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


Availability Unlockable
Final Smash Black Hole Laser
PalutenaHeadSSBU.png
With her wings and staff, this goddess's attacks cover a wide range. With her up smash, neutral special, and side special, she can create a ranged attack in almost every direction except for directly beneath her! Keep the pressure on your opponents from a distance with ranged attacks!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Palutena (パルテナ, Palutena) is a playable character in Super Smash Bros. Ultimate, officially confirmed on June 12th, 2018. Palutena is classified as fighter #54.

Brandy Kopp and Aya Hisakawa reprise their role as the voice of Palutena in the English and Japanese speaking versions of the game respectively, through reused voice clips from Super Smash Bros. 4, although they recorded new voice lines for Palutena's Guidance for new fighters in SSBU, and fighters absent from SSB4, as well as those who were previously DLC in that game.

How to unlock

Complete one of the following:

With the exception of the third method, Palutena must then be defeated on Palutena's Temple.

Changes from Super Smash Bros. 4

Due to her lower-mid tier placement in Super Smash Bros. 4, Palutena has been greatly buffed in her transition to Ultimate. In addition to receiving universal mobility buffs to compensate for losing access to Lightweight, most of Palutena's grounded moves have reduced lag in general. Her tilts and smash attacks come out faster, end quicker, have more reliable hitbox placements, and have more kill power. Her zoning game has improved with Autoreticle coming out faster, and her new side special Explosive Flame allowing her to ledge trap opponents, read landing options, snipe opponents at a safe distance, and KO at reasonable percents. Warp has one more frame of invulnerability and is unique in that it provides Palutena with a landing mix-up option (because of the change to the air dodge mechanic). Finally, her down special is less laggy and now functions both as a counterattack and a reflector. All of these buffs provides Palutena with multiple landing options, a safer neutral, and better zoning tools. She now has a defined strength of long ranged attacks that have excellent utility.

Nevertheless, Palutena did receive some slight nerfs. Like all other characters, all variations of her grab have more startup and endlag, which noticeably affects her due to her grab and throw games being her main tool for starting combos. Reflect Barrier can no longer be activated by command, and it has less active frames, making it easier for projectile users to bait her into using her riskier new down special. Finally, her back aerial's invincibility starts comes later, making it less safe to use in the neutral game.

As a result of her buffs, Palutena has consistently been a very high-placing character at all levels of competitive play thanks to players such as Nairo, Gen, and Zinoto, all who have helped make Palutena a top-tier threat Ultimate.

Aesthetics

  •   As with all veterans returning from Super Smash Bros. 4, Palutena's model has a more subdued color scheme. Her chiton and armor feature simple detailing, and her face appears more realistic and expressive.
  •   Palutena's sidestep now causes a visible warping effect when she disappears.
  •   Palutena's skirt now has independent physics.

Attributes

  •   Like all characters, Palutena's jumpsquat animation now takes three frames to complete (down from 5).
  •   Palutena walks slightly faster (1.21 → 1.271).
  •   Palutena dashes much faster (1.888 → 2.077).
  •   Palutena's air speed is slightly faster (0.91 → 1).
  •   Palutena's max additional air acceleration is higher (0.1 → 0.105).
  •   Palutena's falling speed and fast falling speed are higher (1.4 → 1.55) and (2.24 → 2.48) respectively.
  •   Palutena's gravity is higher (0.105 → 0.12). When combined with her higher fall speed, this improves her vertical endurance but makes her more susceptible to combos.

Ground attacks

  • Neutral attack:
    •   The first hit of neutral attack has slightly less ending lag (frame 26 → 25). It can now also lock opponents and the multi hits connect more reliably.
    •   The first hit of neutral attack has a shorter duration (frames 8-10 → 8-9). Additionally, it no longer launches opponents vertically (80° → 361°/180°) which when combined with the removal of jab canceling hinders its overall utility.
  •   Forward tilt and up tilt have fewer startup frames (frame 17 → 14 (forward), frame 10 → 8 (up) and less ending lag (FAF 68 (both) → 60 (forward), 56 (up)).
  •   Forward tilt and up tilt have flashier motion effects.
  • Forward tilt:
    •   Forward tilt's second hit deals slightly more damage (6%/4% → 7%) and significantly more knockback (43 (base), 100 (scaling) → 78/80), now being a situational KO option (now reliably KO'ing at around 150% near the ledge), much like her up tilt, down tilt, and dash attack. The first hit also no longer has a weaker sourspot.
  • Up tilt:
    •   Up tilt deals slightly less damage (9.7% → 9%) as it only has 6 hits instead of 7 despite its multi-hits dealing more damage (1.2% → 1.3%).
    •   Up tilt has reduced hitlag, allowing the move to execute faster.
  • Down tilt:
    •   Down tilt has a longer duration (frames 14-24 → 14-27).
    •   Down tilt sends grounded opponents at a lower angle (361° → 35°), improving its KO'ing and edgeguarding potential (especially when combined with its longer hitbox duration).
  • Dash attack:
    •   Dash attack has less ending lag (FAF 52 → 38).
    •   Dash attack deals more damage (9%/5% → 11%/7%) although its knockback compensated (70 (base), 90 (scaling) → 71/76).
    •   Dash attack travels a shorter distance and gains invincibility later (frame 4 → 5). However, the invincibility now lasts until frame 16 meaning the amount of invincibility remains the same.
    •   Dash attack now causes Palutena's shield to glow, indicating its hitbox.
  • Forward smash:
    •   Forward smash has less ending lag (FAF 67 → 64) and a the clean hit has a longer duration (frame 18-19 → 18-20). It also higher knockback scaling (97 (clean)/96 (late) → 100/102), now KO'ing at around 90% (sweetspot) and 110% (sourspot) from center stage.
  • Up smash:
    •   Up smash has less ending lag (FAF 68 → 64).
    •   Up smash has a longer duration (frames 18-26 → 18-35), now lasting twice as long as before (although the move now has a weaker late hit between frames 31-35). This allows it to punish rolls, sidesteps, and air dodge landings much more efficiently.
    •   Up smash's mid and high hits deal more knockback (55 (base), 85 (scaling) → 58/89 (mid), 55/87 → 62/92 (high)).
  • Down smash:
  •   Clean down smash has less startup lag with a longer duration (frames 18-19 → 17-19). It also has less ending lag (FAF 72 → 69).

Aerial Attacks

  •   All aerials have less landing lag (20 frames → 12 (neutral), 12 frames → 7 (forward), 16 frames → 10 (back), 24 frames → 14 (up), 18 frames → 11 (down).
  •   Forward aerial (9% → 10%) and down aerial (9% → 11%) both deal more damage with no compensation on their knockback, making them stronger overall.
  • Neutral aerial:
    •   Neutral aerial's final hit comes out faster (frame 31 → 29). It also deals slightly more damage (5% → 5.1%). [1]
    •   Neutral aerial has reduced hitlag, allowing it to execute faster.
  • Back aerial:
    •   Back aerial's invincibility starts later (frame 3 → 7).
    •   Back aerial has higher knockback scaling (92 → 95) and no longer has a sourspot.
    •   Back aerial now causes Palutena's shield to glow, indicating its hitbox.
  • Up aerial:
    •   The last hit of up aerial has less startup lag (frame 25 → 24). It also auto-cancels earlier (frame 64 → 42) now doing so in a full hop.
    •   Up aerial now hits 6 times instead of 5. It also has reduced hitlag.
    •   Up aerial has more startup lag with a shorter duration (frames 8-23 → 10-22).
  • Down aerial:
    •   Down aerial has a longer duration (frame 10 → 10-11).
    •   Down aerial is slightly more risky to use off-stage due to Palutena's falling speed being increased.

Grabs and throws

  •   Palutena now pummels the opponent by holding her staff vertically instead of horizontally.
  •   Dash and pivot grabs are slower (frame 9 → 10 (dash), frame 10 → 11 (pivot)).
  •   All grabs have more ending lag (FAF 32 → 40 (standing), 40 → 48 (dash), 40 → 43 (pivot)).
  •   Down throw is a better combo starter at lower percents due to Palutena's lower jumpsquat.

Special Moves

  • Autoreticle:
    •   Autoreticle's reticle is now red instead of green. Additionally, she now illuminates her staff's orb with a blue light instead of yellow
    •   Autoreticle's animation is overall faster, with the projectiles being fired sooner (frame 29/35/41 → 25/31/37).
    •   Autoreticle deals more damage per hit.
  • Explosive Flame:
    •   Explosive Flame, previously one of her alternate neutral specials, is now her side special. Since Reflect Barrier has been merged into her down special, she has effectively gained an additional move. This provides Palutena with another long-ranged attack option.
    •   Explosive Flame deals more damage.
    •   Explosive Flame's distance can be controlled depending on smash input.
    •   Explosive Flame is now reflectable and absorbable.
  • Warp:
    •   Warp has a more stylish appearance.
    •   Warp has one extra frame of invincibility (frames 16-31 → 16-32). It can also grab ledges more easily.
  • Counter and Reflect Barrier:
    •   Palutena now closes her eyes instead of showing a angry look upon activation of the move. Additionally, she no longer shouts "Counter" until she successfully counters a melee attack. Counter also now glows blue instead of yellow
    •   Down special now functions as both Counter and Reflect Barrier. If she's hit by a melee attack, Counter activates; if she's hit by a projectile, Reflect Barrier activates. This allows her to respond to a larger variety of attacks using only one move while also freeing up her side special for an additional move.
    •   Both Reflect Barrier and Counter have fewer startup frames and a longer duration (frames 10-31 → 7-34). They also have less end lag (frame 75 → 71).
    •   Counter deals less base knockback, but has much higher scaling being able to KO at any given percentage depending on strength.
    •   The sourspot of Counter has been removed.
    •   Its reduced base knockback combined with effective DI, can no longer OHKO any character at the center of the stage, even when countering with max damage.
    •   Reflect Barrier has fewer active frames.
    •   Reflect Barrier has a higher projectile multiplier.
    •   Palutena can no longer directly access Reflect Barrier. As a result, she can no longer use its windbox on command to gimp opponents, or use the move early to deter projectile use.
  • Black Hole Laser
    •   Palutena's Final Smash, Black Hole Laser, produces a larger black hole and a wider laser, making the attack harder to avoid.

Update History

Palutena has received a mixture of buffs and nerfs, but has been buffed overall. Palutena can now combo better with her neutral air and can recover more safely using her warp. However she has received the universal nerfs of her projectiles dealing less shield damage,as a result their utility has been impacted due to being less effective for shield pressure. However nonetheless she still remains a highly viable option.

  2.0.0

  •   Reduced hitlag on neutral air, allowing it to execute faster.
  •   Palutena can grab ledges more easily during Warp.

  3.0.0

  •   Autoreticle deals less shield damage.
  •   Explosive Flame deals less shield damage.
  •   The super Warp Glitch has been removed.

Moveset

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   3% Thrusts her staff forward, emitting a blast of light from its orb. While holding her staff out, she then proceeds to attack with repeated light bursts, followed by a final burst from an upward swipe. The first hit can lock. The final hit does decent knockback allowing it to function as a situational KO move.
0.6% (loop)
3.5%
Forward tilt   6% (hit 1), 7% (hit 2) Telekinetically twirls her staff in front of herself, inwards. This move can hits twice altogether if the tail of the staff hits the opponent. Its long duration and range allows it to punish sidesteps and backward rolls. The second hit has slightly more range than that of the first.
Up tilt   1.3% (hits 1 - 5), 2.5% (hit 6) Kneels down and telekinetically twirls her staff overhead. Unlike her forward and down tilts, it has KO potential due to the high knockback scaling on the last hit.
Down tilt   8.5% (clean), 5% (late) Kneels down and telekinetically twirls her staff along the ground in front of herself. A good edgeguarding and spacing tool, and can even punish sidesteps.
Dash attack   11% Rams into the opponent with her shield. Its clean hitbox grants partial invincibility to Palutena's body and arm (frames 5 and 6 on her upper body; 7-16 on her arm). Her shield emits a shine, which indicates the duration of its hitbox.
Forward smash Goddess Wings 13% (tip), 16% (middle) Conjures a pair of ethereal wings and flaps them forward. This move has a windbox near the tips of the wings that can push away opponents and potentially gimp recoveries. Has quite a bit of ending lag, making this move very punishable. Occasionally, Palutena utters "Goddess Wings!" when using this move.
Up smash   16% (base), 12% (middle), 9% (tip, early), 7% (tip, late) Raises her staff skyward, conjuring a cyan beam of light that erupts from the ground in front of herself. Has the second highest vertical range of any up smash in the game, surpassed only by Snake's. The beam has three hitboxes: one at the base, one at the middle, and one at the top.
Down smash Goddess Wings 13% (tip), 15% (middle) Conjures a pair of ethereal wings and flaps them downward on both sides. Its clean hitbox has the highest knockback scaling out of her smash attacks. Much like her forward smash, a windbox appears near the tips of her wings. Occasionally, Palutena utters "Goddess Wings!" when using this move.
Neutral aerial   1.3% (hits 1 - 6), 5% (hit 7) Telekinetically spins her staff around herself.
Forward aerial   10% A flying kick.
Back aerial   12% Rotates her body to slam her shield behind her. Much like her dash attack, the clean hitbox grants invincibility arround her upper body, and the duration of its hitbox is indicated by a shine. Its invincibility is brief, which is just before the hitbox first comes out (frame 7).
Up aerial   1% (hits 1 - 5), 5% (hit 6) Twirls while emitting her halo above her.
Down aerial Purging Kick 11% A downward roundhouse kick. Unlike most meteor smashes, it will always meteor smash midair opponents, thanks to its consistent hitbox. Conversely, it will obliquely launch grounded opponents (grounded opponents in front of Palutena are launched behind her, and vice versa), which allows it to be used as a punishment option from out of shield when SHFF'd.
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 moderate amount of ending lag.
Pummel   1.3% Emits a burst of light from her staff.
Forward throw   9% Slightly curls herself and then telekinetically pushes the opponent forward while throwing out her arms. 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.
Up throw   8% Telekinetically raises the opponent upward with her left arm, and heaves them upward by thrusting her staff upward. Despite having high base knockback, its average damage output and below-average knockback scaling make it unreliable at KOing without the use of a highly elevated platform. As a result, it is better suited for setting up aerial pressure.
Down throw   5% Telekinetically lifts the opponent, then slams them 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.
Floor attack (front)   7% Swings her staff behind herself and then in front of herself before getting up.
Floor attack (back)   7% Same as her frontal floor attack.
Floor attack (trip)   5% Swings her staff in front of herself and then behind herself before getting up.
Edge attack   9% Performs a legsweep while climbing up.
Neutral special Autoreticle 3.5% (per shot) Illuminates her staff's orb to aim a reticle over the opponent, and then fires three energy blasts at that location. It will only fire the blasts if nothing blocks her target, and if the opponent is within range and not intangible. The shots can lock, although due to the changes on locking, it has even less use to initiate combos. It can be used as a way for stopping direct approaches and to force an approach. It is also able to hit opponents behind Palutena, such as if she is moving when it fires and if the opponent is at the maximum horizontal range toward her. Although situational, it also has very minor recovery potential, thanks to it briefly stalling her descent. However, it has high ending lag, regardless of whether or not it targets anything.
Side special Explosive Flame 1.5% (hits 1 - 6), 5.5% (hit 7) Creates a multi-hitting explosion approximately 4 character lengths away from herself. If inputted like a smash attack, the explosion hits approximately 7.5 spaces away. The ability to change its range makes it a decent spacing and zoning tool, as well as an edge-guarding option. This move has good KO potential, thanks to its loop hits reliably trapping the opponent, and its last hit having impressive knockback.
Up special Warp 0% Disappears and then reappears in a chosen direction. It quickly covers both a respectable amount of vertical distance and a decent horizontal distance while rendering Palutena invisible (frames 16-32). 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.
Down special Counter/Reflect Barrier 1.3× countered attack/1.4× reflected projectile Palutena uses her shield to catch an opponent's attack. If a physical attack connects, Palutena will forcefully thrust her staff out, creating a blast of light. If a projectile attack connects, she raises her shield to emit a rectangular barrier that reflects the projectile.
Final Smash Black Hole Laser 40.8% (maximum damage) 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.


On-screen appearance

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

Taunts

  • 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.

Idle poses

  • 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.

Victory poses

  • Twirls with her staff held out, hovering off the ground. She then raises it in an arc and points it in front of her, saying "No one can hide from the light." (さ、回収しましょうか?, So, shall we recover?).
    • If Pit is present in the match, there is a chance she will instead say "Oh, so sorry about that, Pit." (やられちゃいましたね?, Were you hurt?).
  • Enters from the side of the screen hovering. She then briefly spins her staff in front of herself telekinetically, catches it, and stands with it pointed outwards. During the pose, she says "Too bad for you." (ちょっと大人げなかったかしら?, I wonder if you grew up a bit?).
    • If Dark Pit is present in the match, there is a chance she will instead say "Poor little Pittoo." (いつまでも意地っ張りですね~, Forever a nuisance...!).
  • 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?, It's all right to fight seriously.).
A flourished remix of a small excerpt of the title screen theme of Kid Icarus, with an original ending.

In competitive play

Notable players

Classic Mode: A Little Divine Intervention

Referring to being a goddess herself, Palutena's opponents all come from series where religion and mythology play a key role, such as the Belmonts being devoted Christians with holy equipment or the Zelda series having multiple deities who often require or grant assistance to the players. The title is the same as a phrase she says in her debut character trailer for Super Smash Bros. 4.

Round Opponent Stage Music Notes
1 Link   and Zelda   Great Plateau Tower Overworld
2 Cloud   Midgar Magnus's Theme
3 Simon   and Richter   Dracula's Castle Destroyed Skyworld
4 Shulk   Gaur Plain Thunder Cloud Temple
5 Bayonetta   Umbra Clock Tower Riders Of The Light
6 Pit (x3)     and Dark Pit (x3)     Palutena's Temple Underworld Horde Battle
Bonus Stage
Final Master Hand Final Destination Master Hand (Less than 7.0 intensity)
Master Hand / Crazy Hand (Intensity 7.0 or higher)
On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand.

Note: Most stages play a track from the Kid Icarus universe, no matter what universe the stage originated from, with the only exception being Umbra Clock Tower.

Credits roll after completing Classic Mode. Completing it as Palutena has Destroyed Skyworld accompany the credits.

Role in World of Light

 
Finding Palutena in World of Light

Palutena was among the fighters that were summoned to fight the army of Master Hands.

During the opening cutscene, Palutena was present when Galeem unleashed his beams of light. She attempted to block a beam with Reflect Barrier, which the beam completely pierced, disintegrating her. Her defeat causes Pit and Dark Pit to lose their Power of Flight, making the duo fall victim to the beams as well. They were all placed under Galeem's imprisonment alongside the rest of the fighters, excluding Kirby. A puppet fighter cloned from her is later seen alongside ones cloned from Greninja, King Dedede, Pokémon Trainer and other fighters.

Presumably, Palutena fell temporarily under Dharkon's control after Galeem was first defeated, the narration of Dharkon's introduction being vague on how many fighters he stole from Galeem.

Palutena is the last fighter to be found to be imprisoned by Galeem. In The Final Battle, she is called by Galeem as part of reinforcements after Dark Samus is awakened and Crazy Hand is beaten. She is an obligatory unlock for the true ending, as awaking her leads to a battle with Master Hand that frees him from Galeem's control (both of whom's defeats greatly shifts the balance of power in Dharkon's favor).

Fighter Battle

No. Image Name Type Power Stage Music
54 Palutena Attack 12,500 Palutena's Temple (Ω form) Destroyed Skyworld

Template:-

Spirits

Palutena's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Palutena in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

In Spirit battles

As the main opponent

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
118 Wanda Super Mario series •Tiny Palutena  
Yoshi  
Peach  
Mario  
1,500 Green Greens (Battlefield form) N/A •Defeat the main fighter to win
•Reinforcements will appear after an enemy is KO'd
Mario Paint Medley
381 Elline Kirby series •Tiny Palutena   3,800 Rainbow Cruise •Item: Balls •Take your strongest team into this no-frills battle Butter Building (Brawl)
445 Alolan Exeggutor Pokémon series •Giant Palutena   4,300 Tortimer Island N/A •Timed Stamina battle
•The enemy favors up smash attacks
•Only certain Pokémon will emerge from Poké Balls (Alolan Exeggutor)
Battle! (Wild Pokémon) - Pokémon Sun / Pokémon Moon
632 Nyna Fire Emblem series Palutena  
Ganondorf  
4,200 Temple N/A •Defeat the main fighter to win
•The enemy tends to avoid conflict
•The enemy heals over time
Shadow Dragon Medley
640 Deirdre Fire Emblem series Palutena   3,700 Temple •Attack Power ↓ •You have reduced attack power Edge of Adversity
644 Lilina Fire Emblem series Palutena  
Roy  
3,500 Gaur Plain (Battlefield form) N/A •The enemy's explosion and fire attacks have increased power
•The enemy favors side specials
•Reinforcements will appear during the battle
Beyond Distant Skies - Roy's Departure
650 Ninian Fire Emblem series Palutena  
Roy  
3,400 Castle Siege (Battlefield form) N/A •Defeat the main fighter to win
•The enemy can use their Final Smash twice in a row
•The enemy's FS Meter charges quickly
Winning Road - Roy's Hope
661 Elincia Fire Emblem series Palutena   3,600 Skyworld •Health Recovery
•Attack Power ↑
•The enemy has increased attack power when the enemy's at high damage
•The enemy is healed when the enemy's at high damage
•The enemy has increased move speed
Victory Is Near
710 Medusa Kid Icarus series •Giant Palutena   4,600 Find Mii (Ω form) •Hazard: High Gravity •The enemy has super armor but moves slower
Stamina battle
•Your jumping power decreases after a little while
Boss Fight 1 - Kid Icarus: Uprising
722 Pseudo-Palutena Kid Icarus series Palutena   1,900 Dracula's Castle N/A •Only certain Pokémon will emerge from Poké Balls (Ditto) Destroyed Skyworld
843 Katrina Animal Crossing series Palutena   3,700 Smashville •Sudden Damage •All fighters take serious damage
•The enemy favors dash attacks
•The enemy has increased move speed
Plaza / Title Theme - Animal Crossing: City Folk / Animal Crossing: Wild World
859 Serena Animal Crossing series Palutena   1,900 Fountain of Dreams •Item: Hammer •The enemy is easily distracted by items The Roost - Animal Crossing: Wild World
957 Melia Xenoblade Chronicles series Palutena  
Shulk  
4,200 Gaur Plain (Battlefield form) •Hazard: Poison Floor •The floor is poisonous
•The enemy's magic attacks have increased power
Time to Fight! - Xenoblade Chronicles
1,172 Mia Golden Sun series Palutena   2,200 Delfino Plaza (Large Island) N/A •Timed battle
•The enemy shields often
•The enemy can heal by shielding attacks
Battle Scene / Final Boss - Golden Sun
1,253 Elena Pandora's Tower Palutena   3,600 Great Plateau Tower •Item Tidal Wave •The enemy becomes temporarily invincible after eating
•The enemy starts with damage but has increased defense
•Certain items will appear in large numbers after a little while
Midna's Lament
1,269 Culdra Culdcept series Palutena   9,200 Temple •Magic and PSI Unleashed •All fighters' magic and PSI attacks have increased power Culdcept

As a minion

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
972 Mòrag Xenoblade Chronicles series Lucina  
Palutena  
2,400 Gaur Plain (Battlefield form) •Hazard: Lava Floor •Defeat the main fighter to win
•The floor is lava
Battle!! - Xenoblade Chronicles 2 Brighid
1,052 Trevor C. Belmont Castlevania series Simon  
Palutena  
Sheik  
13,000 Dracula's Castle •Assist Trophy Enemies (Alucard) •Hostile assist trophies will appear when the enemy's at high damage
•Reinforcements will appear during the battle
Beginning Sypha Belnades
1,168 Isaac Golden Sun series Mii Swordfighter   (Moveset 1222, Isaac Wig, Isaac's Outfit, High Voice Type 1)
Palutena  
Robin  
Roy  
8,900 Wuhu Island (Swaying Bridge) Assist Trophy Enemies (Isaac) •The enemy's magic attacks have increased power
•Hostile assist trophies will appear
•Reinforcements will appear during the battle
Battle Scene / Final Boss - Golden Sun Mia

Alternate costumes

 
               

Gallery

Character Showcase Video

Trivia

  • Palutena is the only character to have two previously separate moves merge into one, being Counter and Reflect Barrier.
  • Palutena's artwork was one of three to have been updated on the official site, alongside Falco and Shulk. Compared to her original artwork, her halo was added, her chiton now covers up more of her thigh, her lips shrank, and her eyes grew.
  • Due to age rating issues, the slit in her chiton was changed to cover up more of her thigh beginning in the 1.0.6. update for Japanese releases of SSB4. This change was retained in Ultimate, including all international versions.
    • While her official artwork depicts the top of the chiton's slit as fused together, it appears to be stitched together on her in-game model.
    • As Palutena's Fighter Spirit artwork uses an unaltered illustration from Kid Icarus: Uprising, it depicts her chiton still revealing most of her thigh. This is probably an oversight, as the Spirits for Camilla from Fire Emblem: Fates and Mythra from Xenoblade Chronicles 2 had modified artwork to be less provocative.
      • This oversight appears to be shared with the Fighter Spirits for Bayonetta and female Corrin, who likewise use unaltered artwork from their games of origin, but have had censorship applied to them in their playable forms.
  • Palutena is one of the last characters to unlock no matter which method is chosen. She's the last unlockable character in Kirby's Classic Mode column, she is the final opponent in the timed encounters, and in World of Light, she is in the Final Battle map.
  • An interview with Masahiro Sakurai revealed that Palutena and Bayonetta were under consideration to survive Galeem's attack in the World of Light opening. They were turned down in favor of Kirby, due to both women being very complex characters to use for beginners and that other characters of their series were also turned into spirits, stating that Palutena couldn't do anything to escape as all other Kid Icarus deities like Hades were also turned into spirits.
    • Both Palutena and Bayonetta are in the Final Battle map, appearing as the last of all fighters. This implies that Galeem (and eventually Dharkon) knew how big of a threat Palutena and Bayonetta were (Palutena being a Goddess, and Bayonetta's slaughter of two gods) to his plans, so he kept them as a last resort.
  • Palutena's unique voice clip when winning against Pit ("Oh, so sorry about that, Pit.") is missing from the Sound Test, despite all her other voice clips used on the victory screen being present.