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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
Palutena's stock icon in Super Smash Bros. for Wii U.
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 in Super Smash Bros. 4 during E3 2014 on June 10th, 2014. She fights using powers she would grant Pit (and other angels in the multiplayer) in Uprising.

In her appearance in SSB4, respectively, she is voiced by Aya Hisakawa (who reprises her role from Kid Icarus: Uprising) and Brandy Kopp.

Attributes

Palutena is a lightweight character with low air speed and average falling speed, while she has a decent walking speed, she has one of the fastest running speed in the game, being the 10th fastest runner of all characters. Palutena also suffers from a combination of being tall and light making her susceptible to knockback.

Palutena's moveset notably varies when using her in the air or on ground. Her ground attacks mostly involve the use of her staff or light-based moves, meaning all her ground moves are disjointed. Palutena's fast dashing speed makes her able to easily pressure her opponents by approaching and quickly retreating and her tilt attacks are all in general long lasting but slow. Her side tilt covers a big hitbox in front of her, while doing low damage being able to punish landings near her and for spacing, it can also KO at high percents, though it can be easily punished due to its long duration, the move itself has decent priority, meaning it can be used as a defensive tool against weak projectiles, but its long duration makes it hard to use properly. Her up tilt is a multi-hitting move that can add pressure to landing opponents, and like her side tilt, it can KO at high percents, deals low damage but has lower duration than her side tilt. Her down tilt is her fastest tilt, it has slow start up and little ending lag, though its weaker than her other tilts, but it can be used to punish rolls and spot dodges, its her fastest spacing tool, since it isn't as laggy, it can't be punished as easily as the others, although it still has some prolonged duration, all her tilts can be more effective when used with perfect pivoting. Her smash attacks all have a notable amount of range, having disjointed hitboxes, and two of them having windboxes at the tip, makes them some of her best KO options, but since all of them have long ending lag, they can be easily punished if not spaced correctly.

Palutena's style in the air is very varying from her ground, since most of her moves have lower range, but most of them being really fast. Her neutral and up aerial (HAH) can be used for racking damage and for KOing, her neutral aerial can also be used for stage spikes and edge-guarding, since it has also decent knockback, it can combo into other moves and into itself at low percents. Her down aerial can be used when adding ground pressure for catching an opponent off guard, its also has low startup but a notable amount of ending lag, the move also has spike properties and when SHFF it can combo into back air at low percents, although it must be timed correctly in order to work.

Despite not having the best grab range in the game, Palutena is able to set grabs with the first hit of her jab, since its really fast, deals low knockback and its short ranged, her already decent grab range makes this easier. While most of Palutena's throws don't have notable KOing ability, some of them are able to rack up damage quite easily when pummeled, although this isn't always possible due to Palutena's slow pummel. Her down throw is able to set up aerial and ground combos with the appropriated reads on the opponent, its also able to combo into up air (HAH) which have weak meteor properties when fast falled, making it able to combo into another grab at low percents. Up throw is useful for adding aerial pressure and back throw is able to KO at high percents, forward throw is her 2nd most damaging throw, but also her weaker one in terms of knockback. An other important aspect is in her on-hand shield, moves like her dash attack and back air have invincibility frames on the shield area, meaning the attacks can be used for approaches on an offensive opponent, since the invincibility frames allow it to pass through most kind of attacks, even those with high priority, and her dash attack is able to approach an opponent using projectiles with its long duration and high knockback.

Palutena's specials can be very versatile if used correctly. Her neutral special, Autoreticle, while being easy to avoid and having a long duration and ending lag, it can be used as a way for stopping direct approaches, when short hop and B-reversed, this move can be harder to avoid and punish. Her side special, Reflect Barrier, can deal 5% if the opponent is too close and can reflect projectiles, it also covers a good range in front of her and keeps its momentum forward, this move can also be used as a way of punishing landings and air approaches, since it stops the momentum on opponents, it can be used to catch them off guard and punishing with a fast move, its also able to gimp characters with low recoveries, although this is kind of situational. Her up special, Warp, while being a good ranged recovery move that can be angled, it also has the unusual property of cancelling its ending lag when landing on a platform edge or on a ledge with it, which allows Palutena to act almost immediately out if it, either with an attack, jump or another Warp, this gives Palutena a notable advantage on stages with platforms . This can be used as a strategy technique, as it allows Palutena to quickly move through the stage, allowing for stage control, positioning, retreating and movement, this can also be used offensive for adding pressure and performing attacks in quick succession. When done on a ledge, it gives Palutena a wide variety of fast edge-guarding options since it can also catch opponents off guard. This can be a high risk high rewarding tool if done on a ledge or on a platform near one, as if the move is mistimed or misplaced, it can lead into a self destruct, so it must be mastered correctly before using it on actual matches. While her down special, Counter, is a counter with decent knockback, but its low speed and range makes it very punishable and not so viable in combat.

While Palutena has a good amount of punishing options, she still has some notable flaws. Most of her ground moves can be easily punished due to them having long duration and being slow, and since they have disjointed hitboxes, moves such as her tilts don't cover a hitbox around her, leaving her exposed for attacks without any fast defensive option. Her aerials, while most of them being fast with little ending and landing lag, they don't have much range, meaning characters with long reach can outrange most of them effortlessly and her grab has considerable ending lag if it misses, leaving her wide open, Palutena also doesn't have many safe approach options, meaning she has to recurr to her aerial moves sometimes to approach properly, and lastly, not having a proper projectile and with her neutral special having only decent and limited range depending on the opponent's movement, characters with better projectiles can take advantage of this.

Overall, Palutena, particularly with her default moveset, is a defensive minded character. Being able to have useful and fast movement options thanks to her fast movement abilities with her ground speed and Up special. She possesses both a reflector and a counter allowing her to deal with both aggressive and camping foes but she lacks ground attacks with quick execution meaning she must look for gaps in the opponent's strategy to press the offensive, although her ground movement is still able to create pressure in order to make this easier. However, she can still be a very offensive character, when her fast moves are used correctly along with her ground speed, she can be able to force the opponent for defensive options, making her ground moves useful for punishing these properly. Palutena generally suffers from KO problems, as her smashes have long punishable ending lag, up aerial (HAH) being avoidable and punishable, and other attacks that aren't that powerful and requires proper spacing. Her customs moves can drastically change this style however.

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 Palutena's best ground attack. It is useful for spacing. When jab canceled, she can combo into grabs, another jab at low percent, and back aerial and up smash at high percent.
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 and rolls. However, it leaves her vulnerable to other attacks due to its long duration.
Up tilt   1% (loop hits), 2.5% (last hit staff head), 1.5% (last hit staff tail) Kneels and makes her staff spin in the air above her, hitting the enemy up to seven times. Long duration and decent vertical range. Palutena's hitbox is very low, allowing her to stop most aerials above her. It also can be used for punishing opponents air dodge. However like her forward tilt, it leaves her vulnerable to other attacks due to its long duration. It also has little horizontal range.
Down tilt   8.5% (staff head), 5% (staff tail) Makes her staff spin along the ground in front of her. Palutena's fastest tilt. Has less ending lag. Great spacing tool and can be used to catch spot dodgers and rolls. Good for ledgeguarding. It has less vertical range.
Dash attack   9% (clean), 5% (late) Bashes the enemy with her shield. The shield can block attacks due to having invincibility frames. Large hitbox. Can be used to catch landing opponents and combo into fair. Has a decent KO potential at very high percentage.
Forward smash   16% (near), 13% (far) Creates ethereal wings and swings them in front of herself. Comes out quickly. It has high knockback and long horizontal range. Has a small wind effect at the tip of the wings. It has sour spot near the tip, which it deals less knockback. High ending lag.
Up smash   16% (bottom), 12% (middle), 9% (top) Conjures a blue beam of light from the ground in front of her, firing it high up into the air. Comes out quickly and has good KO potential. Excellent for edgeguarding. Can be used in a conjunction with a down throw by reading opponent's air dodge. It has thin horizontal range and high ending lag.
Down smash   15% (clean), 13% (late) Creates ethereal wings and flaps them down on either side of her. Has a small wind effect at the tip of the wings. High knockback. Can be used to catch rolls. High ending lag and it is less safe than her forward smash.
Neutral aerial   1.5% (loop hits), 4% (last hit) Spins her staff around her. 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   7% 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 canceled from SHFF. It is less safe on shield since it delivers less shield stun.
Back aerial   12% (shield), 9% (arm) Hits with her shield behind herself. The shield can block attacks due to having invincibility frames. Good for edgeguarding and can beat out most aerial attacks and certain projectiles. Low landing lag and can be auto canceled from SHFF. However, it is easy to miss if the opponents is too close to her since it does not have a hitbox around her.
Up aerial   1% (loop hits), 5% (last hit) HAH
Down aerial   9% Kicks in an arc below herself. Meteor smashes if the hit is clean. Can be used for out of shield. It has short duration which is difficult to land, however.
Grab   Holds her staff vertically in front of herself, magically trapping the enemy.
Pummel   3.1% Blasts the enemy with light. Somewhat slow.
Forward throw   9% Pushes the enemy away with her magic.
Back throw   10% Kicks the enemy in a 180 degree angle behind herself. Palutena's strongest throw. Can KO at high percent, depending on weight and rage effect.
Up throw   8% Sends the enemy into the air with her staff. Can be used to pressure opponents in the air with aerial attacks.
Down throw   5% Magically shoves the enemy into the ground. Ideal for combos and KO set-up, depending on opponent's DI. HALLEHOO
Floor attack (front)   7% Swings her staff in front and behind her.
Floor attack (back)   7% Swings her staff 180 degrees along the ground.
Floor attack (trip)   5% Similar to her other floor attacks.
Edge attack   7% Climbs up the stage and hits with a leg swipe.
Neutral special Default Autoreticle 2.9% (per hit) Takes aim with a scope which appears over the enemy, then fires three light shots at that location. Can be initiated only if an enemy is close enough.
Custom 1 Explosive Flame 0.6% (loop), 4% (last) Creates a Smart Bomb-like explosion at approximately 3 character lengths away. The last hit cannot be blocked.
Custom 2 Heavenly Light 1% (per hit) Projects a huge rectangular field of supernal light above her and to the sides. It deals damage in the whole area without producing knockback or flinching, as well as repelling all enemies from the sides.
Side special Default Reflect Barrier 5%, 1.2x damage (reflected projectiles) Raises her shield forward, casting a rectangular shield which pushes opponents away and reflects projectiles. The initial shield bash can damage opponents.
Custom 1 Angelic Missile 13% Shoots herself forward to attack with her head, similar to Skull Bash and Green Missile.
Custom 2 Super Speed 2.6% Performs a charging attack where she glides along the ground very quickly and for a long distance. She can damage enemies by ramming into them. Can be cancelled with her dash attack. She is so fast as Sonic with her lightweight.
Up special Default Warp 0% Disappears and then reappears in a chosen direction, much like Teleport.
Custom 1 Jump Glide 0% Jumps a fair distance up, then glides similarly to Peach Parasol.
Custom 2 Rocket Jump 12% (ground), 10% (air) Creates an explosion that boosts Palutena upwards and damages nearby enemies. The explosion meteor smashes airborne enemies below Palutena.
Down special Default Counter 1.3x damage of countered attacks, 10% minimum After hiding behind her shield, she performs a counterattack with her staff, similar to that of many of the Fire Emblem characters. It has a rather long range and surprisingly high knockback. Will One-hit KO anyone if she managed to counter an attack that deals at least 40% damage.
Custom 1 Lightweight 0% Increases her speed and jumping height. While in this effect, it significantly improves her off stage game and allows her to have more follow ups and an access to her HALLEHOO HAH using d throw to uair. However in exchange for this effect, she will only take an increased damage (knockback remains the same), while under this effect. Before it wears off, she will have an reverse 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 her.
Final Smash Black Hole Laser 2.4% (loop), 12% (last) Attracts foes towards the center of the stage with Black Hole, putting them in a tumbling state, then fires the Mega Laser into the Black Hole to deal damage, concluding with a final hit to knock the victims away as Black Hole dissipates.

Taunts

  • Makes a sweeping gesture with her arms while she creates her ethereal wings and her halo appears, smugly saying "You shall be purified."
  • Spins around her staff, dancing with her foot in the air, laughing.
  • Her staff floats beside her while she brushes her hair aside and makes her halo shine, saying "Ready when you are."

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

Shared with Pit

Reveal trailer

<youtube>xqTW13AYniY</youtube>

Update history

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff Up tilt and down tilt can be interrupted earlier.
  • Nerf Up Smash's hitbox lasts for three fewer frames.


Alternate costumes

Palutena Palette (SSB4).png
PalutenaHeadSSB4-3.png PalutenaHeadPinkSSB4-3.png PalutenaHeadCyanSSB4-3.png PalutenaHeadGreenSSB4-3.png PalutenaHeadBlueSSB4-3.png PalutenaHeadRedSSB4-3.png PalutenaHeadBlackSSB4-3.png PalutenaHeadPurpleSSB4-3.png

Trophies

Super Smash Bros. for Nintendo 3DS trophy descriptions

Palutena
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!
Palutena (Alt.)
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.

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 customizable moves.
  • Palutena is the only character who can use both a reflector and a counterattack at the same time.

References