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{{disambig2|Palutena's appearance in ''Super Smash Bros. 4''|the character in other contexts|Palutena}}
{{disambig2|Palutena's appearance in ''Super Smash Bros. 4''|the character in other contexts|Palutena}}
{{Infobox Character
{{Infobox Character
|name = Palutena
|name         = Palutena
|image = [[File:Palutena SSB4.png|250px]]
|image       = [[Image:Palutena SSB4.png|250px|Palutena]]
|game = SSB4
|game         = SSB4
|ssbgame1 = SSBU
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = E
|ranking = 44
}}
}}
:{{cquote|''Palutena Alights!''|cite=Introduction Tagline}}
:{{cquote|Palutena Alights!|cite=Introduction Tagline}}
'''Palutena''' ({{ja|パルテナ|Parutena}}, ''Palutena'') is a playable character in ''[[Super Smash Bros. 4]]''. She was revealed on June 10th, 2014 during Nintendo's [[Electronic Entertainment Expo|E3]] Digital Event.<ref>[https://www.youtube.com/watch?v=GisRY6h100U&ab_channel=Nintendo Play Nintendo - Nintendo E3 Digital Event]</ref>
'''Palutena''' ({{ja|パルテナ|Parutena}}, ''Palutena'') is a character from the ''{{uv|Kid Icarus}}'' series. She was confirmed as a playable fighter alongside the [[Mii Fighter (SSB4)|Mii Fighters]] and [[Pac-Man (SSB4)|Pac-Man]] in ''[[Super Smash Bros. 4]]'' during E3 2014 on June 10th, 2014. As the Goddess of Light, she fights using powers she granted Pit (and other angels in the multiplayer) in ''Kid Icarus: Uprising''.


Due to {{s|wikipedia|Ali Hillis}} being unavailable to reprise her role from ''{{s|icaruspedia|Kid Icarus: Uprising}}'', Palutena is instead voiced by Brandy Kopp in the English version.<ref>[https://twitter.com/missalihillis/status/482589658623143936 I loved working for @NintendoAmerica as #palutena on #kidicarus- I wasn't available for #SuperSmashBros BUT my BFF @brandykopp was!! #FF]</ref> However, the Japanese version features {{s|wikipedia|Aya Hisakawa}} reprising her role from ''Kid Icarus: Uprising''.
She is voiced in Japanese by Aya Hisakawa (who reprises her role from ''Uprising'') and in English by Brandy Kopp, the latter replacing Ali Hillis due to availability conflicts.
 
Palutena is ranked 44th out of 54 on the [[tier list]], placing her at the bottom the E tier. Palutena has good overall mobility, which is especially noticeable on the ground, thanks to her fast [[walk]]ing and [[dash]]ing speeds and high [[traction]]. She also boasts a potent air game, thanks to her aerial attacks' utility: neutral aerial is useful for pressuring and damage racking; forward aerial is very useful for starting combos when [[SHFF]]'d and for spacing; back aerial grants partial [[invincibility]] and its clean hitbox KOs reliably; up aerial hits multiple times and its last hit KOs rather early; and down aerial is a fairly quick [[meteor smash]].
 
Palutena's ground game also has some utility. Her grab game, in particular, is very effective: her overall grab range is long-ranged; her pummel deals impressive damage and has average speed; and her down throw is an excellent combo starter at low to high percentages. Outside of this, Palutena's neutral attack is very reliable for damage racking and [[jab cancel]]ing, while her smash attacks possess impressive ranges and considerable power.
 
However, Palutena's weaknesses are quite glaring. She has very sluggish frame data in relation to her power and weight, which is especially noticeable in regard to her grounded moves. As a result, her [[neutral game]] is predictable, and her grounded [[approach]] is abysmal. Palutena's KO potential is also inconsistent, since her smash attacks' ranges and power are offset by their awkward hitbox placements and extremely high amounts of overall lag.
 
Palutena's [[special move]]s also have poor synergy with the rest of her moveset and, in some cases, minimal utility. In addition, Palutena's tall height, below-average weight and high gravity collectively make her susceptible to [[combo]]s, [[juggle]]s and early KOs. Although her [[Character customization|custom moves]] significantly remedy the problems involving her approach and bolster her mobility, damage racking potential and combo game, the ban on custom movesets prevents Palutena from taking advantage of them in tournaments.
 
As a result of these factors, Palutena has a very small playerbase, which has been reflected in representation and top-level results being very sparse. Nevertheless, her playerbase has managed to achieve decent amounts of national and regional-level success thanks to the likes of {{Sm|TLTC}}, {{Sm|Iceninja}} and {{Sm|El Pitikla}} and {{Sm|Prince Ramen}}.


==Attributes==
==Attributes==
Palutena possesses a unique blend of archetypes: she has a tall frame, yet is tied with {{SSB4|Duck Hunt}} as the third lightest [[Weight|middleweight]]. Palutena also boasts fast [[walk]]ing and [[dash]]ing speeds; the seventh highest [[traction]]; a high [[jump]] and [[double jump]]; and is tied with Rosalina, {{SSB4|Peach}} and {{SSB4|Mega Man}} for the fastest [[air acceleration]] in the game. On the other hand, she has below-average [[falling speed]], slow [[air speed]] and high [[gravity]].
{{cleanup|Wall of text, should be more concise}}
Palutena is totally different from most character archtypes: she is a [[weight|lightweight]] character (though one of the heaviest ones) with solid ground movement, having above average [[Walking|walking speed]], a very fast dashing speed (being the 11th fastest dasher), and high traction (and a decent perfect pivot, having a value of 3.5). She also has above-average [[jumping]] height and the highest air acceleration. However, she has low [[air speed]], high gravity, below-average [[falling speed]], slow attacks and a tall frame, making her susceptible to knockback and getting punished. Also her moveset notably varies whether grounded or aerial: on the ground, she possesses many long-ranged, disjointed moves that allow her to space and zone out opponents on her jab, forward tilt, up tilt, down tilt and smash attacks. a fairly good punish game with useful, decently powerful options that are relatively fast in startup, and a notably good comboing game that further cements her punish and damage racking options.


These attributes grant Palutena quick grounded movement, make her very capable at ground-to-air transitions, and allow her to quickly change direction in midair. However, they also make her susceptible to heavy pressure, and she can sometimes have difficulty at resetting the [[neutral game]] against some characters. Palutena's reliance on [[shield]]ing at close range can also result in her shield being whittled down often. This is further compounded by her poor out of shield options in spite of her high traction. Therefore, Palutena's attributes make her unreliable at air-to-ground transitions, and render her susceptible to [[juggling]], [[combo]]s and being KO'd early from strong vertical attacks.
With her default moveset, Palutena's primary strenght consists of her erratic movement with her unarguably best special move, [[Warp]], most notably on levels with platforms. It can be ledge-cancelled easier than other teleports, which allows her to act almost immediately out if it. This can be used as a strategy-planning technique, as it allows her to quickly move throughout the stage, allowing for stage control, positioning, retreating, movement and getting out of juggles. She is the only character in the game that possesses both a [[Reflect Barrier|reflector]] and a [[Counter (Palutena)|counter]] on her default moveset, allowing her to deal with both powerful and aggressive foes like {{SSB4|Ganondorf}}, and camping foes like {{SSB4|Villager}}. She has at her disposal one of the best  jabs, and it is possibly her best ground attack since it has long range for a jab and it has pretty good damage racking capabilities, along with decent power. It can also be jab cancelled quite early, letting it combo into a grab, another jab, or a back air or up smash at very high percents, although it unfortunately has slow startup for a jab.


Palutena's air game is impressive, thanks to her aerial moves' utility, minimal start-up lag and, aside from her neutral and up aerials, low landing lag. Neutral aerial has a large hitbox that uses the [[Autolink angle|auto-link angle]], which makes it a useful damage racking option. When coupled with its fairly long duration, it is also capable of pressuring the opponent while they are on a platform, or from out of their air dodge. Its last hit's extremely high knockback scaling also makes it decent for [[edge-guarding]], and even capable of setting up combos at low percentages. Forward aerial has the longest horizontal range of Palutena's aerial moves, the lowest amount of landing lag, and the ability to [[auto-cancel]] when [[SHFF]]'d. Altogether, these traits make it very useful for spacing and allow it to reliably start combos at low to medium percentages, with follow-ups including neutral attack, standing/dash grab, her tilts or her other aerials.
Palutena's grab game is also pretty good, with her grab being able to be comboed from a jab or an auto-cancelled forward aerial (at low percents), and her grab range is pretty large for a non-tether grab, and she also posseses one of the best pummels in the game as it does high damage while its speed is decent. Her back throw is her strongest throw as it can KO at high percents with enough rage, usually starting at 150%, while her down throw is her best throw as it sends opponents on a favorable angle for combos; it can combo into a forward aerial, neutral aerial or a RAR back aerial at low percents, an up smash or an up aerial at high percents, or a down aerial near the ledge. She also has a notably good comboing ability thanks to her aforementioned down throw, forward aerial and jab being able to start combos, and all aerials but down aerial being able to combo into the other if properly read the opponent's DI. Her punishing game is also fairly good thanks to her aforementioned combo game, her long-lasting tilts and her powerful smash attacks, which have disjointed hitboxes and relatively fast startup, and her forward and down smashes having windboxes at the tip. Finally, she has also got two moves with temporary invincibility, her dash attack and back aerial, which have invincibility frames that last as long as their hitboxes remain active.


In comparison, back aerial grants partial [[invincibility]] around Palutena's body throughout its duration, while its shield hitbox is strong enough to reliably KO either on-stage or via edge-guarding. Up aerial has good vertical range, hits multiple times, and uses the auto-link angle, which make it ideal for juggling. Most notably, its final hit's extremely high knockback growth also makes it arguably her most viable KOing option. However, some of her aerial moves have rather high ending lag in proportion to their power, durations and ranges, which means that they must be spaced accordingly. Lastly, down aerial will always [[meteor smash]] aerial opponents thanks to its consistent hitbox, although it can also be used as to [[punish]] opponents from [[out of shield]] when it is SHFF'd.
As a character with a lot of different custom moves, Palutena is also one the most customizable characters. She has many different custom special moves that can be used whether for long-ranged or close-ranged combat, having many different options to choose from. And when these are turned on, she gets a significant amount of approach, mix-ups, recovery, and follow-up options. [[Explosive Flame]] can be used to space out opponents in the neutral while refreshing her other moves, while [[Heavenly Light]] is a superb option in Doubles play when paired with {{SSB4|Ness}}, {{SSB4|Lucas}} or the [[Mii Gunner]] (with [[Absorbing Vortex]] equipped) as it can provide them with reliable recovery in a critical moment. [[Angelic Missile]] can aid her recovery without leaving her helpless and also gives her another KO option when offstage, but [[Super Speed]] can be used as a mindgame, mix-ups, and mobility option as it allows her to damage opponents and set up an attack. In the air when canceled with a jump, its momentum is maintained with huge horizontal distance, allowing Palutena to approach with an aerial attack or escape pressures above. [[Jump Glide]] has great horizontal and decent vertical recovery. It can be used as an approach by acting out of it with an aerial attack. Although Palutena takes doubled damage (but not knockback) under [[Lightweight]] effect, her speed and jumping prowess are increased, improving her off stage game, and she can nearly guarantee landing her KO set ups from her down throw to up aerial at high percentage. It is also worth mentioning that with the proper use of Super Speed and Lightweight customs as a recovery, Palutena will have one of the best recoveries in the game when combined with Warp or Jump Glide.


Palutena's grounded moveset also has some interesting options. This is most notable with her grab game: Palutena's standing grab is the fourth longest ranged in the game despite not being a [[tether grab]], whereas her pivot grab also has impressive range. Her [[pummel]]'s average speed and high damage output make it one of the best pummels in the game. Like {{SSB4|Luigi}}, Palutena's down throw is the most essential aspect of her offense: its high base knockback, very low knockback scaling, and diagonal launching angle collectively grant it impressive combo potential into her neutral, up, forward, and back aerials, although latter requires the usage of a [[reverse aerial rush]]. By extension, its up aerial combo boasts KO potential on almost the entirety of the cast at high percentages, while its back aerial combo also has decent KO potential.
Her custom moveset isn't flawless, however. Explosive Flame has set range, meaning that it can be predicted and avoided quite easily, and Heavenly Light has no use outside of Doubles play. Super Speed can get predictable as she relies on it with customs turned on, while Angelic Missile is easily predicted as a KO move and is normally outclassed by Super Speed, despite its slightly better recovery prowess. Jump Glide must be used carefully when recovering as she can get gimped before it ends and as she cannot do anything until she hits the ground outside of grabbing the ledge if this happens, this may lead to a KO. While [[Celestial Fireworks]] can be used as an anti-air option, it is generally outclassed by her other options. Finally, [[Rocket Jump]] is unarguably her worst custom special as it doesn't have too much KO power, it cannot be easily landed in a neutral position, and it provides the least vertical distance of her recovery moves and little to no horizontal movement.


Outside of this, down throw can even combo into down aerial and up smash if the player correctly predicts the foe’s action. Forward and back throws are useful for launching the opponent off-stage to set up an edge-guard, although back throw also has KO potential at very high percentages. Up throw has the least amount of utility, although it can be used to pressure the opponent with aerial attacks at low percentages.
Her flaws do not end there, as without customs, Palutena is near crippled entirely by a huge amount of drawbacks. Her high gravity harms her overall as it makes her vulnerable to meteor smashes, it gives her one of the worst vertical survivabilities despite not being as light or faling as slow as other characters like {{SSB4|Zelda}}, and it hinders her recovery, especially when considering her low air speed, and despite her above-average jumping prowess. She is also prone to be juggled due to her below-average falling speed and her aforementioned high gravity as her anti-juggling options are downright bad outside Warp. Her default special moveset is infamous for being unarguably the worst of all the cast, with almost all her specials having very limited utility: her projectile in Autorecticle is one of the worst projectiles in the game as it is easily avoided, it has long startup lag after it locks on an opponent, long duration and high ending lag should it miss, and it can be outbeaten by many projectiles with enough priority. While Warp has good range, it is gimpable at the start/ending of the move as it does not have a hitbox nor gives invincibility/intangibility frames before and after execution making it the worst [[Teleport (disambiguation)|teleport]]. Reflect Barrier and Counter are both easily punishable and slow on both execution and ending, and they are pretty weak for their utility (with Counter even having a sourspot), making them the worst of their kind. She also has one of the laggiest movesets in the game despite not being a heavyweight: she lacks ground attacks with quick execution, meaning she must look for gaps in the opponent's strategy to press the offensive, she has many moves with long duration wich leave her wide open and in a punishable position, and she has high ending lag overall among her moveset (jab finisher, forward tilt, dash attack, all smashes, almost all of her aerial attacks, all grabs and all her specials except Warp). This makes her ironically the most punishable fighter in the game despite having a good punishing game, which is further exacerbated by her lightweight and tall frame. Her laggy moveset also carries along low damage output overall, as well as notable KO problems, with her smashes having long punishable ending lag, up aerial being avoidable and punishable, and having other attacks that aren't that powerful like her back throw and some that require proper [[spacing]], like her back aerial. Finally none of her custom moves address her KO problems outside of her up aerial and possibly up smash (as it's possible to hit an opponent with the hitbox on Super Speed and follow up with her up smash), and she still has to work around the rest of her laggy moveset in general to refresh her special moves and avoid getting predictable.


Neutral attack is a very reliable damage racking option and has excellent [[jab cancel]] potential, thanks to its very quick [[interruptibility]]. Like {{SSB4|Little Mac}}, Palutena's tilt attacks boast [[Priority#Moves that cannot rebound|anti-rebounding priority]], while up and down tilts also possess distinct strengths. Up tilt has the lowest amount of start-up lag out of her tilts; a very long duration; lowers her hurtbox even more than her [[crouch]] does; is a useful anti-air attack thanks to its deceptive vertical range; and is a situational KOing option thanks to its very strong final hit. In comparison, down tilt's very low ending lag makes it a good spacing option at long range, while its fairly long duration allows it to punish sidesteps rather easily. Dash attack is fast thanks to it hitting on frame 6 and, like her back aerial, it grants partial invincibility. Lastly, forward and especially up smashes possess excellent ranges and high power, the latter of which is among the strongest when sweetspotted.
Game updates have seen Palutena has received a mix of buffs and nerfs. She has received some decent buffs starting in update [[1.0.4]], as the duration on her up smash was increased and the endlag on her tilts was decreased. In [[1.0.8]], her up tilt has become a better spacing option due to its better damage output and its newfound efficiency to lock opponents on the rest of the attack. Finally, in [[1.1.0]], the range on her staff-based attacks has increased, her down tilt is an even safer move for spacing due to its decreased endlag, her grabs are safer due to their lower ending lag, and her forward tilt has reversed properties on its hitboxes, making it better at punishing spot dodges and rolls. However, she received a few nerfs as well, with most notably in 1.0.4, the range on her pivot grab was decreased, and in [[1.0.6]], a bug was fixed in Super Speed, which is a nerf overall as she can no longer store her momentum after a jump canceled attack. Overall, the range on her attacks and neutral game are slightly better than before, but she has lost some of the utility she had in her large pivot grab and some of the gimmicks on her custom moveset, and it currently means Palutena has been slightly nerfed overall as the lag problems on her moveset still linger.


Despite these advantages, Palutena's weaknesses are very noticeable. Her most glaring flaw is her awful frame data in relation to her power and weight class, which is overall the laggiest in the entire game. When coupled with below-average damage output on most of her attacks, Palutena's offense has major issues that are distinct from her fellow middleweights. This is most apparent with her grounded moveset, which is unfitting for a character with great grounded mobility. Aside from down tilt, Palutena's other grounded moves have disproportionately high ending lag. Neutral infinite's finisher has 21 frames of ending lag; dash attack, forward tilt and up tilt have more than 25 frames of ending lag; her smash attacks have more than 40 frames of ending lag; and her special moveset is fairly sluggish in regard to overall lag. These traits result in Palutena's missed attacks being very susceptible to punishment, even if the opponent is a fair distance away from her, and results in her having an almost nonexistent grounded [[approach]] by extension.
Overall, Palutena, with customs on, is a character that needs to be on the move while overwhelming her opponents with her high speed and combos, while spacing them out when needing to refresh her most important moves. However, with her default moveset, she is a defensive-minded character with a higher learning curve than other perceivedly low tiered characters, who relies on [[turtling|turtle]] for a good portion of the match until an opening can be found, as long as she isn't left wide open as well, even with her good mobility. This is especially true when platforms aren't present. Generally speaking, Palutena with customs on is in a much better position than in default, with her tournament placings with customs turned on being more favorable as demonstrated by smashers like {{Sm|AeroLink}}, and some professional smashers arguing that, with customs turned on, she does rank favorably, as a mid or mid-high tier character. However, with customs turned off, most of her mains fail to place high with her in a default setting, with some of them either using her as a counterpick or dropping her in favor of another character as she sometimes gets outclassed by other bottom tiered-characters, which gives her an extremely low representation in tournament play, making it doubtful whether or not she has a niche in tournament play without using a single custom move, with many smashers agreeing that, with customs turned off, she is one of the worst, and possibly, the worst character in the game.
 
In addition to considerable ending lag, Palutena's grounded KOing options are risky in other ways: her smash attacks have considerable start-up lag, whereas up tilt and clean dash attack are situational at best. As such, accuracy is crucial when using Palutena's grounded moves, and can often make a player instead rely solely on her safest grounded moves to set-up KO opportunities via edge-guarding or her down throw-initiated KO combos.
 
Palutena's abysmal frame data also extends beyond her moveset. Despite her [[item]] throws being fast, most of them have very high ending lag, which limits most follow-ups she might have if she is able to steal an item from an opponent. Palutena's safe edge grab is offset by all of her other options being very unsafe: her edge attack is slow and short-ranged; her edge roll grants minimal intangibility frames; and her normal get-up and edge jump are the slowest in the game. As a result, Palutena's [[edge recovery]] is problematic weakness unique to her, since her aerial attacks are unsafe on hit should she drop from an edge and then jump while attacking. The only remotely safe option she has is using [[Warp]] and aiming for the middle of the stage, although its lack of invulnerability can render her prone to being punished afterward. Despite her larger number of edge options compared to other characters, these flaws make Palutena quite easy to predict when she attempts to recover.
 
Although Palutena's air game is potent, it nevertheless has a few flaws. Down aerial, in particular, is her worst aerial: it lasts for only 1 frame, is short-ranged, and has very high ending/landing lag. Forward aerial also has a very short duration and high ending lag, whereas up aerial has minimal horizontal range, fairly high landing lag, and can only be interrupted before it can auto-cancel. By extension, down throw's KO set-ups can potentially fail if she is affected by [[rage]] and/or the opponent uses proper [[directional influence]].
 
Palutena's default special moves are also infamously unimpressive because of their limited utility, poor synergy with her regular moves, and their aforementioned sluggishness. Warp is considered to be Palutena's best default special move: it is a quick and rather safe recovery move that improves her neutral game, allows for swift re-positioning, and can easily be [[Ledge-canceling|edge-canceled]]. However, it lacks hitboxes and does not grant invincibility or [[intangibility]], which can leave her open to attacks before and just after she uses it. Autoreticle can deter or force an approach; be used for [[mindgame]]s when [[B-reversing|B-reversed]]; and is reliable for [[lock]]ing. However, its projectiles move only toward the fixed reticle and have a slow start-up, with the first projectile coming out on frame 29.
 
[[Reflect Barrier]] has an [[unblockable]] hitbox, a weak [[push]] effect, a long duration, and can be reused immediately after breaking. However, it is still the weakest [[reflect]]or of its kind, neither covers her entirely or accompanies her in midair, and has noticeable start-up lag for a reflector. Lastly, {{b|Counter|Palutena}} has a high damage multiplier, but is the least effective counterattack in the game because of its overall low knockback, overall high lag, very short counter window, and dubious distinction of being one of the very few counterattacks to have a sourspot.
 
Her custom moves’ utility are rivaled only by the {{SSB4|Mii Fighter}}s' in regard to versatility, and they benefit her tremendously in comparison to the majority of her default special moves. [[Super Speed]] has immense utility: it allows Palutena to move faster than even an uncharged [[Spin Charge]], it can either be jump-canceled into any aerial move and an up smash, or perform a ramming attack, the latter of which can also lead into the aforementioned attacks, but only as long as it is not telegraphed or interrupted with a disjointed [[hitbox]]. The move can also be used for huge horizontal recovery if jump-cancelled. As a trade-off, Super Speed has a cooldown mechanic like [[Monado Arts]], with its cooldown duration lasting approximately 3 seconds.
 
[[Lightweight]] amplifies her movement speed and jump height to the point that she [[dash]]es faster than {{SSB4|Sonic}} and [[jump]]s higher than {{SSB4|Falco}}. This drastically improves Palutena's mobility and by extension her recovery, yet also makes her off-stage presence and already good combo game become among the best in the game; the latter of which is particularly notable, as it includes a guaranteed combo into her up or down aerials that both KO reliably after 80%. As a trade-off, it lasts for approximately 12.5 seconds, doubles the damage (but not knockback) she receives, and halves her default speed for approximately 5 seconds upon expiring while her damage vulnerability and jump height return to their original values. Regardless of their weaknesses, Super Speed and Lightweight are unarguably Palutena's most effective custom moves, as they improve her KO potential and grant her various mix-ups, set-ups, mindgames, combos and edge-guards that her default moveset otherwise does not possess.
 
Palutena's other custom moves also have noticeable advantages, but some of them are held back by their easily exploitable weaknesses. [[Explosive Flame]] is a pinpoint explosion that is just as slow as Autoreticle, although its limited range makes it even more difficult to land than Autoreticle, as well as being easily punishable if the opponent is in the middle of her and the explosion. [[Heavenly Light]] has very minimal use in singles play because of its inability to KO or even [[flinch]]. However, these traits also make it invaluable in [[Team Attack]]-based [[doubles]] play as a method to supplement {{SSB4|Ness}}, {{SSB4|Lucas}}, {{SSB4|Mr. Game & Watch}} and {{SSB4|Mii Gunner}}'s [[absorption]]-based moves, as well as capable of potentially stealing KOs, similarly to {{SSB4|Fox}}'s [[Blaster (Fox)|Blaster]]. [[Angelic Missile]] is a good recovery move and a potent edge-guarding option thanks to its respectable damage output and high base knockback, but it is easy to intercept because of its noticeable start-up lag, low knockback scaling and linear path.
 
[[Jump Glide]] covers an extreme amount of horizontal distance; grants Palutena a safe approaches with her aerial moveset; and can help her extend combos out of Super Speed or Lightweight. However, it has the same fatal flaw as [[Wings of Icarus]]: if for any reason Palutena flinches during the move, she cannot use Jump Glide again if she does not land on solid ground, which may lead to an inevitable KO. [[Rocket Jump]] has a meteor smash hitbox below Palutena in midair, as well as a strong hitbox that notably improves her out of shield game. However, it is inferior to both Warp and Jump Glide in every other way. Lastly, [[Celestial Firework]] grants intangibility during start-up; has impressive knockback; and can easily hit aerial opponents. Although it can potentially hit grounded opponents, this is difficult to do unless they are at point-blank range or enduring heavy lag.
 
Overall, Palutena is a frail, yet defensive character who has a surprisingly high learning curve in spite of her default moveset being rudimentary. Her optimal playstyle is similar to {{SSB4|Ike}}'s: her grab game and punishment options are potent, yet she must rely on spacing and shielding to circumvent her moveset's sluggishness and lack of reliable approach options. Although Palutena's default moveset ultimately renders her as a "high-risk, medium-reward" character, she can be fairly threatening when mastered. As such, Palutena is most rewarding for players with good fundamentals, as a single opening can allow her to quickly rack up damage with her most reliable moves, use her mobility and spacing options to evade and maintain a strong defense, or even KO early with her down throw-initiated KO combos.
 
Due to her flaws and learning curve, Palutena initially received a poor reception within the Western scene. However, thanks to buffs from game updates, the expansion of her metagame, and notable tournament results from the likes of {{Sm|TLTC}}, {{Sm|Iceninja}} and {{Sm|Prince Ramen}}, the competitive community's reception toward Palutena has improved over time, even in spite of her continually sparse representation.


==Update history==
==Update history==
Palutena has received a mix of buffs and nerfs in game updates. The changes to game mechanics have worsened her defensive game, though she was also overall buffed directly, as most of her moves were changed, each in a different way, with the majority of them noticeably improving her previously mediocre offensive game.
'''{{GameIcon|ssb4-3ds}} 1.0.4'''
 
*{{buff|Up tilt and down tilt have less endlag.}}
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.
*{{buff|Up Smash's hitbox lasts for three frames longer.}}
 
*{{nerf|Pivot grab range reduced.}}
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.
'''{{GameIcon|ssb4-3ds}} 1.0.5'''
 
*{{change|Up air has improved visual effects. }}
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}}.
'''{{GameIcon|ssb4}} 1.0.6'''
 
*{{bugfix|Fixed where Super Speed's momentum being maintained after jump canceled attacks.}}
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
'''{{GameIcon|ssb4}} 1.0.8'''
{{UpdateList/1.0.4|char=Palutena}}
*{{buff|Up tilt hitboxes moved from bone 1000 to bone 0 (the hitboxes are now centered around her rather than her staff, meaning the loop hits link better into themselves).}}
'''{{GameIcon|ssb4-3ds}} [[List of updates (SSB4-3DS)#1.0.5|1.0.5]]'''
*{{buff|Up tilt (loop hits) damage increased|1%|1.2%}}
*{{change|Up aerial's visual effects improved.}}
''' {{GameIcon|ssb4}} 1.1.0'''
'''{{GameIcon|ssb4}} [[1.0.6]]'''
*{{buff|Forward tilt has increased hitbox sizes|3.8/2.5|4.1/2.8|.}}
*{{change|Due to concerns raised by {{s|wikipedia|CERO}}, Palutena's skirt and underwear were lengthened and slightly darkened in the Japanese version.<ref name="CERO">[http://sourcegaming.info/2015/09/18/cero-and-palutenas-censorship/ CERO and Palutena's Censorship]</ref>}}
*{{change|Frames 17-24 and 25-39 of forward tilt have reversed properties (Angle in frames 17-24: Sakurai angle → 48° and its knockback growth: 100 → 65, while the angle in frames 25-39: 48° → Sakurai angle and its knockback growth: 65 → 100).}}
*{{bugfix|Fixed a glitch where [[Super Speed]]'s momentum could be maintained after [[Jump-canceling|jump-canceled]] attacks.}}
*{{buff|Down tilt has increased hitbox sizes|2.4/1.9|2.7/2.1}}
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{buff|Down tilt has less ending lag.}}
*{{buff|Up tilt's loop hits deal 0.2% more damage|1%|1.2%.}}
*{{buff|Neutral aerial has increased hitbox sizes|3.0|3.4}}
*{{buff|Up tilt's hitbox placements adjusted|bone 1000|0. This re-positions its hitboxes around Palutena instead of her staff, which make its hits connect together better.}}
*{{buff|Forward aerial damage increased|7%|8%}}
''' {{GameIcon|ssb4}} [[1.1.0]]'''
*{{buff|All grabs have 2 less frames of ending lag.}}
*{{buff|Forward tilt's hitbox sizes increased|3.8u/2.5u|4.1u/2.8u; its first hit's angle altered: 361° → 48° and knockback scaling decreased: 100 → 65; and its second hit's angle altered: 48° → 361° and knockback scaling increased: 65 → 100. Altogether, these changes make its hits connect together better at low percentages, and improve its spacing potential.}}
*{{nerf|Forward tilt's re-hit rate removed|10|0, significantly hindering its damage racking potential.}}
*{{buff|Down tilt's hitbox sizes increased|2.4u/1.9u|2.7u/2.1u.}}
*{{buff|Down tilt's ending lag decreased.}}
*{{buff|Neutral aerial's hitbox sizes increased|3u|3.4u.}}
*{{buff|Forward aerial deals 1% more damage|7%|8%.}}
*{{buff|All grabs' ending lag decreased: frame 34 → 32 (standing), frame 42 → 40 (dash/pivot).}}
'''{{GameIcon|ssb4}} [[1.1.1]]'''
*{{buff|[[Explosive Flame]] deals 0.2% more damage|0.6% (loop)/4% (last)|0.8%|4.2%.}}
*{{buff|Explosive Flame's hitbox sizes increased|3.7u (loop)/4.8u (last)|14u/15.5u.}}
*{{nerf|Explosive Flame's last hit is no longer [[unblockable]].}}
*{{bugfix|Fixed a glitch where Palutena could infinitely renew [[Lightweight]] on platforms.}}
'''{{GameIcon|ssb4}} [[1.1.5]]'''
{{UpdateList/1.1.5|char=Palutena}}


==Moveset==
==Moveset==
''For a gallery of Palutena's hitboxes, see [[Palutena (SSB4)/Hitboxes|here]].''
{{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=&nbsp;
|neutralcount=1
|neutralcount=1
|neutralinf=y
|neutralinf=y
|neutral1dmg=3%
|neutral1dmg=3%
|neutralinfdmg=0.8% (loop), 3.5% (last)
|neutralinfdmg=1% (loop), 3% (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=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 or another jab at low percent, and back aerial and up smash at very high percents. Finishing hit has decent power, but long ending lag, and the first hit has extremely slow startup for a jab due to it coming out on frame 8.
|ftiltname=Circle of Protection ({{ja|守りの環|Mori no Wa}})
|ftiltname=&nbsp;
|ftiltdmg=6% (staff's head), 4% (staff's tail)
|ftiltdmg=6% (staff head), 4% (staff 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=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 and high ending lag.
|utiltname=Circle of Heaven ({{ja|天の環|Ten no Wa}})
|utiltname=&nbsp;
|utiltdmg=1.2% (hits 1-6), 2.5% (hit 7 staff's head), 1.5% (hit 7 staff's tail)
|utiltdmg=1.2% (loop hits), 2.5% (last hit staff head), 1.5% (last hit staff tail), 8.7%/9.7% if all hits connect
|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 makes her staff spin in the air above her, hitting the enemy up to seven times. Long duration and decent vertical range. When she performs this attack, Palutena's hitbox becomes very low, allowing her to stop most aerials above her, especially poorly executed stall-then-fall attacks like Bowser's [[Bowser Bomb]]. It also can be used for punishing the opponent's air dodge. However, like her forward tilt, it leaves her vulnerable to other attacks due to its long duration (though it comes out faster than her forward tilt). It also has little horizontal range. Good KO potential at very high percents, usually starting at 145%.
|dtiltname=Circle of Earth ({{ja|地の環|Chi no Wa}})
|dtiltname=&nbsp;
|dtiltdmg=8.5% (grounded opponents, staff's head/tail on aerial opponents), 5% (staff's handle on aerial opponents)
|dtiltdmg=8.5% (staff head), 5% (staff tail)
|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=Makes her staff spin along the ground in front of her. It is her fastest tilt, and it can be interrupted noticeably earlier than her other tilts. Great spacing tool and can be used to catch spot dodgers and rolls. Good for ledgeguarding. It has less vertical range than her forward tilt.
|dashname=Palutena Shield ({{ja|パルテナシールド|Parutena Shīrudo}})
|dashname=&nbsp;
|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=Bashes the enemy with her shield. The shield can block attacks due to the attack having [[invincibility frame]]s (12 frames). Large hitbox. Can be used to catch landing opponents and combo into other moves if read the opponents reaction. However, it has long endlag. Has a decent KO potential at very high percentage, starting at 150%. Can reflect.
|fsmashname=Goddess Wings ({{ja|女神の翼|Megami no Tsubasa}})
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSB4|16}} (near), {{ChargedSmashDmgSSB4|13}} (far), — (tip)
|fsmashdmg={{ChargedSmashDmgSSB4|16}} (near), {{ChargedSmashDmgSSB4|13}} (far)
|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=Creates ethereal wings and swings them in front of herself. Comes out quickly and has has high knockback and long horizontal range, giving it great KO potential. Has a sourspot near the tip of the wings, which deals less knockback. It also has a windbox at the tip of the wings that can autospace this move if it fails, and to gimp some some recoveries. High ending lag (48 frames). Can KO at 100% when sweetspotted, KOs in the 120s range when sourspotted.
|usmashname=Pillar of Light ({{ja|光の柱|Hikari no Hashira}})
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSB4|16}} (base), {{ChargedSmashDmgSSB4|12}} (middle), {{ChargedSmashDmgSSB4|9}} (top)
|usmashdmg={{ChargedSmashDmgSSB4|16}} (bottom), {{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 blue beam of light from the ground in front of her, firing it high up into the air. It has the highest range of any up smash in the game and it comes out quickly along with having great KO potential, making it one of the best up smashes. Excellent for edgeguarding, especially after a ledge trump. Can be used in a conjunction with a down throw by reading opponent's air dodge. However, it has thin horizontal range and high ending lag (though it is her smash attack with the least endlag at 43 frames). Can KO at 100% when sweetspotted.
|dsmashname=Goddess Wings ({{ja|女神の翼|Megami no Tsubasa}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSB4|15}} (near), {{ChargedSmashDmgSSB4|13}} (far), — (tip)
|dsmashdmg={{ChargedSmashDmgSSB4|15}} (clean), {{ChargedSmashDmgSSB4|13}} (late)
|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=Creates ethereal wings and flaps them down on either side of her. It also has a windbox at the tip of the wings that can autospace this move if it fails, and to gimp some some recoveries. High knockback. Can be used to catch rolls. However, it has very high ending lag (being her smash attack with the most endlag at 53 frames) making it less safe than her forward smash, and one of the worst down smashes in the game. It KOs at 114% and sends opponents vertically if clean, though it KOs at 145% and sends opponents at a semi-spike when late.
|nairname=Omnidirectional Circle ({{ja|四方の環|Yomo no Wa}})
|nairname=&nbsp;
|nairdmg=1.7% (loop), 5% (last)
|nairdmg=1.5% (loop hits), 4% (last hit), 11.5% if all hits connect
|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=Spins her staff around her. The first five hits have the [[Autolink angle|auto-link angle]], which can potentially trap opponents in the rest of the attack. Good for pressuring opponents on platform above and catching out of air dodge. Can combo into aerial or ground attacks at low percentage.
|fairname=Palutena Kick ({{ja|パルテナキック|Parutena Kikku}})
|fairname=&nbsp;
|fairdmg=9%
|fairdmg=8%
|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=Dropkicks in front of herself. Long horizontal hitbox and low landing lag. Good spacing tool and can combo into grabs and other attacks. It can also be auto-cancelled from SHFF. It is less safe on shield since it delivers less shield stun. Not very much duration, and has relatively high ending lag.
|bairname=Shield Bash ({{ja|シールドバッシュ|Shīrudo Basshu}})
|bairname=&nbsp;
|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=Hits with her shield behind herself. The shield can block attacks due to the attack granting her invincibility frames (8 frames). Can beat out most aerial attacks and certain projectiles. Comes out one frame faster than her forward air, it has low landing lag and can be auto-cancelled from a short hop. However, it is easy to miss if the opponents is too close to Palutena since it does not have a hitbox around her, and it has very high ending lag for an aerial (41 frames).
|uairname=Halo ({{ja|後光|Gokō}})
|uairname=&nbsp;
|uairdmg=1% (hits 1-4), 5% (hit 5)
|uairdmg=1% (loop hits), 5% (last hit), 9% if all hits connect
|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 and then lights up her halo, which hits up to five times. The first four hits have the -link angle, which can potentially trap opponents in the rest of the attack. Long duration and can be used to pressure aerial opponents above her. Has a great KO potential at high percentage. However, it has fairly high ending lag (24 frames). Interestingly enough, this attack has more interruptible frames than auto-canceling frames, as if she uses this attack in certain distance above the ground, even if she finished using this move, she'll suffer from high ending lag, meaning it cannot be auto-cancelled at all. This can, however, be avoided by using other attack with lower ending lag before she hits the ground, like her forward air. Has weak meteor properties when fast-falling, making it possible to combo into another grab at low percentages despite its ending lag.  
|dairname=Purging Kick ({{ja|追放キック|Tsuihō Kikku}})
|dairname=&nbsp;
|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=Performs an arcing kick below herself, meteor smashing anyone below her. This attack has no late hits, meaning it will always meteor smash. Can be used as an out of shield option. However, it lasts for only one frame and it has very low range, making it difficult to land, as well as having long ending lag, though it doesn't have high landing lag.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|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=Holds her staff vertically in front of herself, magically trapping the enemy. Fairly large grab range, though it has some ending lag.
|pummelname=Grab Petit Shock ({{ja|つかみプチショック|Tsukami Puchi Shokku}})
|pummelname=&nbsp;
|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=Blasts the enemy with light.
|fthrowname=Zero-Contact Throw ({{ja|触れない投げ|Sawarenai Nage}})
|fthrowname=&nbsp;
|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=Pushes the enemy away with her magic. It is Palutena's weakest throw in terms of knockback, though it can be used to throw opponents off the ledge for an edge-guard.
|bthrowname=Zero-Contact Reverse Throw ({{ja|触れない逆投げ|Sawarenai Sakanage}})
|bthrowname=&nbsp;
|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=Performs a ballet-inspired throw, which launches the enemy at a 180 degree angle behind herself. Launches at the [[Sakurai angle]]. It is her strongest throw, and it can KO at high percents depending on weight, rage, staleness and DI. However, due to the angle it launches opponents away, and its low scaling, it is easily DI'd to avoid getting KO'd.
|uthrowname=Launch ({{ja|打ち上げ|Uchiage}})
|uthrowname=&nbsp;
|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=Sends the enemy into the air with her staff. Can be used to pressure opponents in the air with aerial attacks or an up tilt.
|dthrowname=Knock Down ({{ja|叩き落とし|Tataki Otoshi}})
|dthrowname=&nbsp;
|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=Magically shoves the enemy into the ground. Ideal for combos and KO set-up; depending on opponent's DI, it can combo into a neutral, forward, back or up aerial, and even an up smash by reading the opponent's air dodge. It can also combo into a down aerial near the ledge for a potential meteor smash.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Swings her staff behind herself and then in front of herself before getting up.
|floorfdesc=Swings her staff in front and behind her.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Swings her staff behind herself and then in front of herself before getting up.
|floorbdesc=Swings her staff 180 degrees along the ground.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
|floortdesc=Swings her staff in front of herself and then behind herself before getting up.
|floortdesc=Similar to her other floor attacks.
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=7%
|edgedmg=7%
|edgedesc=Performs a legsweep while climbing up.
|edgedesc=Climbs up the stage and hits with a leg swipe.
|nsdefname=Autoreticle
|nsdefname=Autoreticle
|nsdefdmg=2.9% (per hit, 3 hits)
|nsdefdmg=2.9% (per hit)
|nsdefdesc=Illuminates her staff's orb to aim a {{s|wikipedia|reticle}} over an opponent within a large frontal cone radius, and then fires three energy blasts at that location. It will only fire the blasts if no surfaces block her target (including platforms), and if the opponent is within range and not [[Intangibility|intangible]]. It can be used as a way for stopping direct approaches and [[lock]]ing, as well as forcing an approach. However, it has high ending lag, regardless of whether or not it targets anything. Because the shots aren’t very fast and only go in one direction, they can be dodged with relative ease.
|nsdefdesc=Takes aim with a charge-shot reticle from ''Kid Icarus Uprising'' which appears over the enemy, then fires three light shots at that location. Can be initiated only an enemy is within range, nothing is blocking her target, and said enemy doesn't have invincibility from [[tech|teching]], dodging, etc. Can be used as a way for stopping direct approaches. It is able to hit behind Palutena and be used for jab locks, though this can be tricky to do, depending on the opponents' position. It also stalls her mid-air, making it useful to stop opponents from gimping her.
|nsc1name=[[Explosive Flame]]
|nsc1name=[[Explosive Flame]]
|nsc1dmg=0.8% (loop, 6 hits), 4.2% (last)
|nsc1dmg=0.6% (loop), 4% (last)
|nsc1desc=Creates a [[Smart Bomb]]-like explosion approximately three character lengths away. It is a decent spacing and zoning tool like Autoreticle. Unlike Autoreticle, it actually has KO potential, thanks to its loop hits reliably trapping the opponent, and its last hit having impressive knockback in spite of its low damage output. Its last hit KOs middleweights at 170% from anywhere on Final Destination in {{for3ds}}. However, its noticeable start-up lag and set distance make it fairly predictable like Autoreticle.
|nsc1desc=Creates a Smart Bomb-like explosion at approximately 3 character lengths away. The last hit is [[unblockable]]. Great spacing and zoning tool, but its slow startup and set distance can make it easily predictable.
|nsc2name=[[Heavenly Light]]
|nsc2name=[[Heavenly Light]]
|nsc2dmg=1% (per hit, 36 hits)
|nsc2dmg=1% (per hit)
|nsc2desc=Emits a large, rectangular field of supernal light above herself. Its duration can be extended as long as the special button is held. It deals damage within its area, and has windboxes at its edges that push away opponents. However, it cannot KO outright because of its [[Knockback#No knockback|lack of knockback]]. As a result, it can be used to steal a KO from a character who launched another. When coupled with its ability to be [[Absorption|absorbed]], it can also function as a very useful way to supplement a teammate if they have a move to absorb it. Still, relatively high end lag makes Palutena even more vulnerable using this move.
|nsc2desc=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. Because of this, this move can be used to steal a KO from a fighter who launched another. Can be absorbed. Hold the button to extend the duration.
|ssdefname=Reflect Barrier
|ssdefname=Reflect Barrier
|ssdefdmg=5%, 1.17× (reflected projectiles)
|ssdefdmg=5%, 1.2x damage (reflected projectiles)
|ssdefdesc=Raises her shield to emit a rectangular barrier. The barrier [[reflect]]s [[projectile]]s and weakly [[push]]es opponents away, dealing damage to anyone within grabbing range. Palutena's shield also has an [[unblockable]] hitbox when it is being raised. If the barrier blocks or reflects an attack that deals at least 50%, it will break. However, unlike other reflectors, it can be used immediately after breaking. The barrier stays out for almost an entire second (58 frames).
|ssdefdesc=Raises her shield forward, casting a rectangular barrier which pushes opponents away and [[reflect]]s [[projectile]]s. Palutena's shield has a hitbox when it is being raised, allowing her to damage opponents with it. The hit is unblockable. If it reflects an attack that deals at least 50% damage, the reflector will break. However, it can be used immediately after it has broken, unlike other reflectors.
|ssc1name=[[Angelic Missile]]
|ssc1name=[[Angelic Missile]]
|ssc1dmg=13%
|ssc1dmg=13%
|ssc1desc=Shoots herself forward to perform a corkscrew [[Wikipedia:Professional wrestling attacks|battering ram]], similarly to [[Skull Bash]]. Due to it covering almost half of Battlefield and not rendering her helpless, it is a very useful horizontal recovery option, though it has a moderate amount of end lag in mid-air. In addition, its respectable damage output and high base knockback allow it to KO middleweights at 108% while near the edge of Final Destination in the ''3DS'' version. However, it can be avoided somewhat easily because of its noticeable start-up lag, and can even be interrupted by very weak attacks because of its low knockback scaling. Unlike Skull Bash and [[Green Missile]], it also propels Palutena at a set distance because of its inability to be [[charge]]d.
|ssc1desc=Shoots herself forward to attack with her head, similar to [[Skull Bash]] and [[Green Missile]]. Can aid her recovery significantly without leaving her helpless. It is also a decent (albeit somewhat easy to dodge) KO move offstage.
|ssc2name=[[Super Speed]]
|ssc2name=[[Super Speed]]
|ssc2dmg=0%-7%
|ssc2dmg=2.6%
|ssc2desc=Glides along the ground very quickly while emitting her halo in order to ram into the opponent. It covers the entirety of Battlefield when used on the ground, and propels her diagonally downward when used in the air. Damage varies based on acceleration and timing; starting the move next to someone will knock them aside dealing no damage. In addition to damaging opponents on contact, it can be canceled with her jump, grab, dash attack, sidestep, or pressing the special button again. It has a cooldown period that lasts for slightly more than 3 seconds (184 frames), and a small ring of light will appear around Palutena's torso to indicate when it can be used again. It is considered her best side special move, thanks to its sheer speed and ability to retain its momentum after canceling collectively granting Palutena a plethora of options for mix-ups, recovery, pressure and mobility.
|ssc2desc=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. While in the air, the move will send her diagonally downwards. It is considered her best side special move due to its speed and ability to retain its momentum after canceling the attack, which it gives Palutena plethora of options from her mix-ups, recovery, potential pressure, and mobility. Can be cancelled with her jump, up smash, grab, dash attack, and other attacks. Its downside however, is that it has a small cooldown duration.  
|usdefname=Warp
|usdefname=Warp
|usdefdmg=
|usdefdmg=0%
|usdefdesc=Disappears and then reappears in a chosen direction. It quickly covers both a respectable amount of height and a decent horizontal distance while rendering Palutena [[Teleport (disambiguation)|invisible]]. It can also be [[Ledge-canceling|edge-canceled]], which grants it defensive and re-positioning potentials. However, it renders Palutena [[helpless]] after she reappears unless it is edge-canceled. Functions similar to [[Mewtwo]]’s [[Teleport]].
|usdefdesc=Disappears and then reappears in a chosen direction, much like [[Teleport]]. Can be ledge-cancelled, allowing for defensive and movement options.
|usc1name=[[Jump Glide]]
|usc1name=[[Jump Glide]]
|usc1dmg=
|usc1dmg=0%
|usc1desc=Jumps a fair distance and then glides afterward, similarly to [[Peach Parasol]], before entering a helpless state at the end of the glide. It can be canceled into any aerial move, which makes it great at maintaining vertical follow-ups, and covers more horizontal distance than Warp. However, it cannot be edge-canceled, and canceling it into her aerials will render her helpless, similarly to [[Winged Pikmin]]. In addition, if Palutena flinches during the move, she cannot do anything until she lands on the ground aside from moving, similarly to [[Wings of Icarus]]. The move jumps much lower on the ground.
|usc1desc=Jumps a fair distance up, then glides similarly to [[Peach Parasol]]. Good for keeping vertical follow-ups, and it has higher horizontal recovery distance than Warp, however, it cannot be ledge-cancelled and, if gimped, she cannot do anything until she hits the ground, which may lead to an inevitable KO.
|usc2name=[[Rocket Jump]]
|usc2name=[[Rocket Jump]]
|usc2dmg=12% (grounded), 10% (aerial)
|usc2dmg=12% (ground), 10% (air)
|usc2desc=Detonates an explosion at her feet to propel herself upward. Its grounded explosion is strong enough to KO middleweights at 108% while near the edge of Final Destination in the ''3DS'' version. Its aerial explosion deals slightly less damage and KOs grounded opponents noticeably later, but powerfully meteor smashes aerial opponents directly below Palutena. However, the explosion has fairly minimal horizontal range. It also covers less height than Warp or Jump Glide, and little horizontal distance.
|usc2desc=Creates an explosion that boosts Palutena upwards and damages nearby enemies. The explosion strongly meteor smashes airborne enemies below her. However, it gives her the least vertical distance of all her up specials and little to no horizontal movement.
|dsdefname=Counter
|dsdefname=Counter
|dspage=Counter (Palutena)
|dspage=Counter (Palutena)
|dsdefdmg=1.3× (minimum 10%)
|dsdefdmg=1.3x damage of countered attacks, 10% minimum
|dsdefdesc=Parries with her shield and then [[counterattack]]s any incoming attacks by thrusting her staff forward. Its damage multiplier is tied with [[Vision]] and [[Slip Counter]]'s for the second highest in the game. It is also one of the few counterattacks that consists of a sweetspot and a sourspot: the former is located at the staff's head, whereas the latter is located at the staff's handle. Despite its appearance, it has impressive horizontal range, as it can counterattack large/disjointed hitboxes like {{SSB4|Shulk}}'s forward smash. However, it is unarguably the worst counterattack in the game for a number of reasons. Due to it coming out on frame 10, it is tied with [[Toad (move)|Toad]] for the highest amount of start-up lag out of every counterattack in the game, and is further burdened with the highest ending lag of any counterattack in the game. It is also the second weakest counterattack in the game in regard to knockback, and has both a very short counter window and [https://zippy.gfycat.com/SlipperyUnsungBedbug.webm poor vertical range].
|dsdefdesc=After hiding behind her shield, she performs a counterattack with her staff, similar to that of many of the {{uv|Fire Emblem}} characters. It has surprisingly high damage, though despite what one of the in-game's tips says, it has the lowest range and lowest power of all counters, and it also has very long punishable endlag should it miss. It also has a sourspot that deals even less knockback. Will [[One-hit KO]] anyone if she managed to counter an attack that deals at least 45% damage.
|dsc1name=[[Lightweight]]
|dsc1name=[[Lightweight]]
|dsc1dmg=
|dsc1dmg=0%
|dsc1desc=Nearly doubles her [[walk]]ing speed, [[dash]]ing speed and [[jump]] height, but slows her [[falling speed]], lowers her [[gravity]], and increases the damage received (although knockback remains unchanged) for slightly more than 12.5 seconds (755 frames). Upon concluding, her jump height and gravity return to normal, while her grounded movement becomes much slower for nearly 5 seconds (299 frames). It is considered Palutena's best down special move, thanks to it significantly improving her off-stage presence, and granting both an immense increase in follow-up options and access to down throw-initiated KO set-ups that are guaranteed on the entire cast.
|dsc1desc=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 near guaranteed KO set ups from down throw. 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.  
|dsc2name=[[Celestial Firework]]
|dsc2name=[[Celestial Firework]]
|dsc2dmg=3.2% (toss), 1.2% (explosion, 4 hits)
|dsc2dmg=3.2% (toss), 1.2% (blast)
|dsc2desc=Shoots an [[explosive]] firework almost directly above herself. Its explosion is strong enough to KO middleweights at 145% from anywhere on Final Destination in the ''3DS'' version. In addition to its power and good vertical range, it grants invincibility before the firework is launched. However, it is has a fairly long duration and extremely minimal horizontal range, to the point that it will only hit grounded opponents if they are at point-blank range.
|dsc2desc=Shoots an [[explosive]] firework upwards in front of her. It has invinciblity frames before firing the firework.
|fsname=Black Hole Laser
|fsname=Black Hole Laser
|fsdmg=— (Black Hole), 2.4% (Mega Laser hits 1-12), 12% (Mega Laser hit 13)
|fsdmg=2.4% (loop), 12% (last)
|fsdesc=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 [[pull]]s 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. It is strong enough to KOs middleweights at 35% while near the edge of Final Destination in the ''3DS'' version.
|fsdesc=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.
}}
}}


===Stats===
===Taunts===
{{Attributes
* '''Up Taunt:''' Makes a sweeping gesture with her arms while producing her ethereal wings and halo, saying "''You shall be purified!''" ({{ja|浄化してあげましょう|Jōka Shite Agemashou}}, ''You will be purified.'')
|cast = 58
* '''Side Taunt:''' Spins around her staff, dancing with her foot in the air, laughing.
|weight = 91
* '''Down Taunt:''' Lets go of her staff, which floats while she brushes her hair aside as her halo shines, saying "''Ready when you are.''" ({{ja|いつでもどうぞ?|Itsudemo Dōzo?}}, ''Feel free whenever.'')
|rweight = 39-40
|dash = 1.5
|rdash = 25-41
|run = 1.888
|rrun = 13
|walk = 1.21
|rwalk = 14
|trac = 0.068
|rtrac = 6-9
|airfric = 0.01
|rairfric = 24-32
|air = 0.91
|rair = 49
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.1
|raddaccel = 1-4
|gravity = 0.105
|rgravity = 15-16
|fall = 1.4
|rfall = 40-41
|ff = 2.24
|rff = 39-41
|jumpsquat = 5
|rjumpsquat = 14-41
|jumpheight = 35.900002
|rjumpheight = 15
|shorthop = 17.303881
|rshorthop = 17
|djump = 35.900002
|rdjump = 17
}}


===[[Announcer]] call===
===Idle Poses===
{{audio|Needs announcer calls from other languages.}}
*Touches the ground with the tail of her staff and shield in front of her, briefly making her halo shine.
<gallery>
*Looks away while crossing her staff and shield in front of her, briefly making her halo shine.
Palutena English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===On-screen appearance===
{{appearance
*Walks out of a heavenly golden door surrounded by a glowing light.
|desc=Walks out of a golden door that is decorated with her halo's design and emits a bright, shining light.
|char=Palutena
|game=SSB4}}


===[[Taunt]]s===
===Victory fanfare===
{{Taunt/SSB4
*A small excerpt of the title screen theme of ''{{s|icaruspedia|Kid Icarus}}'', with an original ending. This is shared with [[Pit (SSB4)|Pit]].
|char=Palutena
|desc-up=Raises her arms overhead and then brings them down while producing ethereal wings, emitting her halo, and saying "You shall be purified!" ({{ja|浄化してあげましょう|Jōka shite agemashou}}, ''You will be purified.'')
|desc-side=Laughs while using her staff to perform a twirling, inverted version of the Arabesque.
|desc-down=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." ({{ja|いつでもどうぞ?|Itsudemo dōzo?}}, ''Feel free whenever.'') before grabbing her staff.}}


===[[Idle pose]]s===
{{Idle
|desc-1=Taps the ground with the tail of her staff and shield in front of herself, during which she briefly emits her halo.
|desc-2=Looks away while crossing her staff and shield in front of herself, during which she briefly emits her halo.
|image-1=PalutenaIdlePose1WiiU.jpg
|image-2=PalutenaIdlePose2WiiU.jpg}}


===[[Crowd cheer]]===
<gallery>
{{Crowd
PitTheme.ogg|
|char=Palutena
</gallery>
|game=SSB4
|desc-us=Pa-lu-te-na!
|desc-jp=Pa-lu-tena!
|pitch-us=Group chant
|pitch-jp=Group chant}}


===[[Victory pose]]s===
===Victory Poses===
{{incomplete|Japanese victory quotes with translations}}
<gallery>
{{Victory/SSB4
File:PalutenaPose1WiiU.png
|victory-theme=PitTheme.ogg
File:PalutenaPose2WiiU.png
|victory-desc=An orchestral excerpt of ''Kid Icarus''{{'}} title screen theme.
File:PalutenaPose3WiiU.png
|desc-1=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 "{{ja|本気出してもいいんですよ?|Honki dashite mo īdesu yo?}}" which translates to "It's alright to fight seriously."
</gallery>
|desc-2=Twirls while floating, then flourishes her staff and emits her halo while saying "No one can hide from the light."
*Spins around her staff, then sits in midair laughing.
**''If {{SSB4|Pit}} is present in the match, there is a chance she will instead say "Oh, so sorry about that, Pit."''
*Twirls around while hovering, saying "No one can hide from the light."
|desc-3=Telekinetically twirls her staff and then points it in front of herself while saying "Too bad for you."
**''If she beats Pit, there is a chance she will instead say "Oh, so sorry about that, Pit."''
**''If {{SSB4|Dark Pit}} is present in the match, there is a chance she will instead say "Poor little Pittoo."''
*Twirls her staff and points it in front of her, saying "Too bad for you."
|char=Palutena}}
**''If she beats Dark Pit, there is a chance she will instead say "Poor little Pittoo."''


==In [[competitive play]]==
==In [[Competitive play|Competitive Play]]==
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
Line 316: Line 215:
}}
}}


===Most historically significant players===
===Notable 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 -->
*{{Sm|AeroLink|USA}}
 
*{{Sm|Iceninja|Canada}}
''See also: [[:Category:Palutena players (SSB4)]]''
*{{Sm|Nicko|USA}}
 
*{{Sm|TLTC|USA}}
*{{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|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|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|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|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}}.
 
===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 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.
 
==[[Trophies]]==
Palutena's default trophy is obtained by clearing Classic Mode as Palutena. Her alternate trophy is obtained by clearing All-Star Mode as Palutena in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Black Hole Laser trophy is obtained only in the Wii U version by clearing All-Star Mode as Palutena.
{{Trophy/Fighter
|name=Palutena
|image-3ds=PalutenaTrophy3DS.png
|image-wiiu=PalutenaTrophyWiiU.png
|mode=Classic
|desc-ntsc=In Kid Icarus: Uprising, the goddess of light uses telepathy to communicate and grants miracles to support Pit on his adventure. In Smash Bros., she has special moves like Warp and Heavenly Light at her disposal. She's very adaptable—you can customize her into a long- or close-range fighter!
|desc-pal=Said to be able to perform miracles, this goddess supports Pit in battle, using telepathy to communicate with him. She's no slouch on her own, either. She has a huge variety of moves you can customise and use to your advantage. Short or long range, the sky's the limit! Or maybe not. After all, she can teleport.
|gamelist-ntsc={{Trophy games|console1=NES|game1=Kid Icarus|release1=08/1987|console2=3DS|game2=Kid Icarus: Uprising|release2=03/2012}}
|gamelist-pal={{Trophy games|console1=NES|game1=Kid Icarus|release1=02/1987|console2=3DS|game2=Kid Icarus: Uprising|release2=03/2012}}
}}
{{clrl}}
 
{{Trophy/Fighter
|name=Palutena (Alt.)
|image-3ds=PalutenaAltTrophy3DS.png
|image-wiiu=PalutenaAltTrophyWiiU.png
|mode=Alt
|desc-3ds-ntsc=Palutena's Reflect Barrier side special deflects any attacks and projectiles that come at her from the front. Unlike other reflective moves, you can leave this barrier in place and it will keep reflecting. If you really want to ruin someone's day, you can push them over an edge using this move.
|desc-wiiu-ntsc=Palutena's Reflect Barrier side special deflects any attacks and projectiles that come at her from the front. Unlike others' reflective moves, she can move a bit while this barrier is active. If you really want to ruin someone's day, you can push him or her over an edge using this move.
|desc-pal=Palutena's Reflect Barrier special deflects any attacks and projectiles that come at her from the front. Unlike other fighters' reflective moves, you can deploy this barrier and then leave it to its own devices. You can also push opponents with it, so use it on someone who's teetering on the edge of the stage to push them off.
|gamelist-ntsc={{Trophy games|console1=NES|game1=Kid Icarus|release1=08/1987|console2=3DS|game2=Kid Icarus: Uprising|release2=03/2012}}
|gamelist-pal={{Trophy games|console1=NES|game1=Kid Icarus|release1=02/1987|console2=3DS|game2=Kid Icarus: Uprising|release2=03/2012}}
}}
{{clrl}}


{{Trophy/Fighter
==Reveal trailer==
|name=Black Hole Laser
<youtube>xqTW13AYniY</youtube>
|image=BlackHoleLaserTrophyWiiU.png
|desc-ntsc=Palutena's Final Smash. After doing a divine twirl, she creates a black hole in front of her, drawing in her opponents. When she's got 'em where she wants 'em, she follows up with a wide laser beam that reaches from one edge of the screen to the other. It even changes direction slightly, just in case someone managed to avoid the black hole.
|desc-pal=Palutena's Final Smash. After doing a divine twirl, she creates a black hole in front of her, drawing in her opponents. When she's got 'em where she wants 'em, the next step is a wide laser beam that reaches from one edge of the screen to the other. It even changes direction slightly, for that extra chance of taking out her foes.
|game=ssb4-wiiu
}}
{{clrl}}
 
==In [[Event Match]]es==
===Solo Events===
* '''[[New Challengers 2]]''': Palutena is one of the seven opponents fought in this event alongside {{SSB4|Greninja}}, {{SSB4|Robin}}, {{SSB4|Shulk}}, {{SSB4|Dark Pit}}, {{SSB4|Mega Man}}, and {{SSB4|Pac-Man}}.
* '''[[The Demon King and the Goddess]]''': As {{SSB4|Ganondorf}}, the player must initially defeat {{SSB4|Link}} and {{SSB4|Zelda}}. After the two are defeated or some time has passed, a giant Palutena appears must be defeated her as well.
* '''[[The Destroyer Cometh]]''': Palutena must defeat a giant Ganondorf and two other Ganondorfs before they destroy all of [[Skyworld]]'s [[terrain]].
 
===Co-op Events===
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
* '''[[Unlikely Allies]]''': Palutena and Ganondorf must defeat sixteen {{SSB4|Mr. Game & Watch}}es.


==[[Alternate costume (SSB4)#Palutena|Alternate costumes]]==
==[[Alternate costume (SSB4)#Palutena|Alternate costumes]]==
Line 396: Line 239:
|}
|}


==[[List of Super Smash Bros. 4 character trailers#Palutena|Reveal trailer]]==
==Trophies==
{{#widget:YouTube|id=xqTW13AYniY}}
 
:'''Palutena'''
::{{flag|ntsc}} ''In Kid Icarus: Uprising, the goddess of light uses telepathy to communicate and grants miracles to support Pit on his adventure. In Smash Bros., she has special moves like Warp and Heavenly Light at her disposal. She's very adaptable—you can customize her into a long- or close-range fighter!''
 
::{{flag|pal}} ''Said to be able to perform miracles, this goddess supports Pit in battle, using telepathy to communicate with him. She's no slouch on her own, either. She has a huge variety of moves you can customise and use to your advantage. Short or long range, the sky's the limit! Or maybe not. After all, she can teleport.''
 
{{Trophy games|console1=NES|game1=Kid Icarus (08/1987)|console2=3DS|game2=Kid Icarus: Uprising (03/2012)}}
 
:'''Palutena (Alt.)'''
::{{flag|ntsc}} ''Palutena's Reflect Barrier side special deflects any attacks and projectiles that come at her from the front. Unlike other reflective moves, you can leave this barrier in place and it will keep reflecting. If you really want to ruin someone's day, you can push them over an edge using this move.''
 
::{{flag|pal}} ''Palutena's Reflect Barrier special deflects any attacks and projectiles that come at her from the front. Unlike other fighters' reflective moves, you can deploy this barrier and then leave it to its own devices. You can also push opponents with it, so use it on someone who's teetering on the edge of the stage to push them off.''
 
{{Trophy games|console1=NES|game1=Kid Icarus (08/1987)|console2=3DS|game2=Kid Icarus: Uprising (03/2012)}}
 
:'''Black Hole Laser'''
::{{flag|ntsc}} ''Palutena's Final Smash. After doing a divine twirl, she creates a black hole in front of her, drawing in her opponents. When she's got 'em where she wants 'em, she follows up with a wide laser beam that reaches from one edge of the screen to the other. It even changes direction slightly, just in case someone managed to avoid the black hole.''
 
::{{flag|pal}} ''Palutena's Final Smash. After doing a divine twirl, she creates a black hole in front of her, drawing in her opponents. When she's got 'em where she wants 'em, the next step is a wide laser beam that reaches from one edge of the screen to the other. It even changes direction slightly, for that extra chance of taking out her foes.''
 
<center>
<gallery>
File:PalutenaTrophy3DS.png|Classic (3DS)
File:PalutenaAllStarTrophy3DS.png|Alt. (3DS)
PalutenaTrophyWiiU.png|Classic (Wii U)
PalutenaAltTrophyWiiU.png|Alt. (Wii U)
BlackHoleLaserTrophyWiiU.png|[[Black Hole Laser]]
</gallery>
</center>
 
==In [[Event Match]]es==
===Solo Events===
* '''[[New Challengers 2]]''': Palutena is one of the seven opponents fought in this event alongside {{SSB4|Greninja}}, {{SSB4|Robin}}, {{SSB4|Shulk}}, {{SSB4|Dark Pit}}, {{SSB4|Mega Man}}, and {{SSB4|Pac-Man}}.
* '''[[The Demon King and the Goddess]]''': {{SSB4|Ganondorf}} must defeat a giant Palutena, who arrives after defeating {{SSB4|Link}} and {{SSB4|Zelda}}.
* '''[[The Destroyer Cometh]]''': Palutena must defeat a giant {{SSB4|Ganondorf}} and 2 other Ganondorfs before they destroy all the terrain on [[Skyworld]].
 
===Co-op Events===
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
* '''[[Unlikely Allies]]''': Palutena and {{SSB4|Ganondorf}} must defeat 16 {{SSB4|Mr. Game & Watch}}es.


==Gallery==
==Gallery==
<gallery>
<gallery>
Palutena Poster.jpg|Artwork of Palutena used on the website.
SSB4 Newcomer Introduction Palutena.png|Palutena's splash art.
SSB4 Newcomer Introduction Palutena.png|Palutena's splash art.
PotD_Palutena_comment.jpg|Reveal image from [[List of Director's Room Miiverse posts|the Director's Room]].
Palutena amiibo.png|Palutena's [[amiibo]].
Palutena amiibo.png|Palutena's [[amiibo]].
Palutena Poster.jpg|Artwork of Palutena used on the website. In addition to featuring her, {{SSB4|Pit}} and {{SSB4|Link}}, {{SSB4|Dark Pit}} is visible in the background.
SSB4 Palutena Screen-1.jpg|In {{forwiiu}}.
PotD Palutena comment.jpg|The Pic of the Day revealing Palutena's inclusion.
SSB4 Palutena Screen-2.jpg|Using Explosive Flame.
SSB4 Palutena Screen-1.jpg|Palutena, as she appears in {{forwiiu}}.
SSB4 Palutena Screen-3.jpg|With [[Phosphora]], who appears as an Assist Trophy.
SSB4 Palutena Screen-2.jpg|Using [[Explosive Flame]].
SSB4 Palutena Screen-3.jpg|Alongside [[Phosphora]].
SSB4 Palutena Screen-4.jpg|On [[Mario Galaxy]].
SSB4 Palutena Screen-4.jpg|On [[Mario Galaxy]].
SSB4 Palutena Screen-5.jpg|Alongside {{SSB4|Marth}}.
SSB4 Palutena Screen-5.jpg|Fighting {{SSB4|Marth}}.
SSB4 Palutena Screen-6.jpg|Using her down taunt.
SSB4 Palutena Screen-6.jpg|Taunting.
SSB4 Palutena Screen-7.jpg|Alongside {{SSB4|Kirby}}, who [[Inhale (Kirby)|copied]] her.
SSB4 Palutena Screen-7.jpg|With {{SSB4|Kirby}}, who [[Inhale (Kirby)|copied]] Palutena's ability.
SSB4 Palutena Screen-8.jpg|On {{SSB4|Battlefield}}.
SSB4 Palutena Screen-8.jpg|In {{SSB4|Battlefield}}.
SSB4 Palutena Screen-9.jpg|Alongside {{SSB4|Mario}} on [[Arena Ferox]].
SSB4 Palutena Screen-9.jpg|With {{SSB4|Mario}} in [[Arena Ferox]].
SSB4 Palutena Screen-10.jpg|Palutena, as she appears in {{for3ds}}.
SSB4 Palutena Screen-10.jpg|In {{for3ds}}.
SSB4 - Palutena Final Smash.png|Using [[Black Hole Laser]], her [[Final Smash]].
SSB4 - Palutena Final Smash.png|Palutena's Final Smash, Black Hole Laser.
SSB3DS Home Run Contest.jpg|Palutena taking part in the [[Home-Run Contest]] in {{for3ds}}.
SSB3DS Home Run Contest.jpg|Palutena taking part in the [[Home-Run Contest]] in the 3DS version of ''SSB4''.
SSB4 - Palutena Heavenly Light.jpg|Using [[Heavenly Light]].
SSB4 - Palutena Heavenly Light.jpg|One of Palutena's special moves, Heavenly Light.
SSB4 - Palutena Up Smash.jpg|Using her up smash.
SSB4 - Palutena Up Smash.jpg|Palutena's up smash attack.
</gallery>
</gallery>


==Trivia==
==Trivia==
*Palutena's artwork highly resembles her [[:File:Palutena Uprising.png|''Kid Icarus: Uprising'' artwork]].
*The anime portions of Palutena's reveal trailer were created by [[wikipedia:Shaft (company)|Studio Shaft]], who also worked on the ''Kid Icarus: Uprising'' animated short ''{{s|icaruspedia|Palutena's Revolting Dinner}}''. One member of Studio Shaft, Hideyuki Morioka, also drew [[:File:Palutena Poster.jpg|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's [[special move]]s have a few distinct traits associated with them:
*Palutena and the Mii Fighters are the only characters that have their customizable special moves unlocked from the start.
**Her special moves, [[Character customization|custom special moves]] and [[Final Smash]] are based on some of the {{s|icaruspedia|Powers}} she can grant to [[Pit]] and {{s|icaruspedia|fighter}}s in ''{{s|icaruspedia|Kid Icarus: Uprising}}''.
*[http://orangerob.tumblr.com/post/100877071708/kirby-saying-the-english-versions-of-copy-moves Unused sound files] exist for {{SSB4|Kirby}} using all three of Palutena's neutral special moves, suggesting either that it was not until late in development that it was decided which would be the default, or that Kirby was originally able to copy any one of her neutral special moves.
**She occasionally calls out the names of all but one of her special moves upon using them. The only exception is [[Reflect Barrier]], with which she simply says "Reflect!" instead of its full name.
*Palutena is the only character who can use both a [[Reflect Barrier|reflector]] and a [[Counter (Palutena)|counterattack]] without customs.
***Incidentally, she also does this when using her forward and down smash attacks. In their cases, Palutena will occasionally say "Goddess Wings" ({{ja|ゴッド ウイング|Goddo Uingu}}, "God Wing").
*Palutena is the only character who was part of a Final Smash the previous game and a fighter the next game.
**She is the only character in the game, whose default moveset has both a [[Reflect Barrier|reflector]] and a [[Counter (Palutena)|counterattack]] as well as the first to do so in the ''Super Smash Bros.'' series.
*Excluding {{SSBB|Snake}} with his [[up smash]] in ''Brawl'', Palutena holds the record for the highest vertical-ranged, non-projectile up smash with her pillar of light.
**She and the {{SSB4|Mii Fighter}}s are the only characters whose custom special moves are immediately available instead of being unlockable.
*Most character's landing animations have them simply land on their two feet; however, Palutena always twirls her body upon landing.
***They are also the only characters whose custom moves are completely different from one another, rather than being the same moves with different properties.
*Palutena is the only character (along with a [[Mii Gunner]] wearing the Proto Man Costume) in ''Smash 4'' with a visible shield that does not protect her while idle: {{SSB4|Link}} and {{SSB4|Toon Link}} have versions of the [[Shield_(Link)|Hylian Shield]] which are able to block projectiles while standing and walking, while Palutena's shield does not have this property. Her shield does give her dash attack and back aerial invincibility frames, however, meaning her shield isn't entirely aesthetic.
**{{SSB4|Kirby}} has [http://orangerob.tumblr.com/post/100877071708/kirby-saying-the-english-versions-of-copy-moves unused sound files] that consist of him vocalizing all three of her neutral special moves. This suggests that either it was not until late in development that it was decided which would be Palutena's default neutral special move, or that Kirby was originally able to [[Inhale (Kirby)|copy]] any one of her neutral special moves.
*Palutena's newcomer artwork is the only one to not depict any ''{{uv|Mario}}'' characters, as well as the one with the fewest number of characters at four (herself, {{SSB4|Pit}}, {{SSB4|Link}} and {{SSB4|Dark Pit}}).
*Palutena is one of the few characters who can occasionally say something upon being KO'd instead of typically grunting or yelling in pain. In her case, she says "Oh no!"
*In the japanese update 1.0.6, Palutena’s undergarments are updated to be less suggestive.
*Palutena is the first character to be part of a [[Final Smash]] in a previous installment of ''Super Smash Bros.'', and a playable character in a subsequent installment, the second would be [[Chrom]].
*Unlike most characters, Palutena twirls upon hard landing, instead of simply landing on her feet.
*Palutena is the first character since {{SSB|Link}} in ''[[Super Smash Bros.]]'' to wield a shield at all times that does not protect her while idle.
**This trait is also applicable to {{SSB4|Mii Gunner}} and {{SSB4|Mii Swordfighter}}, but only while they are wearing the [[Proto Man]], [[Monster Hunter|Hunter, Rathalos]] and [[Gil]] costumes. Unlike the Miis wearing those costumes, however, Palutena's shield is not entirely aesthetic, thanks to it granting her partial [[invincibility]] during her dash attack and back aerial.
*Palutena's [[Results screen|defeated]]/[[Results screen#No Contest screen|No Contest]] animation depicts her wearing a brown sleeve on her left arm, a feature that is normally not present in her in-game model, instead of her left {{s|wikipedia|vambrace}}.
*{{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.
*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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{{SSB4Characters}}
{{SSB4Characters}}
{{Kid Icarus universe}}
{{Kid Icarus universe}}
[[Category:Palutena (SSB4)| ]]
[[Category:Palutena (SSB4)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-Wii U)]]
[[es:Palutena (SSB4)]]

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