Editing Palutena (SSB4)

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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.
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: 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.
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 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.


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}}.
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}}.
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{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|neutralname=Radiance ({{ja|輝き|Kagayaki}}) / Glimmer ({{ja|煌めき|Kirameki}}) / Glimmer Finish ({{ja|煌めきフィニッシュ|Kirameki Finisshu}})
|neutralname= 
|neutralcount=1
|neutralcount=1
|neutralinf=y
|neutralinf=y
Line 109: Line 109:
|neutralinfdmg=0.8% (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. 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.
|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=Circle of Protection ({{ja|守りの環|Mori no Wa}})
|ftiltname= 
|ftiltdmg=6% (staff's head), 4% (staff's tail)
|ftiltdmg=6% (staff's head), 4% (staff's tail)
|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.
|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=Circle of Heaven ({{ja|天の環|Ten no Wa}})
|utiltname= 
|utiltdmg=1.2% (hits 1-6), 2.5% (hit 7 staff's head), 1.5% (hit 7 staff's tail)
|utiltdmg=1.2% (hits 1-6), 2.5% (hit 7 staff's head), 1.5% (hit 7 staff's tail)
|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}}.
|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=Circle of Earth ({{ja|地の環|Chi no Wa}})
|dtiltname= 
|dtiltdmg=8.5% (grounded opponents, staff's head/tail on aerial opponents), 5% (staff's handle on aerial opponents)
|dtiltdmg=8.5% (grounded opponents, staff's head/tail on aerial opponents), 5% (staff's handle on aerial opponents)
|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.
|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=Palutena Shield ({{ja|パルテナシールド|Parutena Shīrudo}})
|dashname= 
|dashdmg=9% (clean), 5% (late)
|dashdmg=9% (clean), 5% (late)
|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.
|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 ({{ja|女神の翼|Megami no Tsubasa}})
|fsmashname=Goddess Wings ({{ja|女神の翼|Megami no Tsubasa}})
|fsmashdmg={{ChargedSmashDmgSSB4|16}} (near), {{ChargedSmashDmgSSB4|13}} (far), — (tip)
|fsmashdmg={{ChargedSmashDmgSSB4|16}} (near), {{ChargedSmashDmgSSB4|13}} (far), — (tip)
|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. Occasionally, Palutena utters "Goddess Wings!" while using the move.
|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=Pillar of Light ({{ja|光の柱|Hikari no Hashira}})
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSB4|16}} (base), {{ChargedSmashDmgSSB4|12}} (middle), {{ChargedSmashDmgSSB4|9}} (top)
|usmashdmg={{ChargedSmashDmgSSB4|16}} (base), {{ChargedSmashDmgSSB4|12}} (middle), {{ChargedSmashDmgSSB4|9}} (top)
|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.
|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 ({{ja|女神の翼|Megami no Tsubasa}})
|dsmashname=Goddess Wings ({{ja|女神の翼|Megami no Tsubasa}})
|dsmashdmg={{ChargedSmashDmgSSB4|15}} (near), {{ChargedSmashDmgSSB4|13}} (far), — (tip)
|dsmashdmg={{ChargedSmashDmgSSB4|15}} (near), {{ChargedSmashDmgSSB4|13}} (far), — (tip)
|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. Occasionally, Palutena utters "Goddess Wings!" while using the move.
|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=Omnidirectional Circle ({{ja|四方の環|Yomo no Wa}})
|nairname= 
|nairdmg=1.7% (loop), 5% (last)
|nairdmg=1.7% (loop), 5% (last)
|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.
|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=Palutena Kick ({{ja|パルテナキック|Parutena Kikku}})
|fairname= 
|fairdmg=9%
|fairdmg=9%
|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.
|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=Shield Bash ({{ja|シールドバッシュ|Shīrudo Basshu}})
|bairname= 
|bairdmg=12% (shield), 9% (arm)
|bairdmg=12% (shield), 9% (arm)
|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.
|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=Halo ({{ja|後光|Gokō}})
|uairname= 
|uairdmg=1% (hits 1-4), 5% (hit 5)
|uairdmg=1% (hits 1-4), 5% (hit 5)
|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.
|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=Purging Kick ({{ja|追放キック|Tsuihō Kikku}})
|dairname= 
|dairdmg=9%
|dairdmg=9%
|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.
|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=Grab ({{ja|つかみ|Tsukami}})
|grabname= 
|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.
|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=Grab Petit Shock ({{ja|つかみプチショック|Tsukami Puchi Shokku}})
|pummelname= 
|pummeldmg=3.1%
|pummeldmg=3.1%
|pummeldesc=A small blast of light. Moderately slow, but tied with {{SSB4|Sheik}}'s for the sixth most damaging pummel 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=Zero-Contact Throw ({{ja|触れない投げ|Sawarenai Nage}})
|fthrowname= 
|fthrowdmg=9%
|fthrowdmg=9%
|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.
|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=Zero-Contact Reverse Throw ({{ja|触れない逆投げ|Sawarenai Sakanage}})
|bthrowname= 
|bthrowdmg=10%
|bthrowdmg=10%
|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.
|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=Launch ({{ja|打ち上げ|Uchiage}})
|uthrowname= 
|uthrowdmg=8%
|uthrowdmg=8%
|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.
|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=Knock Down ({{ja|叩き落とし|Tataki Otoshi}})
|dthrowname= 
|dthrowdmg=5%
|dthrowdmg=5%
|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]].
|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]].
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==In [[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 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
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|set10=2323
|set10=2323
}}
}}
===Most historically significant players===
===Most historically significant players===
<!--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 -->
<!--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 -->
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''See also: [[:Category:Palutena players (SSB4)]]''
''See also: [[:Category:Palutena players (SSB4)]]''


*{{Sm|El Pitikla|Spain}} - Co-mained Palutena alongside {{SSB4|Fox}}. He is best known for winning {{Trn|Tech Republic 2}}, using Palutena to defeat several players in top 8, including {{Sm|Greward}} twice in grand finals; although he also used Fox in several sets, this nevertheless marks the largest tournament won by a Palutena player. 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|El Pitikla|Spain}} - Co-mained Palutena alongside {{SSB4|Fox}}. Placed 1st at {{Trn|Tech Republic 2}}, 5th at {{Trn|Tech Republic}}, 7th at {{Trn|BEAST 7}}, 9th at {{Trn|Sonic Boom 2016: Summer Edition}}, and 25th at {{Trn|Syndicate 2016}}. Ranked 8th on the [[Spanish Power Rankings]].
*{{Sm|Iceninja|Canada}} - One of the best North American Palutena players in the game's early years, placing highly at several of Canada's largest events during this time, including 5th at both {{Trn|Canada Cup 2015}} and {{Trn|Enthusiast Gaming Live Expo}} and 7th at {{Trn|Get On My Level 2015}}. Although overshadowed by other Palutena players since, she remains the best Palutena player in Canada, notably placing 25th at {{Trn|Get On My Level 2017}}.
*{{Sm|Iceninja|Canada}} - The best Palutena player in Canada. Placed 5th at both {{Trn|Canada Cup 2015}} and {{Trn|Enthusiast Gaming Live Expo}}, 7th at {{Trn|Get On My Level 2015}}, 9th at {{Trn|Canada Cup 2016}}, and 25th at {{Trn|Get On My Level 2017}}. Ranked as high as 6th on the [[Southern Ontario Power Rankings]].
*{{Sm|MM|Australia}} - The best Palutena player in Australia, known for placing highly at many of Australia's earliest events, including 2nd at {{Trn|DI Another Day}}, 7th at {{Trn|Southern Cross Championship 2K15}}, and 9th at {{Trn|Battle Arena Melbourne 8}}, the latter being the largest Australian ''Smash 4'' tournament to date. He eventually began playing other characters, but continued to play Palutena from time to time.
*{{Sm|MM|Australia}} - The best Palutena player in Australia. Placed 2nd at {{Trn|DI Another Day}}, 7th at {{Trn|Southern Cross Championship 2K15}}, 9th at {{Trn|Battle Arena Melbourne 8}}, 13th at {{Trn|Battle Arena Melbourne 7}}, and 17th at {{Trn|Battle Arena Melbourne 10}}. Formerly ranked 9th on the [[Australian Smash 4 Power Rankings]].
*{{Sm|Prince Ramen|USA}} - The first noteworthy non-customs Palutena player in competitive play, best known for his win over {{Sm|ZeRo}} at {{Trn|CEO 2016}}, where he also placed 33rd. He saw several other noteworthy results in his region, including placing 7th at {{Trn|Tampa Never Sleeps 6}} and {{Trn|CEO 2016 Prologue}}, but rarely attended events outside of Florida and stopped competing at the end of 2016.
*{{Sm|Prince Ramen|USA}} - The best Palutena player in the early metagame. Placed 7th at both {{Trn|Tampa Never Sleeps 6}} and {{Trn|CEO 2016 Prologue}} as well as 33rd at {{Trn|CEO 2016}} with a win over {{Sm|ZeRo}}. Formerly ranked 2nd on the Central [[Florida Power Rankings]].
*{{Sm|TLTC|USA}} - The best Palutena player of all-time, known for frequently performing well at [[Southern California]] events. His best performances were placing 17th at both {{Trn|2GGT: Abadango Saga}} and {{Trn|2GGC: Greninja Saga}}, upsetting {{Sm|Ranai}} at the latter event, both of which marked the best major performances for a Palutena player. In addition, he also has a win over {{Sm|Kirihara}}, defeating him to place 33rd at {{Trn|EVO 2016}}.
*{{Sm|TLTC|USA}} - The best Palutena player in the world. Placed 9th at {{Trn|2GGT: Fresh Saga}}, 13th at {{Trn|2GGT: KTAR Saga}}, 17th at {{Trn|2GGT: Abadango Saga}}, 25th at {{Trn|2GGT: Mexico Saga}}, and 33rd at {{Trn|EVO 2016}} with wins over players such as {{Sm|Elegant}}, {{Sm|Kirihara}}, and {{Sm|Ranai}}. Ranked 24th on the all-time [[SoCal Power Rankings]].


===Tier placement and history===
==[[List of Super Smash Bros. 4 character trailers#Palutena and Dark Pit|Reveal trailer]]==
<!-- Since Palutena was originally built around custom special movesets, an explanation about them is valid.-->
{{#widget:YouTube|id=xqTW13AYniY}}
In the early metagame, Palutena was notable for her smash attacks' impressive range and her distinction as the only character in the game with both a [[Reflection|reflector]] and a [[counterattack]] in their default moveset. However, opinions on her eventually dropped 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 her lack of offensive options outside of her grab game. As such, she was seen as one of the worst characters in competitive play when custom special moves were disabled. On the other hand, many players were more positive towards Palutena when custom special moves were discussed, believing the character was high tier at worst with them. However, the universal ban of custom movesets after {{Trn|EVO 2015}} reversed all positive opinions on Palutena, and the lack of buffs, plus the changes to shield mechanics in subsequent updates, cemented her status as a non-viable character. As such, she was ranked 50th on the first [[tier list]] as a bottom tier character.
 
Palutena's perception and representation began improving at the start of 2016, which not only saw her receive buffs in update [[1.1.5]], but also saw strong in-region results from players such as {{Sm|Prince Ramen}} and {{Sm|TLTC}}. In addition, as the non-custom metagame continued to develop, players also noticed how most of Palutena's matchups against the top- and high-tier characters were not as unfavorable as considered before. This positive development continued throughout the rest of 2016, which saw Prince Ramen score a major upset over {{Sm|ZeRo}} and TLTC place well at many {{Trn|2GGT}} events. Thanks to her buffs and improved results, players no longer considered Palutena as one of the worst characters in the game, and as such, she rose to 40th on the second tier list, being reassessed as a low-tier.
 
Prince Ramen eventually retired from competitive play, leaving TLTC as the sole Palutena player who was consistently successful at majors. With Palutena's overall results remaining sparse, she began to drop in subsequent tier lists, ranking 42nd on the third one and 44th on the fourth and current one; however, tier restructuring reassessed Palutena as a mid-tier character in the fourth tier list. This reassessment remained up for debate, as many players argued that Palutena should have remained a low-tier character due to her noticeable weaknesses and stagnant playerbase. Nevertheless, opinions on Palutena remained better than they were in the early metagame.


==In Solo Modes==
==In Solo Modes==
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|{{Head|Palutena|g=SSB4|s=50px|cl=Purple}}
|{{Head|Palutena|g=SSB4|s=50px|cl=Purple}}
|}
|}
==[[List of Super Smash Bros. 4 character trailers#Palutena|Reveal trailer]]==
{{#widget:YouTube|id=xqTW13AYniY}}


==Gallery==
==Gallery==
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*{{for3ds}} marks the first ever game that Palutena is playable.
*{{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.
*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.
*Palutena's idle animation while holding a small item has a visual bug where her shield appears to be detached from her arm.
**This visual bug was also present in ''[[Super Smash Bros. Ultimate]]'' until it was patched out in [[Palutena (SSBU)#Update history|version 7.0.0]]


==References==
==References==

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