Editing Palutena (SSBU)

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|ssbgame1 = SSB4
|ssbgame1 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = A
|ranking = 16
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'''Palutena''' ({{ja|パルテナ|Parutena}}, ''Palutena'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She was officially revealed on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018] alongside fellow {{uv|Kid Icarus}} representatives {{SSBU|Pit}} and {{SSBU|Dark Pit}}, as well as the rest of the [[veteran]]s. Palutena is classified as [[Fighter number|Fighter #54]].
'''Palutena''' ({{ja|パルテナ|Parutena}}, ''Palutena'') is a playable character in ''[[Super Smash Bros. Ultimate]]'', officially confirmed on June 12th, 2018. Palutena is classified as [[Fighter number|Fighter #54]].


Brandy Kopp and {{s|wikipedia|Aya Hisakawa}} reprise their roles as the voice of Palutena in the English and Japanese versions of the game. In addition to their portrayals being re-purposed from ''[[Super Smash Bros. 4]]'', they also provide new [[Palutena's Guidance]] conversations for every veteran not present in ''SSB4'', [[Downloadable content (SSB4)#Fighters|the downloadable fighters of ''SSB4'']], the base roster newcomers of ''Ultimate'', and {{SSBU|Piranha Plant}}.
Brandy Kopp and {{s|wikipedia|Aya Hisakawa}} reprise their role as the voice of Palutena in the English and Japanese versions of the game, albeit via recycled voice clips from ''[[Super Smash Bros. 4]]''. However, they did record new [[Palutena's Guidance]] conversations for every character who was not playable in the base roster of ''Smash 4'', aside from the DLC characters in Fighters Passes Vol. 1 and 2.
 
Palutena is ranked 16th out of 82 on the current [[tier list]], placing her in the A tier. This is a huge improvement over her 44th out of 54 placement in ''SSB4''. Palutena is one of the most improved veterans from the transition to ''Smash 4'' and ''Ultimate'' due to the engine of ''Ultimate'' complementing her unique strengths. Her aerials are a core part of her neutral due to her high aerial mobility and their effective traits: they both start and extend combos, most notably with her neutral aerial, which is commonly considered one of the best moves in the game due to its overall utility for starting combos, comboing into itself, high active frames and KOing at very high percents. Her back air is great for retreating and mid-range combat due to the invincibility of the shield and priority, while up air is an amazing disjointed multi-hit that functions as a juggle tool and KO option. Her grab game is also impressive due to its above-average reach and her decent set of throws. Overall, this results in her having one of the best advantage states in the game. Her specials also have seen noteworthy improvements: [[Autoreticle]] is useful for interrupting midrange approaches or recoveries, [[Explosive Flame]] is effective for general zoning and for halting approaches, [[Warp]] makes her difficult to edgeguard consistently, and her [[Reflect Barrier]] functions as a simultaneous [[counterattack]] and [[reflection|reflector]] that enhances her already strong defense.
 
Despite these many strengths, Palutena is not without her flaws. While she wields an excellent air game, her ground game is below average for a top tier, having slow and unsafe tilts alongside committal smash attacks. She also has trouble securing stocks at high percents due to her KO moves being fairly predictable (Explosive Flame) or easily staled due to overuse (back aerial). Palutena's main combo starters are also unsafe on shield and thus forces her to mix up her gameplan and neutral. Finally, her recovery is completely reliant on Warp, which has no active hitbox and can be consistently [[two frame|two frame punished]].
 
Overall, Palutena is a simple but effective character at all levels of play, with well-rounded abilities and few overwhelming weaknesses. She has often been considered a top-tier contender since the release of the game, and has been one of the most popular characters in competitive play, with results spearheaded by {{Sm|Nairo}} in the early metagame and a multitude of other Palutena players since, including {{Sm|Jagaimo}}, {{Sm|Lui$}}, and {{Sm|Raflow}}.


==How to unlock==
==How to unlock==
Complete one of the following:
Complete one of the following:
*Play [[VS. match]]es, with Palutena being the last character to be unlocked.
*Play [[VS. match]]es, with Palutena being the last character to be unlocked.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Kirby}} or any character in his unlock tree, being the last character unlocked after {{SSBU|Lucas}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Kirby}} or anyone in his unlock tree, being the last character unlocked after {{SSBU|Lucas}}.
*Have Palutena join the player's party in [[World of Light]].
*Have Palutena join the player's party in [[World of Light]].
Palutena must then be defeated on [[Palutena's Temple]] (the [[Ω form]] is used in World of Light).
With the exception of the third method, Palutena must then be defeated on [[Palutena's Temple]].


==Attributes==
==Attributes==
Palutena is a tall [[Weight|middleweight]]. Her [[walk]]ing speed, [[dash]]ing speed, [[air acceleration]] and [[gravity]] are above-average; her air acceleration, in particular, is the 5th highest in the game. Palutena also has relatively high [[jump]]s, although her [[traction]] and [[falling speed]] are both merely average, while her [[air speed]] is below-average. Thanks to her attributes, Palutena's overall mobility is excellent, even in spite of her aerial mobility being a bit slower compared to her grounded mobility.
Palutena is a tall [[Weight|middleweight]]. Her [[Walk|walking speed]], [[Dash|dash speed]], [[air acceleration]] and [[gravity]] are above average (with her air acceleration being the fifth best in the game), her [[traction]] and [[falling speed]] are both average, and her [[air speed]] is below average. In addition, she has relatively high [[jump]]s, giving her overall excellent mobility, albeit being a bit slower in the air.
 
Palutena has a dynamic, well-rounded moveset. She has both excellent combo potential and good zoning tools, which allow her to be effective when fighting offensively or defensively. Her staff counts as a [[Hitbox|disjointed hitbox]] and she has two [[projectile]]s in her moveset as part of her special moves, meaning she can apply safe pressure from a distance and force approaching opponents off her. Her projectiles are unique by the fact that they are completely unconventional. Her aerial-based moveset, speed and versatility means she can easily overwhelm opponents and quickly rack up damage.


Palutena's [[ground attack]]s are generally the weakest part of her moveset, but they can be useful. Her [[neutral attack]] possesses decent range, whereas her [[neutral infinite]] is a reliable damage racking option that can also function as a situational KO option at very high percentages while near the edge. Palutena's [[dash attack]] is very fast, grants her partial [[invincibility]], and its clean hitbox enables it to function as a situational KO option at very high percentages. Her [[tilt attack]]s are somewhat situational due to their lagginess, but have their own individual perks. Forward tilt has long-lasting hitboxes that enable it to intercept approaches and [[Floor recovery|floor recoveries]], while its second hit is strong enough to KO at very high percentages while near the edge. Down tilt is a useful [[2 frame punish]] that [[semi-spike]]s grounded opponents and launches aerial opponents vertically, thus enabling Palutena to edgeguard reliably afterward. Lastly, up tilt has the fastest startup among her tilts, it can initiate aerial pressure, and it is even a serviceable KO option at very high percentages.
Palutena has a dynamic, well-rounded moveset. She has both excellent combo potential and good zoning tools, meaning she can be played effectively either defensively or offensively. Her staff counts as a [[Hitbox|disjointed hitbox]] and she has two [[projectile]]s in her moveset as part of her special moves, meaning she can apply safe pressure from a distance and force approaching opponents off her. Her projectiles are unique by the fact that they are completely unconventional. Her aerial-based moveset, speed and versatility means she can easily overwhelm opponents and quickly rack up damage.


Palutena's grounded offense is further supplemented by her strong [[grab]] game: her grabs are quick and have respectable ranges, while each of her throws vary from being decent to useful. Palutena's down throw is a reliable combo starter, since it can combo into each of her aerials, and even has KO confirms at high percentages. Her back throw is her strongest throw, being capable of KOing at around 130% while near the edge. Palutena's forward and up throws are much less useful in comparison, but have their own perks regardless. Forward throw has a KO confirm into [[Explosive Flame]] at high percentages, whereas up throw is decent for launching opponents into the air in order to initiate aerial pressure safely.
Her [[ground attack]]s are generally the weakest part of her moveset, but they can be useful. Her [[jab]] has good range, can be held to deal more damage and can also be [[jab cancel]]led into other moves. Her [[dash attack]] is very fast and grants Palutena partial [[invincibility]]; it is also a KO option around 160%. Her [[tilt attack]]s are somewhat situational: forward tilt has a long-lasting hitbox and can be used to intercept approaching opponents and [[Floor recovery|floor recoveries]]. Her down tilt has utility for [[edgeguarding]] opponents, while her up tilt - her tilt attack with the fastest startup - can be used for forcing opponents into the air and is even a viable KO option at higher percents.


Palutena's [[smash attack]]s are very strong KO options thanks to their considerable power and very long ranges. Up smash has a very long-lasting hitbox and covers a lot of vertical range directly in front of Palutena; it can be used to KO opponents in the air and even intercept air dodges due to how long the hitbox lasts. Her forward and down smashes are similar, both in their damage output and the fact that they have a wind effect to move opponents away from Palutena if they are just outside of the move’s hitbox.
Outside of her grounded attack moves, Palutena’s ground game is strong thanks to her [[grab]]s and throws having good utility, with her grabs being quick and having good range. Her down throw is her strongest combo throw, comboing into all of her aerials and having KO confirms at higher percents. Her back throw is her strongest throw, being capable of killing from the ledge around 130%, while her forward throw also has a kill confirm at higher percents with [[Explosive Flame]]. Her up throw is the weakest of her throws, though it still has utility for forcing opponents into the air where Palutena’s can safely apply aerial pressure.


The strongest part of Palutena's moveset, however, is her air game. Her [[aerial attack]]s are each useful in regard to comboing or KOing; despite each of her aerials having rather high ending lag, they compensate for this by having very low landing lag and generous autocancel windows, making them very safe on shield. Her neutral aerial is a very fast and safe move, being Palutena's best combo tool by far as it combos into her other aerial attacks (including itself) until fairly high percentages, while also having KO potential at very high percentages. Her up aerial is an extremely good juggling tool capable of KOing while near top blast zone at around 100% (even on heavyweights), with its fairly large, long-lasting hitbox making it difficult to avoid. Her back aerial, like her dash attack, grants invincibility on Palutena's shield. It has the strongest knockback of any of her aerials, making it one of Palutena's best KO options, especially when used as a [[reverse aerial  rush]]ed follow up from down throw. Her forward aerial, while not quite as strong, is a good combo finisher that is also useful for edgeguarding, and is even capable of KOing at very high percentages while near the horizontal blast zones. Although down aerial is generally considered to be Palutena's least useful aerial, it is a guaranteed [[meteor smash]] against airborne opponents.
Palutena's [[smash attack]]s are very viable KO options due to each having excellent range and dealing decent damage. Up smash has a very long-lasting hitbox and covers a lot of vertical range directly in front of Palutena; it can be used to KO opponents in the air and even intercept air dodges due to how long the hitbox lasts. Her forward and down smashes are similar, both in their damage output and the fact that they have a wind effect to move opponents away from Palutena if they are just outside of the move’s hitbox.


Additionally, Palutena's [[special move]]s each have utility, most prominently for zoning. [[Explosive Flame]], formerly one of her [[custom move]]s in ''[[Super Smash Bros. 4]]'', is her side special attack and is useful at forcing opponents into the air, as well as for securing KOs while near the upper blast zone at higher percentages. Palutena's neutral special attack, [[Autoreticle]], is not quite as useful as Explosive Flame, yet it is another projectile that can apply long-ranged pressure safely and rack up damage. Her up special move, [[Warp]], is useful for achieving a more favorable stage position; when coupled with its invincibility frames and Palutena's high jumps, Warp is an extremely useful recovery tool. Palutena's down special move, unlike in ''SSB4'', consists of 2 moves: [[Counter (Palutena)|Counter]] activates against melee attacks, whereas [[Reflect Barrier]] activates against [[reflect]]able [[projectile]]s at either close range or from a distance. Lastly, several of Palutena's moves, such as her tilt attacks and aerial attacks, inflict additional [[shield damage]]; as a result, Palutena can pressure opponents consistently and reliably, especially since her forward and back aerials can autocancel with a short hop fast fall.
The strongest part of Palutena's moveset, however, is her [[aerial]]s, each having strong combo or KO potential. Despite all of her aerials having rather high ending lag, this is compensated by their very low landing lag and generous autocancel windows making them very safe on shield. Her neutral aerial is a very fast and safe move, being Palutena’s best combo tool by far as it combos into her other aerial attacks (including itself) until reasonably high percents, while also having KO potential at very high percents. Her up aerial is an extremely good juggling tool capable of killing off the top blast zone around 100% (even on heavyweights), with its fairly large, long-lasting hitbox making it difficult to avoid. Her back aerial, like her dash attack, grants invincibility on Palutena's shield. It has the strongest knockback of any of her aerials and is one of Palutena’s best KO options, especially from down throw. Her forward aerial, while not quite as strong, is a good combo finisher with KO potential towards the side blast zones at very high percents. While her down aerial is generally considered the weakest of her aerials, if used offstage it can have a meteor smash effect, meaning it can kill opponents at the bottom blast zone.


Despite having considerable strengths, Palutena also has a number of noticeable weaknesses. Her most glaring problem is her mediocre ground game: barring her dash attack, the remainder of her grounded attacks come out on frame 8 or later, and almost all of her moves either have high startup (smash attacks and down tilt), punishable ending lag (forward, back and down aerials and smash attacks), long durations (her tilt attacks), or all three (forward tilt and special moves). Although Palutena's overall frame data is quite faster than it was in ''SSB4'', she can still be rendered very vulnerable if her attacks miss or if the opponent evades and/or blocks them.
Additionally, Palutena’s [[special move]]s each have utility, most prominently for zoning. Her Explosive Flame can be used on opponents some distance from Palutena, and is good for forcing them into the air or for securing KOs from the top blast zone at higher percents. Her neutral special attack, [[Autoreticle]], while not quite as useful as Explosive Flame, is another projectile which can apply safe pressure and rack up damage from a distance. Her up special, [[Warp]], is a teleport which grants invincibility on frames 16-32. In addition to being useful for getting into a more favourable stage position, its invincibility makes it an extremely useful recovery tool which, combined with Palutena’s high jumps, gives her a very good recovery. Finally, her down special is a counter which acts similarly to Lucina and Marth’s counter when used on nearby opponents, but can also reflect projectiles from a distance. Lastly, several of her moves, such as her tilts and aerial moves, have additional shield damage, making her good at pressuring, especially since her forward and back aerials can autocancel in a short hop fast fall.


Although a number of Palutena's moves have the potential to KO at reasonable percentages, she can still struggle to score KOs due to her options being either somewhat risky or situational. Her smash attacks are very punishable due to their significantly high amounts of overall lag to offsetting their impressive power. Explosive Flame and, to a lesser extent, back aerial are also easily punishable if whiffed due to their ending lag. Up aerial relies on Palutena being underneath her opponent. Furthermore, while Palutena's recovery is decent in its distance, Warp leaves her helpless and lacks a hitbox to protect her; when combined with the fact that Palutena is a tall character, her recovery can be exploited easily by opponents who know how to intercept Warp.
Although Palutena has very good strengths, she does have a number of noticeable weaknesses. Her most glaring problem is her mediocre ground game, with all of her grounded attacks bar her dash attack coming out on frame 8 or later and almost all of her moves either have high startup (smash attacks and down tilt), punishable ending lag (forward, back and down aerials and smash attacks) long duration (all of her tilts) or all three (forward tilt and special moves), making her very vulnerable if her attacks miss or are dodged or shielded. While some of her grounded attacks have the potential to KO, such as forward tilt, up tilt and dash attack, it is not until much higher percents than her other attacks. This is another weakness of Palutena - while a number of her moves have the potential to KO at reasonable percents, she can still struggle to secure kills due to her options being either somewhat risky or situational. Though her back aerial is a reliable kill option at reasonable percents, it has high ending lag and her smash attacks each have a noticeable amount of startup and very high ending lag, making them punishable, while Explosive Flame is also easily punishable if whiffed due to its endlag and her up aerial relies on Palutena being underneath her opponent. Furthermore, while Palutena’s recovery is decent in its distance, Warp leaves her helpless and lacks a hitbox to protect her, which - combined with the fact that Palutena is a tall character - means that her recovery can be easily exploited by opponents who know how to intercept teleport recoveries.


Despite this, Palutena is generally considered at worst a high tier character due to her versatility, well-roundedness and relatively easy combo game. Her lack of overwhelming weaknesses means that there are few opponents she struggles against.
Despite this, Palutena is generally considered at worst a high tier character due to her versatility, well-roundedness and relatively easy combo game. Her lack of overwhelming weaknesses means that there are few opponents she struggles against, and thus her representation at tournaments has generally been excellent thanks to players like Nairo maining her and achieving noteworthy results.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Palutena was previously a lower-tiered character in ''SSB4'' due to a myriad of factors, such as terrible frame data in relation to power and weight (which also resulted in a deficient grounded game), a predictable offensive game with few reliable options, general trouble at KOing, poor disadvantage state, and an infamously dysergic [[special moves]]et. Being designed with [[character customization]] in mind, custom special moves were able to vastly improve her strengths, but they required for character customization to be turned on to be able to use them unlike the [[Mii|Mii Fighters]], resulting in the inability to use them in regular gameplay and limiting her to her default special moveset. Most likely owing to the removal of custom moves and her previous poorly regarded status, Palutena has been rebalanced significantly to work without custom moves in her transition from ''SSB4'' to ''Ultimate''; though while initially considered to be dramatically buffed during the game's release, game updates have given her some noticeable nerfs that have reduced her viability. Regardless, Palutena is still considered to be significantly buffed overall.
Palutena had been considered a low-mid tier character in ''Smash 4'' (ranking dead last of mid tier), and suffered from poor tournament representation even after receiving buffs via updates. In the transition to ''Ultimate'', she has been drastically [[buff]]ed, to the point where she is considered to be one of the most improved returning characters, similarly to the changes {{SSBU|Pichu}} received.
 
Palutena's most notable improvements are indirect, as she benefits from the gameplay changes to the engine to a far greater degree than most of the cast. The universal increases to mobility have not only improved her already high [[dash|run speed]], but particularly give her much faster [[air speed|air]] and [[falling speed]]s compared to ''SSB4'' (though the former is still below-average), improving her air-to-ground transitioning. The reduced [[landing lag]] in all aerials further improves her already impressive aerial game, heightening their spacing and combo potential. The increased [[shieldstun]] on attacks makes Palutena's own moves much safer on shield, while the changes to [[perfect shield]]ing now allow Palutena to more easily retailate against opposing attacks, while not reducing her own moves safety on shield due to the aforementioned higher shieldstun and her moves' multi-hit nature making them risky to perfect shield. The weakening of [[rage]] improves Palutena's endurance, and now allows her to take advantage of it much easier. The changes to [[air dodge]]s have significantly improved her juggling and edgeguarding potential combined with her respectable aerial moves, and the reintroduction of directional air dodging now let her use one to escape pressure or slightly extend her recovery. Finally, the changes to the [[Sakurai angle]] to be lower, while being a buff shared widely around the cast, have turned her [[back throw]] into a highly effective KO throw.
 
In terms of direct changes, Palutena has also received several notable improvements. Some of her standard moves have seen hitbox increases, which increases her melee range and makes attacks using her staff much more reliable at connecting. Her sluggish ground moves have been sped up, with her [[forward tilt|forward]] and [[up tilt]]s having faster startup, and almost all of her moves (aside from up and [[down tilt]]s) receiving less ending lag. Down tilt, particularly, has much better [[edge|2 framing]] potential thanks to its longer range and duration, and sends at a more favorable angle for combos when hitting aerial opponents. Her [[smash attacks]] have had their utility further increased; [[up smash]] lasts significantly longer, while [[forward smash|forward]] and [[down smash]] possess increased power as well as stronger, more reliable windboxes, which combined with their lower ending lag makes them harder to punish at long range.


Her already capable aerial moveset was also improved. [[Neutral aerial]] now always sends at the direction Palutena is facing and deals less knockback; in combination with the reductions to landing lag, this turns the move into a fearsome combo starter and general all-purpose attack. [[Forward aerial|Forward]], [[up aerial|up]] and [[down aerial]]s deal more damage, with both the former and latter, as well as [[back aerial]], dealing more knockback. Down aerial also lasts for an additional frame, no longer being one of worst meteor smashes in the game.
In addition to the universal mobility buffs, nearly the entirety of Palutena's moveset has been improved in various ways, many of which are substantial. Starting with her ground game, [[forward tilt]], having previously been considered the worst of its kind, has less startup and ending lag, connects both hits reliably, and has increased power; likewise, [[up tilt]] has increased power and connects more reliably, while [[down tilt]] has a longer duration and more favorable angles of knockback. [[Dash attack]] deals more damage and has much less ending lag, allowing Palutena to better take advantage of the [[invincibility]] at the front of the move. Furthermore, all her [[smash attack]]s have less ending lag, [[forward smash]] and [[down smash]] have stronger [[windbox]]es, and [[up smash]] has a much longer duration, allowing it to catch airborne opponents more effectively.


Palutena's special moveset has also seen various drastic enhancements that have put it in-line with the rest of the cast. [[Autoreticle]]'s detection lasts significantly longer, and each projectile has faster startup, deals more damage and travels faster. {{b|Counter|Palutena}} and [[Reflect Barrier]] have been merged into one move; the former activates when blocking a physical attack, while the latter activates to reflect projectiles. As a whole, the move has faster startup, lasts longer and has less ending lag in all aspects; individually, Counter has slightly more knockback (though it remains the weakest counterattack knockback-wise), while Reflect Barrier activates immediately and has a much higher damage multiplier, no longer being the weakest reflector in the game. In place of Reflect Barrier, Palutena's side special is now [[Explosive Flame]]; in addition to giving Palutena an additional move, the move has less ending lag, deals more damage and knockback, and can be summoned at two distances, increasing its versatility.
Palutena's aerial game has been further strengthened, now being one of the most efficient aspects of her moveset. The most notable example is [[neutral aerial]], which has larger hitboxes, connects more reliably, consistently launches opponents in the direction Palutena is facing, and heavily benefits from the universally decreased [[landing lag]] on [[aerial attack]]s. As such, it has become one of Palutena's most reliable [[approach]] options, and more infamously, it can [[combo]] into itself multiple times to rack up large amounts of damage, as well as other aerials. [[Forward aerial]] and [[down aerial]] both deal more damage without compensation on their knockback, with the latter also having a longer duration (previously lasting only one frame), while [[back aerial]] has increased knockback and no longer possesses a sourspot. Additionally, [[up aerial]] deals slightly more damage and [[auto-cancel]]s much earlier, no longer failing to auto-cancel in a full hop. These changes amount to noticeably improving Palutena's KO ability overall, allowing her to close stocks better at high percents with her safer options, which is complemented by their lower landing lag. As for her [[grab]] game, her [[throw]]s have received few changes, but more notably, [[back throw]] KOs more effectively near edges due to launching opponents at a lower angle.


However, while receiving far more buffs, Palutena has also seen some notable nerfs that have changed her playstyle, most notably to her [[neutral attack]] and grabs. The former can no longer [[jab cancel]] due to its angle being homogenized to connect into the infinite, removing many of its guaranteed set-ups into other moves such as dash attack, grab and some of her aerials. For the latter, despite pivot grab's longer range, both standing and dash grab possess less range (especially the former) and all grabs share the same increased startup and ending lag as with the rest of the cast. Her down throw is also less advantageous due to the changes to hitlag on it and has slightly more knockback, reducing its advantage and combo potential beyond low percents despite its reduced ending lag and more favourable angle. The universal slowdown of shield grabs only exacerbate this, further weakening Palutena's [[out of shield]] and grab games, the former of which was the crux of her defense in ''SSB4''. Moreover, her dash attack and back aerial's invincibility frames no longer cover her entire body after startup, instead only covering her arm, making both attacks less effective at contesting approaches.
Moreover, Palutena's [[special move]]set, previously considered among the most situational in ''Smash 4'', has undergone an overhaul with considerable improvements. Instead of having [[Reflect Barrier]] as her [[side special]] and {{b|Counter|Palutena}} as her [[down special]], both moves have been merged into her down special, which triggers Counter or Reflect Barrier depending on whether the attack it blocks is [[reflect]]able or not, while her new side special is [[Explosive Flame]], previously one of her custom [[neutral special]]s in ''Smash 4''. This effectively gives Palutena an additional move, and makes her the only character alongside the {{SSBU|Mii Fighter}}s to retain a former [[custom move]]. In addition to this, all of her returning special moves have been buffed. [[Autoreticle]]'s shots are faster and deal both more damage and knockback, while Explosive Flame is likewise considerably stronger (KOing opponents reliably at high percents), has much less ending lag, and can be summoned at two different distances depending on control stick input. This greatly improves Palutena's zoning capabilities, allowing her to threaten opponents from diverse positions, and gives her a more defined strength of long ranged attacks that have excellent utility. Lastly, [[Warp]] grants slightly more [[intangibility]], and from her down special, Counter has less startup (no longer being the slowest in the game), a longer window, and less ending lag especially upon a successful counterattack, in addition to dealing more knockback, while Reflect Barrier has a much higher damage multiplier on reflected projectiles.


While she has seen mostly benefits from the revamped game physics, a few changes have also hurt Palutena. Aside from the universal nerfs to grabs, the introduction of [[dash-canceling]] is overall detrimental to her, as it allows many characters to pressure her more effectively, while her grounded moves are still slow compared to her aerial moves. The smaller [[edge#edge sweet spot|edge sweetspots]] render [[Warp]] much easier to intercept and 2-frame, which combined with her less floaty air physics and the changes to air dodges, makes her easier to edgeguard. Most egregiously, however, the removal of custom moves means she is no longer able to utilize them to her advantage to improve her special moveset.
In spite of her myriad of buffs, Palutena did still receive some notable nerfs. Although her full [[neutral attack]] connects more reliably, the first hit can no longer be used for [[jab cancel]] setups at high percents due to its altered knockback. Up tilt has fewer active frames, making it slightly worse as an anti-air attack, while back aerial's invincibility is slower and shorter, preventing it from blocking opposing attacks as consistently, and up aerial has more startup. Additionally, as Reflect Barrier can no longer be triggered on command, it is less effective for preemptively deterring projectile use. However, these nerfs are largely outweighed by the larger and more significant amount of buffs she has received, while other nerfs, such as the increased ending lag on her grabs and reduced [[shield damage]] on her projectiles, have also affected the rest of the cast.


In the end, Palutena's buffs have exponentially improved her predictable, inconsistent offense, and her improved aerial mobility and the revamped gameplay mechanics allow her to take advantage of her streamlined moveset while compensating for most of her nerfs. She now possesses reliable options for most kinds of situations, allowing her to adapt to many kinds of playstyles depending on the opponent. However, her weaker grabs have neutered her defense, and her survivability is slightly worse, which forces her to adapt to the opponents' options through a more offensive playstyle. She also retains some of her weaknesses from ''SSB4'', such as slow grounded attacks, trouble at KOing the opponent, predictable out of shield game, somewhat linear approach, and a mediocre disadvantage state, especially offstage. Game updates have also handed Palutena some impactful nerfs, including the aforementioned nerf to her grab; combined with various characters gaining buffs through said updates, the introduction of DLC characters, and general metagame optimizations, her overall viability is slightly worse than at launch. All in all, however, Palutena is drastically better in ''Ultimate'' than she was in ''SSB4'', being one of the most buffed characters among the returning cast, and a fairly strong choice in competitive play.
Palutena's buffs have improved her standing in ''Ultimate''{{'}}s [[metagame]] by a large margin, with a huge representation at all levels of play, and she has consistently attained high placements in tournaments thanks to players such as {{Sm|Nairo}}, {{Sm|Gen}}, and {{Sm|Zinoto}}. Additionally, unlike other prominent characters in the metagame since the game's release, such as {{SSBU|Peach}}, {{SSBU|Pichu}}, and {{SSBU|Olimar}}, Palutena has not received any drastic nerfs in [[updates]]. As a result, she is widely considered a top tier character by the ''Smash'' community, as well as one of the best characters in the game, if not the best.


{{SSB4 to SSBU changelist|char=Palutena}}
{{SSB4 to SSBU changelist|char=Palutena}}


==Update history==
==Update history==
Likely due to her dominant status during the early metagame, Palutena was nerfed overall via game updates.
Palutena has received a mixture of buffs and nerfs in updates, being somewhat nerfed overall. Update {{SSBU|2.0.0}} made Warp safer to recover with, and reduced her neutral aerial's hitlag, making it harder to SDI. In {{SSBU|3.0.0}}, however, she has been affected by the universal reduction of shield damage for projectiles, and as a result, Autoreticle and Explosive Flame are less effective for shield pressure when used in conjunction. Update {{SSBU|7.0.0}} granted her a mix of buffs and nerfs but nerfed her overall: while down smash and up tilt's last hit are stronger, her notorious neutral aerial has less range in the final hit and down throw has more knockback, worsening her combo potential. Update {{SSBU|11.0.0}} worsened her dash attack and forward aerial's saftey by increasing their endlag and landing lag respectively, and decreased her standing grab range, slightly hindering her grab combo ability. Overall, Palutena still remains a highly viable character, but the game updates have made her perform slightly worse.
 
Update {{SSBU|2.0.0}} made Warp safer to recover with, and reduced neutral aerial's hitlag, making it harder to SDI. In {{SSBU|3.0.0}}, she received an universal nerf to her projectiles' shield damage, on par with the rest of the cast, which made [[Autoreticle]] and [[Explosive Flame]] are less effective for shield pressure when used in conjunction.
 
Update {{SSBU|7.0.0}} granted Palutena a mix of buffs and nerfs, but nerfed her overall; her neutral aerial saw the most nerfs, with its looping hits altered to make them much less effective for drag-down setups and removing its infinite combo on itself on platforms against large characters, and its weaker knockback makes it a much less effective option at high percentages; the latter change did, however, make the move slightly more effective for combos at low to mid percentages. Down throw's increased knockback worsened its combo potential, notably neutering her KO confirm into back aerial. Despite this, her down smash and up tilt's last hit were made stronger.
 
Update {{SSBU|8.0.0}} nerfed her Final Smash by making it easier to avoid due to its slowdown period and range being shortened. {{SSBU|11.0.0}}, however, brought more significant nerfs to her standard moveset; her dash attack and forward aerial were made less safe by increasing their ending lag and landing lag, respectively. Most notably, however, her standing grab's infamous range was shortened considerably; this noticeably worsened her already mediocre out of shield game, and even makes some mispaced attacks harder to punish.
 
Overall, these changes have affected Palutena's viability, as she fares worse than she did at ''Ultimate''{{'}}s launch. However, she still remains a very viable character.


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
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|game=SSBU
|game=SSBU
|neutralcount=2
|neutralcount=2
|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= 
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=0.6% (loop),<br/>3.5% (last)
|neutral2dmg=0.6% (loop),<br/>3.5% (last)
|neutraldesc=Thrusts her staff forward to emit a blast of light from its orb. While holding her staff out, she then proceeds to attack with repeated bursts of light, followed swinging her staff upward to emit a final burst of light. The first hit can lock. The final hit does decent knockback, allowing it to function as a situational KO move. However, it is slow for a neutral attack, due to coming out on frame 8.
|neutraldesc=Thrusts her staff forward, emitting a blast of light from its orb. While holding her staff out, she then proceeds to attack with repeated bursts of light, followed by a final burst from an upward swipe. The first hit can lock. The final hit does decent knockback allowing it to function as a situational KO move. However, it is slow for a neutral attack, coming out on frame 8.
|ftiltname=Circle of Protection ({{ja|守りの環|Mori no Wa}})
|ftiltname= 
|ftiltdmg=6% (hit 1), 7% (hit 2)
|ftiltdmg=6% (hit 1), 7% (hit 2)
|ftiltdesc=Telekinetically spins her staff in front of herself. This move can hits twice altogether if the tail of the staff hits the opponent. Its long duration and range allows it to punish sidesteps and backward rolls. The second hit has slightly more range than that of the first. However it comes out on frame 14, and its long duration and high lag makes it very punishable if missed.
|ftiltdesc=Telekinetically twirls her staff in front of herself, inwards. This move can hits twice altogether if the tail of the staff hits the opponent. Its long duration and range allows it to punish sidesteps and backward rolls. The second hit has slightly more range than that of the first. However it comes out on frame 14, and its long duration and high lag makes it very punishable if missed.
|utiltname=Circle of Heaven ({{ja|天の環|Ten no Wa}})
|utiltname= 
|utiltdmg=1.4% (hits 1-5), 2.5% (hit 6)
|utiltdmg=1.4% (hits 1-5), 2.5% (hit 6)
|utiltdesc=Kneels and telekinetically spins her staff overhead. Unlike her forward and down tilts, it has KO potential due to the high knockback scaling on the last hit. It also has the lowest startup lag of her tilts, coming out on frame 8. However, its long duration and noticeable ending lag make it punishable. It also has a blind spot that makes it almost impossible to hit small or crouching characters like {{SSBU|Kirby}}.
|utiltdesc=Kneels and telekinetically twirls her staff overhead. Unlike her forward and down tilts, it has KO potential due to the high knockback scaling on the last hit. It also has the lowest startup lag of her tilts, coming out on frame 8. However, its long duration and noticeable ending lag make it punishable. It also has a blindspot that makes it almost impossible to hit small or crouching characters like Kirby.
|dtiltname=Circle of Earth ({{ja|地の環|Chi no Wa}})
|dtiltname= 
|dtiltdmg=8.5% (grounded opponents), 5% (aerial opponents)
|dtiltdmg=8.5% (grounded opponents), 5% (aerial opponents)
|dtiltdesc=Kneels and telekinetically spins her staff along the ground in front of her. A good spacing tool, and can even punish sidesteps. Slow startup on frame 14 but a low 12 frames of ending lag and has a long 14 frames duration. If the opponent is hit in the air it will be launched vertically, and it is a semi-spike if it hits opponents on the ground. It is one of the few moves in the game that has a longer duration than ending lag, and because of these attributes combined, it is one of the best moves for edge-guarding and [[2 frame punish]]ing opponents. It also has the lowest ending lag of a move in her movest, even less than the first hit of her neutral attack.
|dtiltdesc=Kneels and telekinetically twirls her staff along the ground in front of herself. A good spacing tool, and can even punish sidesteps. Slow startup on frame 14 but a low 12 frames of ending lag and has a long 14 frames duration. If the opponent is hit in the air it will be launched vertically, and it's a semispike if it hits opponents on the ground. It is one of the few moves in the game that has a longer duration than ending lag, and because of these attributes combined, it's one of the best moves for edgeguarding and 2-framing opponents. It also has the lowest ending lag of a move in her movest, even less than the first hit of her jab.
|dashname=Palutena Shield ({{ja|パルテナシールド|Parutena Shīrudo}})
|dashname= 
|dashdmg=11% (clean), 7% (late)
|dashdmg=11% (clean), 7% (late)
|dashdesc=Charges forward with her shield. Its clean hitbox grants partial [[invincibility]] to Palutena's body and arm (frames 5 and 6 on her upper body, and frames 7-16 on her arm). Her shield also shines briefly, which indicates the duration of its hitbox. Fast start-up on frame 6, although it is unsafe on shield. The clean hit has decent knockback and KOs around 160%.
|dashdesc=Rams into the opponent with her shield. Its clean hitbox grants partial [[invincibility]] to Palutena's body and arm (frames 5 and 6 on her upper body; 7-16 on her arm). Her shield emits a shine, which indicates the duration of its hitbox. Fast startup on frame 6, although it is unsafe on shield. The clean hit has decent knockback and KOs around 160%.
|fsmashname=Palutena God Wing ({{ja|パルテナゴッドウィング|Parutena Goddo Uingu}})
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSBU|16}} (base), {{ChargedSmashDmgSSBU|13}} (tip)
|fsmashdmg={{ChargedSmashDmgSSBU|16}} (base), {{ChargedSmashDmgSSBU|13}} (tip)
|fsmashdesc=Conjures a pair of ethereal wings and flaps them forward. It has excellent range, including a huge windbox near the tips of the wings that can [[push]] away opponents and potentially [[gimp]] recoveries. The tips of the wings are weaker compared to the inner portions. Has quite a bit startup lag at frame 18 (tied with up smash) and very high ending lag with 43 frames, making this move very punishable. Occasionally, Palutena utters "Goddess Wings!" when using this move. Based on the move of the same name used by Palutena in her boss fight in ''{{iw|icaruspedia|Kid Icarus: Uprising}}'' while she is under the control of the {{iw|icaruspedia|Chaos Kin}}.
|fsmashdesc=Conjures a pair of ethereal wings and flaps them forward. Great range. This move has a huge windbox near the tips of the wings that can [[push]] away opponents and potentially [[gimp]] recoveries. The tip of the wings is weaker compared to the inner part. Has quite a bit startup lag at frame 18, tied with up smash, and very high ending lag with 43 frames, making this move very punishable. Occasionally, Palutena utters "Goddess Wings!" when using this move.
|usmashname=Pillar of Light ({{ja|光の柱|Hikari no Hashira}})
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSBU|16}}/{{ChargedSmashDmgSSBU|12}}/{{ChargedSmashDmgSSBU|9}} (clean, base/middle/tip), {{ChargedSmashDmgSSBU|13}}/{{ChargedSmashDmgSSBU|9}}/{{ChargedSmashDmgSSBU|7}} (late)
|usmashdmg={{ChargedSmashDmgSSBU|16}}/{{ChargedSmashDmgSSBU|12}}/{{ChargedSmashDmgSSBU|9}} (clean, base/middle/tip), {{ChargedSmashDmgSSBU|13}}/{{ChargedSmashDmgSSBU|9}}/{{ChargedSmashDmgSSBU|7}} (late)
|usmashdesc=Raises her staff skyward to generate a cyan beam of light that erupts from the ground in front of herself. Has the second highest vertical range of any up smash in the game, surpassed only by {{SSBU|Snake}}'s. The beam has a trio of hitboxes: one at the base, one at the middle, and one at the top. It has a long-lasting 18 frame duration, and unlike her other smash attacks, has a moderate 28 frames of ending lag, making it her most reliable smash attack. However, its long duration and moderate ending lag still make it very punishable if missed or dodged. It also has almost no horizontal range in front of Palutena and without covering her from directly above and behind. It resembles the Palutena Pressure ({{ja|パルテナプレッシャー|Parutena Puresshā}}), an attack in ''Kid Icarus: Uprising'' used by the Chaos Kin-controlled Palutena, and later on by her doppleganger {{iw|icaruspedia|Pseudo-Palutena}}.
|usmashdesc=Raises her staff skyward, conjuring a cyan beam of light that erupts from the ground in front of herself. Has the second highest vertical range of any up smash in the game, surpassed only by {{SSBU|Snake}}'s. The beam has three hitboxes: one at the base, one at the middle, and one at the top. It has a long-lasting 18-frame duration, and unlike her other smash attacks, has a moderate 28 frames of ending lag, making it her most reliable smash attack. However the long duration and moderate ending lag still makes it very punishable if missed or dodged and it has almost no horizontal range in front of Palutena and without covering her from directly above and behind. This is one of his main attacks in ''Kid Icarus Uprising'' when she's controlled by Chaos Kin and Dyntos.
|dsmashname=Squat God Wing ({{ja|スクワットゴッドウィング|Sukuwatto Goddo Uingu}})
|dsmashname=
|dsmashdmg={{ChargedSmashDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|13}} (late)
|dsmashdmg={{ChargedSmashDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|13}} (late)
|dsmashdesc=Conjures a pair of ethereal wings and flaps them downward on both sides. It has very long range. Its clean hitbox has the highest knockback scaling out of her smash attacks. Much like her forward smash, huge windboxes appear near the tips of her wings and has a sourspot at the tip. Much like her forward smash, Palutena occasionally utters "Goddess Wings!" when using this move. Due to coming out on frame 17 and having extreme ending lag (49 frames), it is very easy to punish.
|dsmashdesc=Conjures a pair of ethereal wings and flaps them downward on both sides. It has very long range. Its clean hitbox has the highest knockback scaling out of her smash attacks. Much like her forward smash, huge windboxes appear near the tips of her wings and has a sourspot at the tip. Much like her forward smash, Palutena occasionally utters "Goddess Wings!" when using this move. Due to coming out on frame 17 and having extreme ending lag (49 frames), it is very easy to punish.
|nairname=Omnidirectional Circle ({{ja|四方の環|Yomo no Wa}})
|nairname= 
|nairdmg={{ShortHopDmgSSBU|1.4}} (hits 1-6), {{ShortHopDmgSSBU|5.1}} (hit 7)
|nairdmg={{ShortHopDmgSSBU|1.4}} (hits 1-6), {{ShortHopDmgSSBU|5.1}} (hit 7)
|nairdesc=Telekinetically spins her staff while it is adjacent to her right arm. Has the lowest amount of startup lag in her moveset, coming out on frame 5. Notorious for its ability to effectively combo into itself and into other aerials, being capable of comboing into itself at low percentages until four times, and especially for its importance to Palutena's gameplan thanks to its low ending and landing lag, making it very spammable. It also can easily set up an edge-guard when fast fallen, and due to its high knockback scaling, it has enough knockback to KO middleweights at around 150% on the edge of Final Destination. All of these traits combined make it one of her best moves and is arguably one of the best moves in the game due to its effectiveness. Auto-cancels in a full hop.
|nairdesc=Telekinetically spins her staff around herself. Has the lowest amount of startup lag in her moveset, coming out on frame 5. Notorious for its ability to effectively combo into itself and into other aerials, being capable of comboing into itself at low percents until four times, and especially for its importance to Palutena's gameplan thanks to its low ending and landing lag, making it very spammable. It also can easily set up an edgeguard when fast fallen, and due to its high knockback scaling, it has enough knockback to KO middleweights at around 150% on the edge of Final Destination. All of these traits combined make it one of her best moves and is arguably one of the best moves in the game due to its effectiveness. Autocancels in a full hop.
|fairname=Palutena Kick ({{ja|パルテナキック|Parutena Kikku}})
|fairname= 
|fairdmg={{ShortHopDmgSSBU|10}}
|fairdmg={{ShortHopDmgSSBU|10}}
|fairdesc=A flying kick. It has long disjointed range and is somewhat disjointed, as the hitbox extends beyond Palutena's leg. It has a generous auto-cancel window, doing so in a short hop fast fall, and its decent knockback allows it to edge-guard reliably at high percentages. Comes out on frame 9, but it has high ending lag and a short hitbox duration.
|fairdesc=A flying kick. It has long disjointed range and is somewhat disjointed, as the hitbox extends beyond Palutena's leg. It has a generous autocancel window, doing so in a short hop fast fall, and has decent knockback, allowing it to set up edgeguards at high percents. Comes out on frame 9, but it has high ending lag and a short hitbox duration.
|bairname=Shield Bash ({{ja|シールドバッシュ|Shīrudo Basshu}})
|bairname= 
|bairdmg={{ShortHopDmgSSBU|12}}
|bairdmg={{ShortHopDmgSSBU|12}}
|bairdesc=A backfist with her shield-equipped arm. Much like her dash attack, the clean hitbox grants invincibility around her upper body, and the duration of its hitbox is indicated by a shine. Its invincibility is brief, which is just before the hitbox first comes out (frame 7). Like her forward aerial, it has a generous auto-cancel window, allowing it to autocancel in a short hop fast fall. It has a large hitbox, but is unable to cover Palutena at point-blank range. It also has 40 frames of ending lag, making it very punishable if it is not used close to the ground.
|bairdesc=Rotates her body to slam her shield behind her. Much like her dash attack, the clean hitbox grants invincibility around her upper body, and the duration of its hitbox is indicated by a shine. Its invincibility is brief, which is just before the hitbox first comes out (frame 7). Like her fair, it has a generous autocancel window, allowing it to autocancel in a short hop fast fall. It has a large hitbox, but is unable to cover Palutena at point-blank range. It also has 40 frames of ending lag, making it very punishable if not used close to the ground.
|uairname=Halo ({{ja|後光|Gokō}})
|uairname= 
|uairdmg={{ShortHopDmgSSBU|1}} (hits 1-5), {{ShortHopDmgSSBU|5}} (hit 6)
|uairdmg={{ShortHopDmgSSBU|1}} (hits 1-5), {{ShortHopDmgSSBU|5}} (hit 6)
|uairdesc=Twirls briefly and then emits her halo above herself. Comes out on frame 10, tying it with down aerial for having the slowest start-up of Palutena's aerials. However, it has several hitboxes that grant great coverage above Palutena, and its last hit's respectable power enables it to KO reliably around 110%. Auto-cancels in a full hop.
|uairdesc=Twirls while emitting her halo above her. Comes out on frame 10, and is tied with down aerial for being the slowest start-up of Palutena's aerials. It has several hitboxes that grant great coverage above Palutena. It has good power and can KO reliably around 110%. Autocancels in a full hop.
|dairname=Purging Kick ({{ja|追放キック|Tsuihō Kikku}})
|dairname=Purging Kick
|dairdmg={{ShortHopDmgSSBU|11}}
|dairdmg={{ShortHopDmgSSBU|11}}
|dairdesc=A downward roundhouse kick. Unlike most meteor smashes, it will always meteor smash midair opponents, thanks to its consistent hitbox. It is also fairly fast for a meteor smash, coming out on frame 10. Conversely, it will obliquely launch grounded opponents (grounded opponents in front of Palutena are launched behind her, and vice versa), which allows it to be used as a punishment option from [[out of shield]] when SHFF'd. However, it is unarguably Palutena's worst aerial for a number of reasons. Due to it hitting on frame 10, it is tied with her up aerial for her slowest aerial. It also has the shortest range, duration, and worst auto-cancel window of her aerials (auto-canceling late in a full hop), while its knockback is only average at best for a meteor smash. It also has immense ending lag (47 frames), which is among the laggiest aerials in the game. These traits make it a highly risky, yet only moderately rewarding move, with characters such as {{SSBU|Ivysaur}}, {{SSBU|Luigi}} and {{SSBU|Cloud}} having noticeably better meteor smashes that are similar or even faster in comparison.
|dairdesc=A downward roundhouse kick. Unlike most meteor smashes, it will always meteor smash midair opponents, thanks to its consistent hitbox. It is also fairly fast for a meteor smash, coming out on frame 10. Conversely, it will obliquely launch grounded opponents (grounded opponents in front of Palutena are launched behind her, and vice versa), which allows it to be used as a punishment option from [[out of shield]] when SHFF'd. However it is unarguably Palutena's worst aerial for a number of reasons. Due to it hitting on frame 10, it is tied with her up aerial for her slowest aerial. It also has the shortest range, duration, and worst autocancel window of her aerials (autocanceling late in a full hop), while its knockback is only average for a meteor smash at best. It also has immense ending lag (47 frames) which is among the laggiest aerials in the game. Additionally, it only lasts 2 frames and combined with its lack of vertical reach make it hard to use effectively. This makes it among the hardest to land aerials in the game and as such, makes it a very high risk, but only moderate reward move with characters like {{SSBU|Ivysaur}}, {{SSBU|Luigi}} and {{SSBU|Cloud}} having noticeable better meteor smashes at a similar or even faster speed.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=
|grabdesc=Telekinetically clinches the opponent. Standing grab's range is average, while her pivot grab also has impressive range. However, dash grab has very short range relative to its animation, and all grabs have noticeable ending lag.
|grabdesc=Telekinetically clinches the opponent. Palutena's standing grab range is above-average, while her pivot grab also has impressive range. However, her grab has a noticeable amount of ending lag.
|pummelname=Grab Petit Shock ({{ja|つかみプチショック|Tsukami Puchi Shokku}})
|pummelname= 
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A point-blank burst of light. Average power and speed.
|pummeldesc=Emits a small burst of light.
|fthrowname=Zero-Contact Throw ({{ja|触れない投げ|Sawarenai Nage}})
|fthrowname= 
|fthrowdmg=9%
|fthrowdmg=9%
|fthrowdesc=Curls herself slightly and then telekinetically tosses the opponent forward while throwing out her arms. It is Palutena's second-most damaging throw, but its only utility is as an edge-guard set-up.
|fthrowdesc=Slightly curls herself and then telekinetically pushes the opponent forward while throwing out her arms. It is Palutena's second-most damaging throw, but only has utility as an edgeguard set-up.
|bthrowname=Zero-Contact Reverse Throw ({{ja|触れない逆投げ|Sawarenai Sakanage}})
|bthrowname= 
|bthrowdmg=10%
|bthrowdmg=10%
|bthrowdesc=Telekinetically lifts the opponent and then performs an inverted version of the {{iw|wikipedia|Arabesque|ballet position}} (a ballet position) to fling the opponent backward. It is Palutena's most damaging throw, and her only throw that KOs at reasonable percentages, doing so at around 130% on middleweights on the edge of Final Destination. It is also useful for setting up an edge-guard.
|bthrowdesc=Telekinetically lifts the opponent and then performs an inverted version of the {{s|wikipedia|Arabesque|ballet position}} (a ballet position) to fling the opponent backward. It is Palutena's most damaging throw, and her only throw that KOs at reasonable percentages, doing so at around 130% on middleweights on the edge of Final Destination, and it is also useful for setting up an edgeguard.
|uthrowname=Launch ({{ja|打ち上げ|Uchiage}})
|uthrowname= 
|uthrowdmg=8%
|uthrowdmg=8%
|uthrowdesc=Telekinetically raises the opponent upward with her left arm, and heaves them upward by thrusting her staff upward. Despite having high base knockback, its average damage output and below-average knockback scaling make it unreliable at KOing without the use of a highly elevated [[platform]], while its ending lag makes it unfavorable as a combo starter. As a result, it is better suited for setting up aerial pressure.
|uthrowdesc=Telekinetically raises the opponent upward with her left arm, and heaves them upward by thrusting her staff upward. Despite having high base knockback, its average damage output and below-average knockback scaling make it unreliable at KOing without the use of a highly elevated [[platform]], while its ending lag makes it unfavorable as a combo starter. As a result, it is better suited for setting up aerial pressure.
|dthrowname=Knock Down ({{ja|叩き落とし|Tataki Otoshi}})
|dthrowname= 
|dthrowdmg=5%
|dthrowdmg=5%
|dthrowdesc=Telekinetically lifts the opponent and slams them onto the ground. It is Palutena's most useful throw, thanks to its high base knockback, very low knockback growth, and diagonal launching angle. These traits make it a potent combo starter at a wide range of percentages, being able to set up neutral aerial strings at low to mid percentages (or just combo into any of her aerials), and can even set up for KO confirms into back aerial at high percentages. As of update 7.0.0, however, the latter combo is noticeably more difficult to perform.
|dthrowdesc=Telekinetically lifts the opponent, then slams them onto the ground. It is Palutena's most useful throw, thanks to its high base knockback, very low knockback growth, and diagonal launching angle. Because of this, it is a potent combo starter at a wide range of percents, being able to set up neutral aerial strings at low to mid percents (or just combo into any of her aerials) and can even set up for KO confirms into back aerial at high percents, although after update 7.0.0, this is noticeably more difficult to pull off.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
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|floorbname= 
|floorbname= 
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Swings her staff behind herself and then in front of herself before getting up.
|floorbdesc=Same as her frontal floor attack.
|floortname= 
|floortname= 
|floortdmg=5%
|floortdmg=5%
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|nsname=Autoreticle
|nsname=Autoreticle
|nsdmg=3.5% (per shot)
|nsdmg=3.5% (per shot)
|nsdesc=Illuminates her staff's orb to aim [[icaruspedia:Autoreticle|a reticle over the opponent, and then fires three energy blasts at that location]]. It will only fire the blasts if nothing blocks her target, and if the opponent is within range and not [[intangible]]. The shots can [[lock]], although due to the changes on locking, it has even less use to initiate combos. It can be used as a way for stopping direct approaches and to force an approach. It is also able to hit opponents behind Palutena, such as if she is moving when it fires and if the opponent is at the maximum horizontal range toward her. Although situational, it also has very minor recovery potential, thanks to it briefly stalling her descent. However, it has high ending lag, regardless of whether or not it targets anything. Its very minor knockback also makes it poor for spacing.
|nsdesc=Illuminates her staff's orb to aim [[icaruspedia:Autoreticle|a reticle over the opponent, and then fires three energy blasts at that location]]. It will only fire the blasts if nothing blocks her target, and if the opponent is within range and not [[Intangibility|intangible]]. The shots can [[lock]], although due to the changes on locking, it has even less use to initiate combos. It can be used as a way for stopping direct approaches and to force an approach. It is also able to hit opponents behind Palutena, such as if she is moving when it fires and if the opponent is at the maximum horizontal range toward her. Although situational, it also has very minor recovery potential, thanks to it briefly stalling her descent. However, it has high ending lag, regardless of whether or not it targets anything. Its very minor knockback also makes it poor for spacing.
|ssname=Explosive Flame
|ssname=Explosive Flame
|ssdmg=1.5% (hits 1-6), 5.5% (hit 7)
|ssdmg=1.5% (hits 1-6), 5.5% (hit 7)
|ssdesc=Creates [[icaruspedia:Explosive Flame|a multi-hitting explosion]] approximately 4 character lengths away from herself. If inputted like a smash attack, the explosion hits approximately 7.5 units away. The ability to change its range makes it a decent spacing and zoning tool, as well as an edge-guarding option. This move has good KO potential, thanks to its loop hits reliably trapping the opponent, and its last hit having impressive knockback. However it is very punishable if missed. However, it is safe on shield due to its minimal ending lag.
|ssdesc=Creates [[icaruspedia:Explosive Flame|a multi-hitting explosion]] approximately 4 character lengths away from herself. If inputted like a smash attack, the explosion hits approximately 7.5 spaces away. The ability to change its range makes it a decent spacing and zoning tool, as well as an edge-guarding option. This move has good KO potential, thanks to its loop hits reliably trapping the opponent, and its last hit having impressive knockback. However it is very punishable if missed. However, it is safe on shield due to its minimal ending lag.
|usname=Warp
|usname=Warp
|usdmg=—
|usdmg=—
|usdesc=[[icaruspedia:Warp|Disappears and then reappears]] in a chosen direction. It quickly covers both a respectable amount of vertical distance and a decent horizontal distance while rendering Palutena invisible (frames 16-32). It can also be [[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) and lacks a hitbox to protect her. She also falls faster in this state.
|usdesc=[[icaruspedia:Warp|Disappears and then reappears]] in a chosen direction. It quickly covers both a respectable amount of vertical distance and a decent horizontal distance while rendering Palutena invisible (frames 16-32). It can also be [[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) and lacks a hitbox to protect her.
|dsname=Counter/Reflect Barrier
|dsname=Counter/Reflect Barrier
|dsdmg=1.3× (countered attack)/1.4× (reflected projectile)
|dsdmg=1.3× (countered attack)/1.4× (reflected projectile)
|dsdesc=Palutena uses her shield to retaliate against an opponent's attack. If a physical attack connects, Palutena will [[icaruspedia:Counter|forcefully thrust her staff forward]], creating a blast of light. If a projectile attack connects, she raises her shield to emit [[icaruspedia:Reflect Barrier|a rectangular barrier that reflects]] the projectile.
|dsdesc=Palutena uses her shield to retaliate against an opponent's attack. If a physical attack connects, Palutena will [[icaruspedia:Counter|forcefully thrust her staff forward]], creating a blast of light. If a projectile attack connects, she raises her shield to emit [[icaruspedia:Reflect Barrier|a rectangular barrier that reflects]] the projectile.
|fsname=Black Hole Laser
|fsname=Black Hole Laser
|fsdmg=2.4% (hits 1-12), 12% (final)
|fsdmg=40.8% (maximum damage)
|fsdesc=Illuminates her staff's orb and twirls around repeatedly before firing a {{iw|icaruspedia|Black Hole}} from her staff's orb, after which she quickly retreats off-stage in order to fire a {{iw|icaruspedia|Mega Laser}} into the Black Hole. The Black Hole does not deal damage, but [[pull]]s opponents within a 45 unit radius (about 0.5u smaller than the distance between the platforms of [[Small Battlefield]]) into itself and places them in a [[tumbling]] state. Conversely, the Mega Laser hits multiple times before concluding with a final hit that launches the opponent and dissipates the Black Hole.
|fsdesc=Illuminates her staff's orb and twirls around repeatedly before firing a {{s|icaruspedia|Black Hole}} from her staff's orb, after which she quickly retreats off-stage in order to fire a {{s|icaruspedia|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 hit that launches the opponent and dissipates the Black Hole.
}}
 
===Stats===
 
{{Attributes
| cast=89
| weight=91 | rweight=59-60
| dash=2.035 | rdash=25-27
| run=2.077 | rrun=17
| walk=1.271 | rwalk=17
| trac=0.106 | rtrac=50-54
| airfric=0.01 | rairfric=40-51
| air=1 | rair=59-60
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.105 | raddaccel=1-3
| gravity=0.12 | rgravity=15-20
| fall=1.55 | rfall=53-56
| ff=2.48 | rff=51-54
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=35.9 | rjumpheight=18
| shorthop=17.3 | rshorthop=23-24
| djump=35.9 | rdjump=27
}}
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Palutena English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Walks out of a set of golden doors that are decorated with her halo's design and emit a bright, shining light.
*Walks out of a golden door that is decorated with her halo's design and emits a bright, shining light.
<gallery>
<gallery>
PalutenaOnScreenAppearanceSSBU.gif|Palutena's on-screen appearance.
PalutenaOnScreenAppearanceSSBU.gif|Palutena's on-screen appearance
</gallery>
</gallery>


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*Looks away while crossing her staff and shield in front of herself, during which she briefly emits her halo.
*Looks away while crossing her staff and shield in front of herself, during which she briefly emits her halo.
<gallery>
<gallery>
SSBUPalutenaIdle1.gif|Palutena's first idle pose.
SSBUPalutenaIdle1.gif|Palutena's first idle pose
SSBUPalutenaIdle2.gif|Palutena's second idle pose.
SSBUPalutenaIdle2.gif|Palutena's second idle pose
</gallery>
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Palutena Cheer English SSBU.ogg|center]]||[[File:Palutena Cheer Japanese SSBU.ogg|center]]||[[File:Palutena Cheer Italian SSB4 SSBU.ogg|center]]||[[File:Palutena Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Palutena Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Palutena Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Pa - lu - te - na! || Pa - lu - tena! || Pa - lu - te - na! || Pa - lu - te - na! *claps 2 times* || Pa - lu - te - na!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Palutena Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Palutena Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Palutena Cheer Spanish PAL SSBU.ogg|center]]||[[File:Palutena Cheer Russian SSBU.ogg|center]]||[[File:Palutena Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Paaaaalu - te - na! *claps 6 times* || Paaaaalu - te - na! *claps 5 times* || Paaaaalu - tena! || Palu - tena!
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
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</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
===Most historically significant players===
Since the beginning of ''Ultimate,'' Palutena has always had a very positive reception among the ''Smash'' community, as many top players noticed her considerable buffs from ''Smash 4'' early on and was agreed on as a high tier for much of 2019. However, after {{Sm|Nairo}} won {{Trn|Mainstage}} and {{Trn|Let's Make Big Moves}}, her already strong reception and results have further increased, with strengths such as her notorious neutral aerial, KO confirms from her down throw, and her relatively low learning curve becoming even more apparent, while her few weaknesses are relatively minor. This has to led to nearly all top players to believe she is a top tier, with many claiming she is among the best in the game, alongside {{SSBU|Pikachu}}, {{SSBU|Joker}}, and {{SSBU|Peach}}.
<!--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 -->
 
While she has been nerfed in updates 7.0.0 and 11.0.0, these nerfs have had a relatively minor effect on her viability and she remains an excellent choice in competitive play.
 
However, Palutena's metagame has suffered from a brief period of stagnation due to the ban of her best player, Nairo. Although this ban has been overturned since, he has yet to make an active return to the competitive scene. In his absence, Palutena is now currently represented by players such as {{Sm|Abadango}},  {{Sm|Jagaimo}}, {{Sm|Gen}}, {{Sm|Chag}}, {{Sm|Compact}}, and many more.


''See also: [[:Category:Palutena players (SSBU)]]''
===Notable players===


*{{Sm|Abadango|Japan}} - Played Palutena alongside a variety of other characters throughout his tournament career, most notably using her in the early metagame. He was considered the best Palutena player in Japan when she was one of his primary characters, as he used solo-Palutena to place 2nd at {{Trn|EGS Cup 3}} and primarily Palutena to place 3rd at {{Trn|Sumabato SP 8}} and 7th at {{Trn|Maesuma TOP 2}}. He has since relegated Palutena to a secondary/counterpick character.
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
*{{Sm|Chag|Mexico}} - One of the best Palutena players in the world in the early years of the post-pandemic metagame and one of Mexico's best players during this time. He is most known for placing 5th at {{Trn|Glitch 8.5 - Konami Code}} defeating {{Sm|Maister}} and at {{Trn|Mainstage 2021}} defeating {{Sm|Sparg0}} and {{Sm|Glutonny}}, as well as defeating {{Sm|Tweek}} at {{Trn|Smash Ultimate Summit 4}}.
*{{Sm|Chase|USA}} - Although active in the early metagame, he is best known for his performances in the post-online metagame and is one of the best Palutena players in North America since 2023, most notably placing 7th at {{Trn|MAJOR UPSET}} defeating {{Sm|Ouch!?}} and at {{Trn|Crown the Third}} defeating {{Sm|Tea}} and {{Sm|Light|p=Connecticut}}.
*{{Sm|Gen|USA}} - The second-best Palutena player in North America's early metagame, most notably placing 4th at {{Trn|Defend the North 2019}} defeating {{Sm|Light|p=Connecticut}} and 9th at {{Trn|Glitch 7 - Minus World}} defeating {{Sm|Salem}}. He continued to place well in the post-online metagame, including 9th at {{Trn|Let's Make Big Moves 2023}} and 9th at {{Trn|Let's Make Moves Miami}}, but has attended less majors than before.
*{{Sm|Jagaimo|Japan}} - The best solo-Palutena player in Japan, initially known in-region for strong placements such as 9th at {{Trn|EVO Japan 2020}} and 13th at {{Trn|Umebura SP 7}} in the early metagame. He gained further recognition in 2023, becoming one of the best Palutena players during this time thanks to placements such as 5th at {{Trn|DELTA 4}} defeating {{Sm|Asimo}} and at {{Trn|DELTA 5}} defeating {{Sm|Shuton}}, as well as defeating {{Sm|Miya|p=Honshu}} at {{Trn|Kagaribi 9}}.
*{{Sm|Lui$|USA}} - Picked up Palutena in the online metagame and became one of the best Palutena players in the post-pandemic metagame, particularly in the metagame's early years after placing 5th at both {{Trn|Port Priority 6}} and {{Trn|Low Tide City 2022}} and 7th at both {{Trn|Riptide}} and {{Trn|Mainstage 2022}}. Although less consistent since then, he continues to see noteworthy performances from time-to-time, such as winning {{Trn|Gateway Legends 2023}} and placing 3rd at {{Trn|Don't Park on the Grass 2024}}.
*{{Sm|Nairo|USA}} - The best Palutena player of all-time and the only Palutena player to win a major, having won {{Trn|Suplex City Smash}}, {{Trn|Mainstage}}, and {{Trn|Let's Make Big Moves}}. He is also the only Palutena player ever ranked in the top 10, ranking 4th on the [[Fall 2019 PGRU]]. He has since retired following controversies surrounding his conduct.
*{{Sm|Raflow|France}} - One of the best Palutena players in the world in the post-online metagame who was first known for being the first player to eliminate Glutonny's {{SSBU|Wario}} at a European tournament, doing so at [https://www.start.gg/tournament/d-jo-7/details Dōjo #7]. He has since established himself as one of the best European players in the post-pandemic metagame, having placed 3rd at both {{Trn|Ultimate Fighting Arena 2023}} and {{Trn|King Con}} defeating {{Sm|MkLeo}} in the latter event, 5th at {{Trn|Tera}}, and 17th at {{Trn|GENESIS X}} defeating {{Sm|Miya|p=Honshu}}.


===Tier placement and history===
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.''
Since the beginning of ''Ultimate,'' Palutena has always had a very positive reception among the ''Smash'' community, as many top players noticed her significant buffs from ''SSB4'' early on and was agreed on as a high tier for much of 2019. However, after {{Sm|Nairo}} won {{Trn|Mainstage}} and {{Trn|Let's Make Big Moves}}, her already strong reception and results have further increased, with strengths such as her notorious neutral aerial, KO confirms from her down throw, and her relatively low learning curve becoming even more apparent, while her few weaknesses are relatively minor. This has to led to nearly all top players to believe she is a top tier, with many claiming she is among the best in the game, alongside other characters such as {{SSBU|Pikachu}}, {{SSBU|Joker}}, and {{SSBU|Peach}}.


Although she remained a strong character after her nerfs in updates 7.0.0 and 11.0.0, during the online era her representation briefly stagnated due to her strongest players either dropping the character, performing worse, becoming inactive, or in Nairo's case, retiring; this led some players to question whether Palutena was starting to fall off in a similar vein to {{SSBU|Inkling}}. This opinion, however, did not last long, as following the return of offline competitive play, other Palutena players such as {{Sm|Lui$}}, {{Sm|Chag}}, and {{Sm|Raflow}} picked up steam and saw several notable placements at a national level, completely nullifying the stagnation during the pandemic. As a result, opinions on Palutena had remained largely the same. However, players still believe her nerfs and the adapting meta have noticeably pushed Palutena back a few placements, with most players now just viewing her as a solid top tier and not among the best characters in the game, making her ranked 17th on the first tier list, near the bottom of S- tier. She would rise up a spot on the second and current tier list to 16th place, although due to the restructuring of the tier list, she is now ranked in A tier.
''See also: [[:Category:Palutena professionals (SSBU)]]''
 
====Active====
*{{Sm|Abadango|Japan}} (#24) - Co-mains {{SSBU|Wario}} with Palutena and is considered the best Palutena main in the world after Nairo's ban. Placed 1st at {{Trn|Just Roll With It! 11}}, 2nd at {{Trn|Eastern Powerhouse Invitational FINAL}} and {{Trn|EGS Cup 3}}, 5th at {{Trn|The Kid, the Goat, and the Mang0}}, 7th at {{Trn|2GG: Grand Tour - South Carolina}}, with wins over {{Sm|Kirihara}}, {{Sm|Takera}}, {{Sm|VoiD}}, {{Sm|ProtoBanham}}, {{Sm|Shuton}} and {{Sm|KEN}}.
*{{Sm|BestNess|USA}} (#43) - Uses Palutena as a secondary and placed 2nd at {{Trn|Smashpoint}}, {{Trn|Ascension V}}, {{Trn|Ascension VI}}, and 4th at {{Trn|Crown}} with both {{SSBU|Ness}} and Palutena.
*{{Sm|Chag|Mexico}} - Co-mains Palutena and {{SSBU|Inkling}} and is considered the best Palutena player in Mexico. Placed 3rd at {{Trn|BIT MASTER MTY 5}}, 13th at {{Trn|Smash Factor 8}}, and 33rd at {{Trn|EVO 2019}}.
*{{Sm|Compact|Japan}} - One of the best Palutena players in Japan. Placed 5th at {{Trn|Karisuma SP 7}}, 9th at {{Trn|Karisuma SP 5}}, and 17th at both {{Trn|EVO Japan 2020}} and {{Trn|Sumabato SP 12}}. He has defeated players such as {{Sm|Zackray}}, {{Sm|Nietono}}, {{Sm|DoubleA}}, {{Sm|Atelier}}, {{Sm|Lunamado}}, {{Sm|You3}}, and {{Sm|ikep}}.
*{{Sm|Dabuz|USA}} (#9) - Has a strong Palutena secondary and is considered one of the best Palutena players in the world. Placed 2nd at both {{Trn|Smash at The Paramount}} and {{Trn|Let's Make Moves}}, 4th at both {{Trn|GENESIS 6}} and {{Trn|CEO 2019}}, and 9th at {{Trn|MomoCon 2019}} using Palutena as one of his characters.
*{{Sm|Etsuji|Japan}} (#34) - Has a strong Palutena secondary and is considered one of the best Palutena players in Japan. Placed 2nd at {{Trn|EGS Cup 2}}, 9th at {{Trn|Umebura SP 5}}, and 33rd at {{Trn|Super Smash Con 2019}} with both Palutena and Lucina.
*{{Sm|Frozen|USA}} - One of the best Palutena mains in the world. Placed 3rd at {{Trn|Collision 2019}}, 49th at {{Trn|Frostbite 2019}}, and 13th at {{Trn|Smash at The Paramount}}. Has wins over {{Sm|Cosmos}}, {{Sm|Light|p=Connecticut}}, and {{Sm|Tweek}}.
*{{Sm|Gen|USA}} - One of the best Palutena players in the world. Placed 9th at {{Trn|Glitch 7 - Minus World}}, 13th at {{Trn|Get On My Level 2019}} and {{Trn|Let's Make Big Moves}}, and 17th at {{Trn|Shine 2019}}. Has wins over {{Sm|Light|p=Connecticut}}, {{Sm|Salem}}, and {{Sm|ZD}}.
*{{Sm|Jagaimo|Japan}} - One of the best Palutena players in the world. Placed 4th at {{Trn|Eastern Powerhouse Invitational FINAL}}, 9th at {{Trn|EVO Japan 2020}}, {{Trn|Umebura SP 5}}, {{Trn|Sumabato SP 10}},  and 13th at {{Trn|Umebura SP 7}}. Has wins over {{Sm|Zackray}}, {{Sm|kameme}}, {{Sm|Gackt}}, and {{Sm|Etsuji}}.
*{{Sm|Kie|Japan}} - Tri-mains Palutena with {{SSBU|Peach}} and {{SSBU|Ice Climbers}}. Placed 2nd at {{Trn|Sumabato SP 3}} and 3rd at {{Trn|Sumabato SP 4}} with a win over {{Sm|Raito}}.
*{{Sm|Light|p=Germany|Germany}} - The best Palutena player in Europe. Placed 3rd at {{Trn|Valhalla II}}, 7th at {{Trn|Calyptus Cup Inkstrike}}, and 33rd at {{Trn|Frostbite 2019}}.
*{{Sm|LuiS|Luxembourg}} - The best Palutena player in Luxembourg. Placed 9th at both {{Trn|Tech Republic IV}} and {{Trn|VCA 2019}} as well as 13th at {{Trn|Syndicate 2019}}. He has wins over players such as {{Sm|Meru}} and {{Sm|Oryon}}.
*{{Sm|marisa|UK}} - The best Palutena main in the United Kingdom. Placed 4th at {{Trn|Albion 4}} and 13th at {{Trn|Regen 2019}} with wins over {{Sm|MVD}} and {{Sm|Mr.R}}. Ranked 17th on the [[European Smash Rankings]].
*{{Sm|MuteAce|USA}} - Uses Palutena as a secondary. Placed 5th at {{Trn|Super Ascension}}, 9th at {{Trn|DreamHack Atlanta 2019}}, 17th at {{Trn|Let's Make Big Moves}}, and 25th at {{Trn|Frostbite 2020}} with both Peach and Palutena. Has wins over {{Sm|Samsora}} and {{Sm|Raito}}.
*{{Sm|Mystearica|USA}} - Placed 17th at {{Trn|Let's Make Big Moves}}, 25th at {{Trn|Frostbite 2020}} with solo Palutena, and 13th at {{Trn|Spotlight}} and 65th at {{Trn|GENESIS 7}} in conjunction with {{SSBU|Zelda}}. Has defeated {{Sm|BestNess}}, {{Sm|Lui$}}, and {{Sm|Gomakenpi}} with the character.
*{{Sm|Phantom|USA|p=Connecticut}} - The best Palutena main in New England. Placed 4th at {{Trn|Overclocked Ultimate II}} and 13th at {{Trn|Pound 2019}} with wins over {{Sm|Mr.R}} and {{Sm|Ryuga}}.
*{{Sm|Samsora|USA}} (#2) - Uses Palutena as a secondary. Placed 2nd at {{Trn|Smash Ultimate Summit 2}} using Palutena as one of his characters. Has wins over {{Sm|Nairo}} and {{Sm|MuteAce}}.
*{{Sm|Skilly|USA}} - Placed 9th at {{Trn|Paradigm Shift 2019}} and 33rd at both {{Trn|Frostbite 2019}} and {{Trn|EVO 2019}}.
*{{Sm|Tag|France}} - The best Palutena player in France. Placed 3rd at {{Trn|European SEL Clash}}, 5th at {{Trn|SEL 4: Crêpes Strikes Back}}, 9th at {{Trn|Smash4Glory - Ultimate Edition}}, and 33rd at {{Trn|Albion 4}}. Has wins over {{Sm|Glutonny}}, {{Sm|quiK}}, {{Sm|PeW}}, {{Sm|Ogey}}, {{Sm|Jeda}}, and {{Sm|Oryon}}. Ranked 16th on the [[French Power Rankings]] and 40th on the [[European Smash Rankings]].
*{{Sm|UtopianRay|USA}} - One of the best Palutena mains in the United States. Placed 17th at {{Trn|Glitch 6}}, {{Trn|Frostbite 2019}}, and {{Trn|Pound 2019}}.
*{{Sm|Zinoto|USA}} - Co-mains {{SSBU|Peach}} with Palutena and is considered the best Palutena player in [[Michigan]]. Placed 9th at {{Trn|Heart of Battle}} and 17th at {{Trn|Get On My Level 2019}}.
 
====Inactive====
*{{Sm|Nairo|USA}} (#4) - Formerly the best Palutena player in the world before leaving competitive ''Smash'' due to allegations of sexual misconduct, that have since been proved false. Placed 1st at {{Trn|Mainstage}} and {{Trn|Let's Make Big Moves}}, 2nd at {{Trn|Glitch 6}}, 3rd at {{Trn|Shine 2019}}, 4th at {{Trn|The Big House 9}}, and 5th at {{Trn|Super Smash Con 2019}}.
*{{Sm|The Great Gonzales|USA}} - One of the best Palutena players in the world before switching to {{SSBU|Mr. Game & Watch}}. Placed 3rd at {{Trn|The Scarlet Classic V}}, 13th at {{Trn|Smash 'N' Splash 5}}, and 25th at {{Trn|Collision 2019}}. Has wins over {{Sm|ScAtt}}, {{Sm|Suarez}}, and {{Sm|Tweek}}.


=={{SSBU|Classic Mode}}: A Little Divine Intervention==
=={{SSBU|Classic Mode}}: A Little Divine Intervention==
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|5||{{CharHead|Bayonetta|SSBU|hsize=20px}}||[[Umbra Clock Tower]]||''{{SSBUMusicLink|Bayonetta|Riders Of The Light}}''||
|5||{{CharHead|Bayonetta|SSBU|hsize=20px}}||[[Umbra Clock Tower]]||''{{SSBUMusicLink|Bayonetta|Riders Of The Light}}''||
|-
|-
|6||{{Head|Pit|g=SSBU|s=20px}}{{Head|Pit|g=SSBU|s=20px|cl=Yellow}}{{Head|Pit|g=SSBU|s=20px|cl=Red}} {{SSBU|Pit}} (x3) and {{Head|Dark Pit|g=SSBU|s=20px}}{{Head|Dark Pit|g=SSBU|s=20px|cl=Green}}{{Head|Dark Pit|g=SSBU|s=20px|cl=Brown}} {{SSBU|Dark Pit}} (x3)||[[Palutena's Temple]]||''{{SSBUMusicLink|Kid Icarus|Underworld}}''||Horde Battle (3 at a time).
|6||{{Head|Pit|g=SSBU|s=20px}} {{Head|Pit|g=SSBU|s=20px|cl=Yellow}} {{Head|Pit|g=SSBU|s=20px|cl=Red}} {{SSBU|Pit}} (x3) and {{Head|Dark Pit|g=SSBU|s=20px}} {{Head|Dark Pit|g=SSBU|s=20px|cl=Green}} {{Head|Dark Pit|g=SSBU|s=20px|cl=Brown}} {{SSBU|Dark Pit}} (x3)||[[Palutena's Temple]]||''{{SSBUMusicLink|Kid Icarus|Underworld}}''||Horde Battle
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
Line 331: Line 266:
|}
|}


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


[[Credits]] roll after completing Classic Mode. Completing it as Palutena has ''{{SSBUMusicLink|Kid Icarus|Destroyed Skyworld}}'' accompany the credits.
[[Credits]] roll after completing Classic Mode. Completing it as Palutena has ''{{SSBUMusicLink|Kid Icarus|Destroyed Skyworld}}'' accompany the credits.
Line 364: Line 299:
|''{{SSBUMusicLink|Kid Icarus|Destroyed Skyworld}}''
|''{{SSBUMusicLink|Kid Icarus|Destroyed Skyworld}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]==
==[[Spirit]]==
Palutena's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Palutena. It is also available periodically for purchase in the shop for 300 Gold, but only after Palutena has been unlocked. Unlocking Palutena in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Her fighter spirit has an alternate version that replaces it with her artwork in ''Ultimate''.
Palutena's fighter spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Palutena in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''.


<center>
<center>
Line 375: Line 310:
</center>
</center>


==In Spirit Battles==
==In Spirit battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
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|•The enemy is easily distracted by items
|•The enemy is easily distracted by items
|{{SSBUMusicLink|Animal Crossing|The Roost - Animal Crossing: Wild World}}
|{{SSBUMusicLink|Animal Crossing|The Roost - Animal Crossing: Wild World}}
|
|{{iw|nookipedia|Serena}}
|-
|-
|957
|957
Line 704: Line 639:
SSBU Palutena Number.png|Palutena's fighter card.
SSBU Palutena Number.png|Palutena's fighter card.
Palutena unlock notice SSBU.jpg|Palutena's unlock notice.
Palutena unlock notice SSBU.jpg|Palutena's unlock notice.
Palutena SSBU No Halo.png|Palutena's first official artwork for ''Ultimate'', shown in E3 2018.
SSBUWebsitePalutena1.jpg|Idling on [[Coliseum]].
SSBUWebsitePalutena1.jpg|Idling on [[Coliseum]].
SSBUWebsitePalutena2.jpg|Palutena summoning [[Explosive Flame]] on [[Skyloft]].
SSBUWebsitePalutena2.jpg|Palutena summoning [[Explosive Flame]] on [[Skyloft]].
Line 717: Line 651:
</gallery>
</gallery>


===Fighter Showcase Video===
===Character Showcase Video===
{{#widget:YouTube|id=0yD_B4ZkdME}}
{{#widget:YouTube|id=0yD_B4ZkdME}}


==Trivia==
==Trivia==
*Palutena is the only character to have two previously separate special moves ([[Counter (Palutena)|Counter]] and [[Reflect Barrier]]) consolidated into a single special move slot.
*Palutena is the only character to have two previously separate moves merge into one, being Counter and Reflect Barrier.
*Palutena's artwork was one of three to have been updated on the official site, alongside {{SSBU|Falco}} and {{SSBU|Shulk}}. Compared to [[:File:Palutena_SSBU_No_Halo.png|her original artwork]], her halo was added, her chiton now covers up more of her thigh, her hair became a brighter green, her lips were shrunk, and her eyes were enlarged. Overall, these changes make it more consistent with the official artwork from both [[:File:Palutena Uprising.png|''Kid Icarus: Uprising'']] and [[:File:Palutena SSB4.png|''Super Smash Bros. 4'']] (especially the latter), as well as her in-game model.
*Palutena's artwork was one of three to have been updated on the official site, alongside {{SSBU|Falco}} and {{SSBU|Shulk}}. Compared to [[:File:Palutena_SSBU_No_Halo.png|her original artwork]], her halo was added, her chiton now covers up more of her thigh, her hair became a brighter green, her lips shrank, and her eyes grew. Overall, these changes make it more consistent with the official artwork from both [[:File:Palutena Uprising.png|''Kid Icarus: Uprising'']] and [[:File:Palutena SSB4.png|''Smash 4'']] (especially the latter), as well as her in-game model.
*Due to age rating issues, the slit in her chiton was changed to cover up more of her thigh beginning in update 1.0.6. for the Japanese version of ''SSB4''. This change was retained in ''Super Smash Bros. Ultimate'', including all international versions.
*Due to age rating issues, the slit in her chiton was changed to cover up more of her thigh beginning in the 1.0.6. update for Japanese releases of ''SSB4''. This change was retained in ''Ultimate'', including all international versions.
**While her official artwork depicts the top of the chiton's slit as fused together, it appears to be stitched together on her in-game model.
**While her official artwork depicts the top of the chiton's slit as fused together, it appears to be stitched together on her in-game model.
**As Palutena's Fighter Spirit artwork uses an unaltered illustration from ''Kid Icarus: Uprising'', it depicts her chiton still revealing most of her thigh. This is probably an oversight, as the spirits for {{iw|fireemblemwiki|Camilla}} from ''{{iw|fireemblemwiki|Fire Emblem Fates}}'' and {{SSBU|Mythra}} from ''Xenoblade Chronicles 2'' had modified artwork to be less provocative.
**As Palutena's Fighter Spirit artwork uses an unaltered illustration from ''Kid Icarus: Uprising'', it depicts her chiton still revealing most of her thigh. This is probably an oversight, as the Spirits for Camilla from ''Fire Emblem: Fates'' and Mythra from ''Xenoblade Chronicles 2'' had modified artwork to be less provocative.
***This oversight appears to be shared with the Fighter Spirits for {{SSBU|Bayonetta}}, female {{SSBU|Corrin}}, and {{SSBU|Pyra}}, who likewise use unaltered artwork from their games of origin, but have had censorship applied to them in their playable forms.
***This oversight appears to be shared with the Fighter Spirits for {{SSBU|Bayonetta}} and female {{SSBU|Corrin}}, who likewise use unaltered artwork from their games of origin, but have had censorship applied to them in their playable forms.
*Palutena is one of the last characters to unlock. She's the last unlockable character in {{SSBU|Kirby}}'s Classic Mode column, she is the final opponent in the timed encounters, and in World of Light, she is in the Final Battle map.
*Palutena is one of the last characters to unlock. She's the last unlockable character in {{SSBU|Kirby}}'s Classic Mode column, she is the final opponent in the timed encounters, and in World of Light, she is in the Final Battle map.
*An interview with [[Masahiro Sakurai]] revealed that Palutena and Bayonetta were under consideration to survive Galeem's attack in the World of Light opening, but were ultimately turned down in favor of {{SSBU|Kirby}}. Sakurai stated that this was due to Palutena and Bayonetta's playstyles being very complex for beginners, as well as how other characters from their respective universes were also turned into spirits, stating that Palutena couldn't do anything to escape as all other ''Kid Icarus'' deities like Hades were also turned into spirits.
**Despite this, there is a convoluted way that can make Palutena the 3rd unlockable character that the player encounters. If the player takes the northern route in World of Light, unlocks {{SSBU|Sheik}}, then heads west to unlock {{SSBU|Lucas}}, they could complete Classic Mode as Lucas to unlock Palutena.
**Both Palutena and Bayonetta are on the Final Battle map, appearing as the final pair of fighters to be encountered. This implies that Galeem (and eventually Dharkon) knew how threatening Palutena and Bayonetta were (Palutena being a goddess and Bayonetta's slaughter of two gods) to his plans, and thus kept them as a last resort.
*An interview with [[Masahiro Sakurai]] revealed that Palutena and Bayonetta were under consideration to survive Galeem's attack in the World of Light opening. They were turned down in favor of {{SSBU|Kirby}}, due to both fighters being very complex characters to use for beginners and that other characters of their series were also turned into spirits, stating that Palutena couldn't do anything to escape as all other ''Kid Icarus'' deities like Hades were also turned into spirits.
**Both Palutena and Bayonetta are in the Final Battle map, appearing as the last of all fighters. This implies that Galeem (and eventually Dharkon) knew how big of a threat Palutena and Bayonetta were (Palutena being a Goddess, and Bayonetta's slaughter of two gods) to his plans, so he kept them as a last resort.
**Despite using Hades as an example, his spirit does not appear in World of Light at all.
**Despite using Hades as an example, his spirit does not appear in World of Light at all.
*Prior to update 8.0.0, Palutena's unique voice clip when winning against Pit ("Oh, so sorry about that, Pit.") was missing in the [[Sound Test]]. She shares this distinction with {{SSBU|Fox}}, {{SSBU|Wolf}}, {{SSBU|Simon}}, and {{SSBU|Lucina}}.
*Prior to update 8.0.0, Palutena's unique voice clip when winning against Pit ("Oh, so sorry about that, Pit.") was missing in the [[Sound Test]]. She shares this distinction with {{SSBU|Fox}}, {{SSBU|Wolf}}, {{SSBU|Simon}}, and {{SSBU|Lucina}}.
*Palutena is the only ''Kid Icarus'' character to not fight alongside a CPU ally in the final round of her route.
*Palutena is the only ''Kid Icarus'' character to not fight alongside a CPU ally in the final round of her route.
*Oddly, Palutena does not vanish when performing a directional [[air dodge]] despite the sound effects playing. She shares this oddity with {{SSBU|Rosalina & Luma}} and {{SSBU|Greninja}}.
*Oddly, Palutena does not vanish when performing a directional [[air dodge]] despite the sound effects playing. She shares this oddity with {{SSBU|Rosalina & Luma}} and {{SSBU|Greninja}}.
*Oddly, Palutena's internal files of voice clips for her smash attacks use the same 3-number codes (e.g. "003" in the case of "Goddess wings!" voice clip) used for special moves, Final Smashes, and [[on-screen appearance]]s of characters whose voice clips are ported from ''[[Super Smash Bros. Brawl]]'' (including partial ones like {{SSBU|Sonic}}), as well as few other characters such as Kirby, {{SSBU|Ness}}, {{SSBU|King Dedede}}, {{SSBU|Lucario}}, {{SSBU|Robin}}, and Rosalina & Luma, instead of using the "attack" descriptor that smash attacks usually share with neutral attack, tilt attacks, dash attack, aerial attacks, and floor attacks. This was also present in ''SSB4''. {{SSBU|Daisy}} shares a similar, albeit not entirely the same oddity with her on-screen appearance and [[Daisy Bomber]].
*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 characters whose voice clips are ported from ''[[Super Smash Bros. Brawl]]'' (including partial ones like {{SSBU|Sonic}}), as well as few other characters such as Kirby, {{SSBU|Ness}}, {{SSBU|King Dedede}}, {{SSBU|Lucario}}, {{SSBU|Robin}}, and Rosalina & Luma, instead of using the "attack" descriptor that smash attacks usually share with neutral attack, tilt attacks, dash attack, aerial attacks, and floor attacks. This was also present in ''Smash 4''. {{SSBU|Daisy}} shares a similar (but not entirely the same) oddity with her on-screen appearance and [[Daisy Bomber]].
**In King Dedede's case, this does not apply to voice clips for [[Dede-Rush]]; and in Robin's case, this only applies to the voice clip used when his tomes are broken.
**In King Dedede's case, this does not apply to voice clips for [[Dede-Rush]]; and in Robin's case, this only applies to the voice clip used when his tomes are broken.


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