Editing Palkia

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**Because of this, Palkia cannot be summoned at Spear Pillar in ''Ultimate''.
**Because of this, Palkia cannot be summoned at Spear Pillar in ''Ultimate''.
*When a player gets [[Screen KO]]'d while Spacial Rend is active, they will [http://youtu.be/UQKuhvozxfQ?t=2m14s technically fall upwards instead of downwards].
*When a player gets [[Screen KO]]'d while Spacial Rend is active, they will [http://youtu.be/UQKuhvozxfQ?t=2m14s technically fall upwards instead of downwards].
*Palkia's roars in ''Brawl'' are a combination of sound effects of the Varactyl from the ''Star Wars'' film franchise and Godzilla roars from the ''Godzilla'' film franchise. A similar case occurs with [[Lunala]] in ''Ultimate'', who uses the cry of Mothra from the ''Godzilla'' franchise.
*Palkia's roars in ''Brawl'' is a combination of sound effects of the Varactyl from the ''Star Wars'' film franchise and Godzilla roars from the ''Godzilla'' film franchise. A similar case occurs with [[Lunala]] in ''Ultimate'', who uses the cry of Mothra from the same franchise.
**Its roars as a Poké Ball Pokémon replace the Godzilla roars with roars of King Ghidorah, who is also from the same franchise.
**Its roars as a Poké Ball Pokémon replaces the Godzilla roars with roars of King Ghidorah, who is also from the same franchise.
**Palkia's roar is not heard in the game's Sound Test outside of ''Brawl''.
**Due to copyright reasons, Palkia's roar is not heard in the game's sound clips outside of ''Brawl''.
*During Spacial Rend in ''Smash 4'', the [[magnifying glass]] will not properly show the character's vertical position, showing characters going towards the lower blast line (which is now at the top of the screen) as going towards the upper blast line and vice versa. The vertical position is accurate to if the screen was not rotated. This does not occur for the horizontal position, which is properly reflected, unless the upper or lower camera bounds are crossed, in which case the horizontal position is flipped and is accurate as if the screen wasn't rotated. This results in confusing scenarios where a character who is launched towards the upper-right (bottom-left in the rotated view) will have the magnifying glass appear towards the bottom-right (upper-left), unless they pass the upper (bottom) camera bound in which case the magnifying glass will appear to the bottom-left (upper-right).
*During Spacial Rend in ''Smash 4'', the [[magnifying glass]] will not properly show the character's vertical position, showing characters going towards the lower blast line (which is now at the top of the screen) as going towards the upper blast line and vice versa. The vertical position is accurate to if the screen was not rotated. This does not occur for the horizontal position, which is properly reflected, unless the upper or lower camera bounds are crossed, in which case the horizontal position is flipped and is accurate as if the screen wasn't rotated. This results in confusing scenarios where a character who is launched towards the upper-right (bottom-left in the rotated view) will have the magnifying glass appear towards the bottom-right (upper-left), unless they pass the upper (bottom) camera bound in which case the magnifying glass will appear to the bottom-left (upper-right).


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