after jump-canceled attacks.

Super Smash Bros. 4 1.0.8

  • Buff Up tilt's hitbox placements moved: bone 1000 → bone 0. As the hitboxes are now centered around her rather than her staff, this means its loop hits connect better.
  • Buff Up tilt's loop hits deal 0.2% more damage: 1% → 1.2%.

Super Smash Bros. 4 1.1.0

  • Buff Forward tilt's hitbox sizes increased: 3.8/2.5 → 4.1/2.8.
  • Change Frames 17-24 and 25-39 of forward tilt have reversed properties. Frames 17-24 have had their angle altered: Sakurai angle → 48° and their knockback growth decreased: 100 → 65, while frames 25-39 have had their angle altered: 48° → Sakurai angle and their knockback growth increased: 65 → 100.
  • Buff Down tilt's hitbox sizes increased: 2.4/1.9 → 2.7/2.1.
  • Buff Down tilt's ending lag decreased.
  • Buff Neutral aerial's hitbox sizes increased: 3.0 → 3.4.
  • Buff Forward aerial deals 1% more damage: 7% → 8%.
  • Buff All grabs' ending lag decreased by 2 frames.

Super Smash Bros. 4 1.1.1

  • Bug fix Fixed a bug where Palutena could infinitely renew Lightweight on platforms.
  • Buff Explosive Flame's initial loop hits and last hit's sizes increased: 3.7 → 4.8 (loop), 14.0 → 15.5 (last).
  • Buff Explosive Flame's loop hits and last hit's deal 0.2% more damage: 0.6% → 0.8% (loop), 4% → 4.2% (last).
  • Nerf Explosive Flame's last hit is no longer unblockable.

Moveset

  Name Damage Description
Neutral attack   3% Holds her staff out and releases a multi-hit flash from the orb before knocking the enemy away with an upwards swipe. Long range and useful for spacing, making it Palutena's best ground attack. When jab canceled, it can be comboed into grabs, another jab, back aerial and up smash. Finishing hit has decent power, but long ending lag. The first hit also comes out slowly, on frame 8.
1% (loop), 3% (last)
Forward tilt   6% (staff head), 4% (staff tail) Makes her staff spin in the air in front of her, hitting the enemy up to three times. Long duration, good range, and can be used to punish spot-dodges, rolls, and pressuring shields. However, it leaves her vulnerable to other attacks due to its long duration and high ending lag for a tilt.
Up tilt   1.2% (loop hits), 2.5% (last hit staff head), 1.5% (last hit staff tail), 8.7%/9.7% if all hits connect Kneels and makes her staff spin in the air above her, hitting the enemy up to seven times. Long duration and decent vertical range. It also can be used for punishing the opponent's air dodge. Has a relatively low hitbox. It has the property of making Palutena's hitbox very low, even lower than her crouch. Good KO potential at very high percents.
Down tilt   8.5% (staff head), 5% (staff tail) Makes her staff spin along the ground in front of her. It is her fastest tilt, and it can be interrupted noticeably earlier than her other tilts. Great spacing tool and can be used to catch spot dodgers and rolls. Good for ledgeguarding.
Dash attack   9% (clean), 5% (late) Bashes the enemy with her shield. The shield can block attacks due to the attack having 12 invincibility frames. The attack has a large hitbox. Can be used to catch landing opponents and combo into other moves if read the opponents reaction. However, it has long endlag. Has a decent KO potential at very high percentage, starting at 150%. Can deflect.
Forward smash   16% (near), 13% (far) Conjures her ethereal wings and swings them in front. Has high knockback and long horizontal range, giving it great KO potential. Has a sourspot near the tip of the wings, which deals less knockback, and a windbox that can push opponents that try to punish the move and gimp some some recoveries. High ending lag (48 frames), however, makes it very risky to use. Can KO at 100% when sweetspotted.
Up smash   16% (bottom), 12% (middle), 9% (top) Creates a blue beam of light from the ground, firing it into the air. It has the highest range of any up smash in the game, and has great KO potential. Excellent for edgeguarding. However, it has thin horizontal range and high ending lag (though it is her smash attack with the least endlag at 43 frames). Can KO at 100% when sweetspotted.
Down smash   15% (clean), 13% (late) Conjures her ethereal wings and flaps them down on either side of her. It also has a windbox at the tip of the wings that can push opponents that try to punish the move and gimp some recoveries. However, it has slow startup lag for a down smash and the highest endlag of all the smash attacks in the game (53 frames), making it one of the worst down smashes in the game. It KOs at 114% if clean, and KOs at 145% when late.
Neutral aerial   1.5% (loop hits), 4% (last hit), 11.5% if all hits connect Spins her staff around her. The first five hits have the auto-link angle, which can potentially trap opponents in the rest of the attack. Good for pressuring opponents on platform above and catching out of air dodge. Can combo into aerial or ground attacks at low percentage.
Forward aerial   8% Dropkicks in front of herself. Long horizontal hitbox and low landing lag. Good spacing tool and can combo into grabs and other attacks. It can also be auto-cancelled from SHFF. It is less safe on shield since it delivers less shield stun. Not very much duration, and has relatively high ending lag.
Back aerial   12% (shield), 9% (arm) Hits with her shield behind herself. The shield can block attacks due to the attack granting her invincibility frames (8 frames). Can beat out most aerial attacks and certain projectiles. Comes out one frame faster than her forward air, it has low landing lag and can be auto-cancelled from a short hop. However, it is easy to miss if the opponents is too close to Palutena since it does not have a hitbox around her, and it has very high ending lag for an aerial (41 frames).
Up aerial   1% (loop hits), 5% (last hit), 9% if all hits connect Twirls and then lights up her halo, which hits up to five times. Long duration and can be used to pressure aerial opponents above her. Has a great KO potential at high percentage. However, it has fairly high ending lag (24 frames). Interestingly enough, this attack has more interruptible frames than auto-canceling frames, meaning it cannot be auto-cancelled at all. This can, however, be avoided by using other attack with lower ending lag before she hits the ground, like her forward air. As it pulls opponents when fast-falling, it is possible for it to combo into another grab at low percentages despite its ending lag.
Down aerial   9% Performs an arcing kick below herself, meteor smashing anyone below her. This attack has no late hits, meaning it will always meteor smash. Can be used as an out of shield option. However, it lasts for only one frame and it has very low range, making it difficult to land. While it has high end lag, it doesn't have high landing lag.
Grab   Holds her staff vertically in front of herself, magically trapping the enemy. Fairly large grab range, though it has some ending lag.
Pummel   3.1% Blasts the enemy with a small spark of light energy.
Forward throw   9% Pushes the enemy away with her magic. It is Palutena's weakest throw in terms of knockback, though it can be used to throw opponents off the ledge for an edge-guard.
Back throw   10% Performs a ballet-inspired throw, which launches the enemy at 180° behind herself. Launches at the Sakurai angle. While it is her most damaging throw, its launching angle and low knockback scaling can result in it being easily DI'ed and the opponent can avoid being KO'd by it.
Up throw   8% Sends the enemy into the air with her staff. Can be used to pressure opponents in the air with aerial attacks or an up tilt.
Down throw   5% Magically shoves the enemy into the ground. Her best throw, it is ideal for combos and a KO set-up. Depending on the opponent's DI, it can combo into any aerials and even an up smash by reading the opponent's air dodge. It can also combo into a down aerial near the ledge for a potential meteor smash.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Swings her staff in front and behind her.
Floor attack (back)
Floor getups (back)
  7% Swings her staff 180° along the ground.
Floor attack (trip)
Floor getups (trip)
  5% Similar to her other floor attacks.
Edge attack
Edge getups
  7% Climbs up the stage and hits with a legsweep.
Neutral special Default Autoreticle 2.9% (per hit) Takes aim with a charge shot reticle from Kid Icarus Uprising which appears over the enemy, then fires three shots of light energy at that location. Can be initiated only if an enemy is within range, with nothing blocking her target, and said enemy does not have invincibility from teching or dodging. Can be used as a way for stopping direct approaches. It is also able to hit opponents behind Palutena and be used for jab locks. It also stalls Palutena in midair, making it useful to stop opponents from gimping her.
Custom 1 Explosive Flame 0.6% (loop), 4% (last) Creates a Smart Bomb-like explosion at approximately three character lengths away. Great spacing and zoning tool, but its slow start-up and fixed distance can make it easily predictable.
Custom 2 Heavenly Light 1% (per hit) Projects a large rectangular field of supernal light above her and to the sides. It deals damage in the whole area without producing knockback or flinching, as well as repelling all enemies from the sides. Because of this, this move can be used to steal a KO from a fighter who launched another. Can be absorbed. Hold the button to extend the duration.
Side special Default Reflect Barrier 5%, 1.17x damage (reflected projectiles) Raises her shield forward, casting a rectangular barrier which pushes opponents away and reflects projectiles. Palutena's shield has a hitbox when it is being raised, allowing her to damage opponents with an unblockable hit. If the wall reflects an attack that deals at least 50% damage, it will break. However, unlike other reflectors, it can be used immediately after it has shattered.
Custom 1 Angelic Missile 13% Shoots herself forward to attack with her head, similar to Skull Bash and Green Missile. Can aid Palutena's recovery significantly without leaving her helpless. It is also a decent, albeit somewhat easy to dodge, off-stage KOing option.
Custom 2 Super Speed 2.6% Performs a charging attack where she glides along the ground very quickly and for a long distance. Palutena can damage enemies by ramming into them. While in the air, the move will send her diagonally downwards. It is considered her best side special move due to its speed and ability to retain its momentum after canceling the attack, which gives Palutena a plethora of options for mix-ups, recovery, potential pressure, and mobility. Can be cancelled with her jump, up smash, grab, dash attack, and other attacks. It has a small cooldown duration.
Up special Default Warp 0% Disappears and then reappears in a chosen direction, much like Teleport. Can be ledge-cancelled, allowing for defensive and movement options.
Custom 1 Jump Glide 0% Jumps directly upward a fair distance, then glides similarly to Peach Parasol. Good for keeping vertical follow-ups, and it has higher horizontal recovery distance than Warp. However, it cannot be ledge-cancelled and, if gimped, Palutena cannot do anything until she hits the ground, which may lead to an inevitable KO.
Custom 2 Rocket Jump 12% (ground), 10% (air) Creates an explosion that boosts Palutena upwards and damages nearby opponents. The explosion strongly meteor smashes airborne enemies below her. However, it gives Palutena the least vertical distance of all her up specials and little to no horizontal movement.
Down special Default Counter 1.3x damage of countered attacks, 10% minimum After readying her shield, Palutena performs a counterattack with her staff, similar to that of many of the Fire Emblem characters. It has a surprisingly high damage multiplier, though despite what one of the in-game's tips says, it has the lowest range and lowest power of all counters, and it also has very long punishable ending lag should it miss. It also has a sourspot that deals even less knockback. Will One-hit KO anyone if she managed to counter an attack that deals at least 50% damage.
Custom 1 Lightweight 0% Increases Palutena's speed and jumping height. While in this effect, it significantly improves her off-stage game and allows her to have more follow ups and an access to her near-guaranteed KO set-ups from a down throw. However in exchange for this effect, she will take increased damage, though the knockback remains the same. Before it wears off, she will have an inverse effect of this move for a very short time.
Custom 2 Celestial Firework 3.2% (toss), 1.2% (blast) Shoots an explosive firework upwards in front of herself. It has invincibility frames before firing the firework.
Final Smash Black Hole Laser 2.4% (loop), 12% (last) Attracts foes towards the center of the stage with a black hole, which traps them in a tumbling state. Palutena then fires a powerful energy beam into the black hole to deal damage, which concludes with a final hit to knock the opponents away as the black hole dissipates.

Taunts

  • Up Taunt: Makes an outward fanning gesture with her arms while producing her ethereal wings and her halo shines, saying "You shall be purified!" (浄化してあげましょう, You will be purified.)
  • Side Taunt: Performs a twirling dance around her staff while laughing and having her leg extended in the air.
  • Down Taunt: Lets go of her staff, which floats while she brushes her hair aside as her halo shines, saying "Ready when you are." (いつでもどうぞ?, Feel free whenever.)

Idle Poses

  • Touches the ground with the tail of her staff and shield in front of her, briefly making her halo shine.
  • Looks away while crossing her staff and shield in front of her, briefly making her halo shine.

On-screen appearance

  • Walks out of a heavenly golden door surrounded by a glowing light.

Victory fanfare

  • A small excerpt of the title screen theme of Kid Icarus, with an original ending. This is shared with Pit.


Victory Poses

  • Spins around her staff, then sits in midair laughing.
  • Twirls around while hovering, saying "No one can hide from the light."
    • If she beats Pit, there is a chance she will instead say "Oh, so sorry about that, Pit."
  • Twirls her staff and points it in front of her, saying "Too bad for you."
    • If she beats Dark Pit, there is a chance she will instead say "Poor little Pittoo."

In Competitive Play

Official Custom Moveset Project

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

Notable players

Reveal trailer

<youtube>xqTW13AYniY</youtube>

Alternate costumes

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

Trophies

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!
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 (08/1987)
3DS: Kid Icarus: Uprising (03/2012)
Palutena (Alt.)
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.
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 (08/1987)
3DS: Kid Icarus: Uprising (03/2012)
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

Solo Events

Co-op Events

Gallery

Trivia

  • The anime portions of Palutena's reveal trailer were created by Studio Shaft, who also worked on the Kid Icarus: Uprising animated short Palutena's Revolting Dinner. One member of Studio Shaft, Hideyuki Morioka, also drew the illustration found on Palutena's page in the official Smash Bros. site; Morioka was credited as "Animation Character Designer" in said animated short.
  • Palutena and the Mii Fighters are the only characters that have their customizable special moves unlocked from the start.
  • Unused sound files exist for Kirby using all three of Palutena's neutral special moves, suggesting either that it was not until late in development that it was decided which would be the default, or that Kirby was originally able to copy any one of her neutral special moves.
  • Palutena is the only character who can use both a reflector and a counterattack without customs.
  • Palutena is the only character who was part of a Final Smash the previous game and a fighter the next game.
  • Excluding Snake with his up smash in Brawl, Palutena has the highest vertical-ranged, non-projectile up smash with her pillar of light.
  • Most character's landing animations have them simply land on their two feet. However, Palutena always twirls herself upon landing.
  • Palutena is the only character (along with a Mii Gunner wearing the Proto Man Costume) in Smash 4 with a visible shield that does not protect her while idle: Link and Toon Link have versions of the Hylian Shield which are able to block projectiles while standing and walking, while Palutena's shield does not have this property. Her shield does give her dash attack and back aerial invincibility frames, however, meaning her shield isn't entirely aesthetic.
  • Palutena's newcomer artwork is the only one to not depict any characters from Mario and its sub-universes.

References