Palutena (SSB4): Difference between revisions
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{{MovesetTable | {{MovesetTable | ||
|game=SSB4 | |game=SSB4 | ||
|neutralname= | |neutralname= | ||
|neutralcount=1 | |neutralcount=1 | ||
|neutralinf=y | |neutralinf=y | ||
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|neutralinfdmg=1% (loop), 3% (last) | |neutralinfdmg=1% (loop), 3% (last) | ||
|neutraldesc=Holds her staff out and releases a multi-hit flash from the orb before knocking the enemy away with an upwards swipe. Long range and Palutena's best ground attack. It is useful for spacing. When jab canceled, she can combo into grabs or another jab at low percent, and back aerial and up smash at very high percents. Finishing hit has decent power, but long ending lag. | |neutraldesc=Holds her staff out and releases a multi-hit flash from the orb before knocking the enemy away with an upwards swipe. Long range and Palutena's best ground attack. It is useful for spacing. When jab canceled, she can combo into grabs or another jab at low percent, and back aerial and up smash at very high percents. Finishing hit has decent power, but long ending lag. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=6% (staff head), 4% (staff tail) | |ftiltdmg=6% (staff head), 4% (staff tail) | ||
|ftiltdesc=Makes her staff spin in the air in front of her, hitting the enemy up to three times. Long duration, good range, and can be used to punish spot-dodges and rolls. However, it leaves her vulnerable to other attacks due to its long duration. | |ftiltdesc=Makes her staff spin in the air in front of her, hitting the enemy up to three times. Long duration, good range, and can be used to punish spot-dodges and rolls. However, it leaves her vulnerable to other attacks due to its long duration. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=1.2% (loop hits), 2.5% (last hit staff head), 1.5% (last hit staff tail) | |utiltdmg=1.2% (loop hits), 2.5% (last hit staff head), 1.5% (last hit staff tail) | ||
|utiltdesc=Kneels and makes her staff spin in the air above her, hitting the enemy up to seven times. Long duration and decent vertical range. When she performs this attack, Palutena's hitbox becomes very low, allowing her to stop most aerials above her, especially poorly executed stall-then-fall attacks like Bowser's [[Bowser Bomb]]. It also can be used for punishing the opponent's air dodge. However, like her forward tilt, it leaves her vulnerable to other attacks due to its long duration (though it comes out faster than her forward tilt). It also has little horizontal range. Good KO potential at very high percents, usually starting at 145%. | |utiltdesc=Kneels and makes her staff spin in the air above her, hitting the enemy up to seven times. Long duration and decent vertical range. When she performs this attack, Palutena's hitbox becomes very low, allowing her to stop most aerials above her, especially poorly executed stall-then-fall attacks like Bowser's [[Bowser Bomb]]. It also can be used for punishing the opponent's air dodge. However, like her forward tilt, it leaves her vulnerable to other attacks due to its long duration (though it comes out faster than her forward tilt). It also has little horizontal range. Good KO potential at very high percents, usually starting at 145%. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=8.5% (staff head), 5% (staff tail) | |dtiltdmg=8.5% (staff head), 5% (staff tail) | ||
|dtiltdesc=Makes her staff spin along the ground in front of her. It is her fastest tilt, and it can be interrupted noticeably earlier than her other tilts. Great spacing tool and can be used to catch spot dodgers and rolls. Good for ledgeguarding. It has less vertical range than her forward tilt. | |dtiltdesc=Makes her staff spin along the ground in front of her. It is her fastest tilt, and it can be interrupted noticeably earlier than her other tilts. Great spacing tool and can be used to catch spot dodgers and rolls. Good for ledgeguarding. It has less vertical range than her forward tilt. | ||
|dashname= | |dashname= | ||
|dashdmg=9% (clean), 5% (late) | |dashdmg=9% (clean), 5% (late) | ||
|dashdesc=Bashes the enemy with her shield. The shield can block attacks due to the attack having [[invincibility frame]]s (12 frames). Large hitbox. Can be used to catch landing opponents and combo into other moves if read the opponents reaction. However, it has long endlag. Has a decent KO potential at very high percentage, starting at 150%. | |dashdesc=Bashes the enemy with her shield. The shield can block attacks due to the attack having [[invincibility frame]]s (12 frames). Large hitbox. Can be used to catch landing opponents and combo into other moves if read the opponents reaction. However, it has long endlag. Has a decent KO potential at very high percentage, starting at 150%. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSB4|16}} (near), {{ChargedSmashDmgSSB4|13}} (far) | |fsmashdmg={{ChargedSmashDmgSSB4|16}} (near), {{ChargedSmashDmgSSB4|13}} (far) | ||
|fsmashdesc=Creates ethereal wings and swings them in front of herself. Comes out quickly and has has high knockback and long horizontal range, giving it great KO potential. Has a sourspot near the tip of the wings, which deals less knockback. It also has a windbox at the tip of the wings that can autospace this move if it fails, and to gimp some some recoveries. High ending lag (47 frames). Can KO at 100%. | |fsmashdesc=Creates ethereal wings and swings them in front of herself. Comes out quickly and has has high knockback and long horizontal range, giving it great KO potential. Has a sourspot near the tip of the wings, which deals less knockback. It also has a windbox at the tip of the wings that can autospace this move if it fails, and to gimp some some recoveries. High ending lag (47 frames). Can KO at 100%. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|16}} (bottom), {{ChargedSmashDmgSSB4|12}} (middle), {{ChargedSmashDmgSSB4|9}} (top) | |usmashdmg={{ChargedSmashDmgSSB4|16}} (bottom), {{ChargedSmashDmgSSB4|12}} (middle), {{ChargedSmashDmgSSB4|9}} (top) | ||
|usmashdesc=Conjures a blue beam of light from the ground in front of her, firing it high up into the air. It has the highest range of any up smash in the game, and it comes out quickly along with having great KO potential. Excellent for edgeguarding. Can be used in a conjunction with a down throw by reading opponent's air dodge. However, it has thin horizontal range and high ending lag (though it is her smash attack with the least endlag at 42 frames). Can KO at 100%. | |usmashdesc=Conjures a blue beam of light from the ground in front of her, firing it high up into the air. It has the highest range of any up smash in the game, and it comes out quickly along with having great KO potential. Excellent for edgeguarding. Can be used in a conjunction with a down throw by reading opponent's air dodge. However, it has thin horizontal range and high ending lag (though it is her smash attack with the least endlag at 42 frames). Can KO at 100%. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|15}} (clean), {{ChargedSmashDmgSSB4|13}} (late) | |dsmashdmg={{ChargedSmashDmgSSB4|15}} (clean), {{ChargedSmashDmgSSB4|13}} (late) | ||
|dsmashdesc=Creates ethereal wings and flaps them down on either side of her. It also has a windbox at the tip of the wings that can autospace this move if it fails, and to gimp some some recoveries. High knockback. Can be used to catch rolls. Very high ending lag (being her smash attack with the most endlag at 52 frames) and it is less safe than her forward smash. It KOs at 114% and sends opponents vertically if clean, though it KOs at 145% and sends opponents at a semi-spike when late. | |dsmashdesc=Creates ethereal wings and flaps them down on either side of her. It also has a windbox at the tip of the wings that can autospace this move if it fails, and to gimp some some recoveries. High knockback. Can be used to catch rolls. Very high ending lag (being her smash attack with the most endlag at 52 frames) and it is less safe than her forward smash. It KOs at 114% and sends opponents vertically if clean, though it KOs at 145% and sends opponents at a semi-spike when late. | ||
|nairname= | |nairname= | ||
|nairdmg=1.5% (loop hits), 4% (last hit) | |nairdmg=1.5% (loop hits), 4% (last hit) | ||
|nairdesc=Spins her staff around her. The first four hits have the [[autolink angle]], which can potentially trap opponents in the rest of the attack. Good for pressuring opponents on platform above and catching out of air dodge. Can combo into aerial or ground attacks at low percentage. | |nairdesc=Spins her staff around her. The first four hits have the [[autolink angle]], which can potentially trap opponents in the rest of the attack. Good for pressuring opponents on platform above and catching out of air dodge. Can combo into aerial or ground attacks at low percentage. | ||
|fairname= | |fairname= | ||
|fairdmg=7% | |fairdmg=7% | ||
|fairdesc=Dropkicks in front of herself. Long horizontal hitbox and low landing lag. Good spacing tool and can combo into grabs and other attacks. It can also be auto-cancelled from SHFF. It is less safe on shield since it delivers less shield stun. | |fairdesc=Dropkicks in front of herself. Long horizontal hitbox and low landing lag. Good spacing tool and can combo into grabs and other attacks. It can also be auto-cancelled from SHFF. It is less safe on shield since it delivers less shield stun. | ||
|bairname= | |bairname= | ||
|bairdmg=12% (shield), 9% (arm) | |bairdmg=12% (shield), 9% (arm) | ||
|bairdesc=Hits with her shield behind herself. The shield can block attacks due to the attack granting her invincibility frames (8 frames). Good for edgeguarding and can beat out most aerial attacks and certain projectiles. Comes out faster than her forward air, it has low landing lag and can be auto-cancelled from a short hop. However, it is easy to miss if the opponents is too close to Palutena since it does not have a hitbox around her. | |bairdesc=Hits with her shield behind herself. The shield can block attacks due to the attack granting her invincibility frames (8 frames). Good for edgeguarding and can beat out most aerial attacks and certain projectiles. Comes out faster than her forward air, it has low landing lag and can be auto-cancelled from a short hop. However, it is easy to miss if the opponents is too close to Palutena since it does not have a hitbox around her. | ||
|uairname= | |uairname= | ||
|uairdmg=1% (loop hits), 5% (last hit) | |uairdmg=1% (loop hits), 5% (last hit) | ||
|uairdesc=Spins, and lifts her staff upward, hitting up to five times. The first four hits have the autolink angle, which can potentially trap opponents in the rest of the attack. Long duration and can be used to pressure aerial opponents above her. Has a great KO potential at high percentage. However, it has fairly high ending lag (24 frames). Interestingly enough, this attack has more interruptible frames than auto-canceling frames, as if she uses this attack in certain distance above the ground, even if she finished using this move, she'll suffer from high ending lag, meaning it cannot be auto-cancelled at all. This can, however, be avoided by using other attack with lower ending lag before she hits the ground (like forward air). Has weak meteor properties when fast-falling, making it possible to combo into another grab at low percentages despite its ending lag. | |uairdesc=Spins, and lifts her staff upward, hitting up to five times. The first four hits have the autolink angle, which can potentially trap opponents in the rest of the attack. Long duration and can be used to pressure aerial opponents above her. Has a great KO potential at high percentage. However, it has fairly high ending lag (24 frames). Interestingly enough, this attack has more interruptible frames than auto-canceling frames, as if she uses this attack in certain distance above the ground, even if she finished using this move, she'll suffer from high ending lag, meaning it cannot be auto-cancelled at all. This can, however, be avoided by using other attack with lower ending lag before she hits the ground (like forward air). Has weak meteor properties when fast-falling, making it possible to combo into another grab at low percentages despite its ending lag. | ||
|dairname= | |dairname= | ||
|dairdmg=9% | |dairdmg=9% | ||
|dairdesc=Kicks in an arc below herself, meteor smashing anyone below her. This attack has no late hits, meaning it will always meteor smash. Can be used for out of shield. However, it lasts for only one frame and it has very low range, making it difficult to land, as well as long ending lag, though it doesn't have high landing lag. | |dairdesc=Kicks in an arc below herself, meteor smashing anyone below her. This attack has no late hits, meaning it will always meteor smash. Can be used for out of shield. However, it lasts for only one frame and it has very low range, making it difficult to land, as well as long ending lag, though it doesn't have high landing lag. | ||
|grabname= | |grabname= | ||
|grabdesc=Holds her staff vertically in front of herself, magically trapping the enemy. Fairly large grab range, though it has some ending lag. | |grabdesc=Holds her staff vertically in front of herself, magically trapping the enemy. Fairly large grab range, though it has some ending lag. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3.1% | |pummeldmg=3.1% | ||
|pummeldesc=Blasts the enemy with light. A bit slow, though fairly damaging. | |pummeldesc=Blasts the enemy with light. A bit slow, though fairly damaging. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=9% | |fthrowdmg=9% | ||
|fthrowdesc=Pushes the enemy away with her magic. It is Palutena's weakest throw in terms of knockback, though it can be used to throw opponents off the ledge for an edgeguard. | |fthrowdesc=Pushes the enemy away with her magic. It is Palutena's weakest throw in terms of knockback, though it can be used to throw opponents off the ledge for an edgeguard. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=10% | |bthrowdmg=10% | ||
|bthrowdesc=Kicks the enemy in a 180 degree angle behind herself. Launches at the Sakurai angle. It is her strongest throw, and it can KO at high percents depending on weight, rage, staleness and DI. However, due to the angle it launches opponents away, it is easily DI'd to avoid getting KOd. | |bthrowdesc=Kicks the enemy in a 180 degree angle behind herself. Launches at the Sakurai angle. It is her strongest throw, and it can KO at high percents depending on weight, rage, staleness and DI. However, due to the angle it launches opponents away, it is easily DI'd to avoid getting KOd. |
Revision as of 15:49, August 2, 2015
Palutena in Super Smash Bros. 4 | |
---|---|
Universe | Kid Icarus |
Availability | Starter |
Final Smash | Black Hole Laser |
“ | Palutena Alights! | ” |
—Introduction Tagline |
Palutena (パルテナ, Palutena) is a character from the Kid Icarus series. She was confirmed as a playable fighter alongside the Mii Fighters and Pac-Man in Super Smash Bros. 4 during E3 2014 on June 10th, 2014. She fights using powers she would grant Pit (and other angels in the multiplayer) in Kid Icarus: Uprising.
In her appearance in SSB4, respectively, she is voiced in Japanese by Aya Hisakawa (who reprises her role from Uprising) and in English by Brandy Kopp (who replaces Ali Hillis in that sense, due to her not being available at the time).
Attributes
Palutena is a lightweight character with low air speed and below-average falling speed. She also suffers from a combination of being tall and relatively light, making her susceptible to knockback. However, Palutena has an above average walking speed and a very fast dashing speed (being the 11th fastest dasher).
Palutena's moveset notably varies when using her in the air or on the ground. As said above, she has a good walking and a very fast dashing speed, along with high traction, which give her a solid ground movement, and she also has a decent perfect pivot (having a value of 3.5). Her ground attacks mostly involve the use of her staff or light-based moves, meaning all her ground moves are disjointed, however, they have some ending lag. Her jab is her best ground attack since it has long range for a jab and it has pretty good damage racking capabilities, along with decent power. It can also be jab cancelled quite early, letting it combo into a grab, another jab, or a back air or up smash at very high percents. All of her tilt attacks are, in general, long-lasting but have very poor frame date and limited utility. Her side tilt covers a big hitbox in front of her while doing low damage and multiple hits, though its long duration makes it hard to use properly. Her up tilt is a multi-hitting move that can add pressure to landing opponents, and like her forward tilt, it deals low damage; however, it has a lower duration than her forward tilt and has higher KO potential. Her down tilt is her fastest tilt: while it's stronger and has less ending lag than her forward tilt, it has relatively slow startup. It's also her fastest spacing tool; since it isn't as laggy, it can't be punished as easily as the others, as well as being easily interruptible, although it still has some prolonged duration. Her smash attacks all have a notable amount of range, having disjointed hitboxes, and two of them having windboxes at the tip, but since all of them have long ending lag, they can be easily punished if not spaced correctly. Finally, her dash attack, while having long ending lag, is very powerful and renders her with invincibility frames that last almost as long as the hitbox remains active. If timed correctly, it lets her "counter" many enemy attacks regardless of their strength like Ganondorf's up tilt.
Palutena's style in the air is very different from her style on foot, since most of her moves have lower range but higher speed. Her neutral and up aerial can be used for racking up damage and KOing; and since it also has decent knockback, it can combo into other moves (and itself) at low percentages. Her down aerial can be used as a spike for catching an opponent off guard; it also has low startup but a notable amount of ending lag. However, her most important moves in the air are her forward and back aerials, which are her fastest aerials. Her forward air is very fast and has long range along with relatively low ending lag, and it can SHFF, giving it good combo potential. Her back aerial hass less range than her forward air, but it comes out slightly faster, and it can KO opponents near the edge. However, its biggest feat is that it has invincibility frames, letting her cancel out aerial attacks and "counter" them when spaced correctly.
Palutena's grab game is fairly good, having some useful throws to keep control of the match. Her grab can be comboed from a jab or an auto-cancelled forward aerial (at low percents), and her grab range is pretty large for a non-tether grab, though it has noticeable ending lag. Her pummel, while being a bit slow, does high damage for a pummel, making it one of the best pummels in the game. Her forward throw doesn't have a lot of knockback, but it can be used to put opponents off the stage for an edgeguard, and it can also lead into Autorecticle if properly timed. Her up throw sends opponents above Palutena, and as she has a fairly good air game, she can pressure opponents for aerial attacks or for landing into a possible up tilt. Her back throw is her strongest throw and it can KO at high percents, usually starting at 150%, though due to it launching opponents at the Sakurai angle and not being as powerful as other throws of its nature, it can be easily DI'd to avoid a KO. Her down throw is her best throw as it sends opponents on a favorable angle for combos; it can combo into a forward aerial, neutral aerial or a RAR back aerial at low percents, an up smash or an up aerial at high percents, or a down aerial near the ledge.
Palutena's specials can be very versatile if used correctly. Her neutral special, Autoreticle, while being easy to avoid and having a long duration and ending lag, can be used as a way for stopping direct approaches. When short hopped and B-reversed, this move can be harder to avoid and punish, it is also able to hit behind Palutena and be used for jab locks, though this can be tricky to do, depending on the opponents position. It can also be used to avoid getting gimped since it stalls her mid-air. Her side special, Reflect Barrier, can deal 5% if the opponent is too close while piercing shields and can reflect projectiles; while also covering a good range in front of her and keeping its momentum forward. It can also stop attacking opponents on their tracks for a punish. Her up special, Warp, while not having a hitbox (which renders her vulnerable before recovering), is a good ranged teleport recovery that can be angled. However, it can be ledge-cancelled easier than other teleports, which allows Palutena to act almost immediately out if it. This can be used as a strategy technique, as it allows her to quickly move throughout the stage, allowing for stage control, positioning, retreating, movement and getting out of juggles. While her down special, Counter, is a counter with decent knockback and a higher damage multiplier than many other counter type moves, its slow speed on execution, high ending lag and low range makes it very punishable, making it situational.
Overall, Palutena, particularly with her default moveset, is a defensive-minded character, with useful and fast movement options thanks to her abilities with her very fast ground speed and up special. She possesses both a reflector and a counter, allowing her to deal with both aggressive and camping foes, but she lacks ground attacks with quick execution outside her jab, meaning she must look for gaps in the opponent's strategy to press the offensive, though it is relatively easy to do it, and her ground movement is still able to close in order to make this easier. However, she can still be a very offensive character, since when her fast moves are used correctly along with her ground speed, she can force the opponent for defensive options, making her ground moves useful for punishing these properly. Palutena generally suffers from somewhat high ending lag overall on her ground moves, along with KO problems, as her smashes have very long punishable ending lag, up aerial being avoidable and punishable, and other attacks that aren't that powerful and require proper spacing, as well as a considerably laggy grab should it miss. She is also prone to be juggled due to her below-average falling speed and high gravity as her anti-juggling options are downright bad outside Warp.
With customs turned on, Palutena gets significant amount of approach, mix-ups, recovery, and follow up options. Most notably, with the proper use of Super Speed and Lightweight customs as a recovery, Palutena will have one of the best recoveries in the game when combined with Warp or Jump Glide. Although Palutena takes more damage under Lightweight effect, her speed and jumping are increased, improving her off stage game. It also addresses her KO problems from her up aerial. She can nearly guarantee landing her KO set ups from her down throw to up aerial at high percentage. Super Speed can be used as a mindgame, mix-ups, and mobility. It allows her to damage opponents and set up an attack. In the air when canceled with a jump, its momentum is maintained with huge horizontal distance, allowing Palutena to approach with an aerial attack or escape pressures above. Jump Glide has great horizontal and decent vertical recovery. It can be used as an approach by acting out of it with an aerial attack.
Moveset
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 3% | Holds her staff out and releases a multi-hit flash from the orb before knocking the enemy away with an upwards swipe. Long range and Palutena's best ground attack. It is useful for spacing. When jab canceled, she can combo into grabs or another jab at low percent, and back aerial and up smash at very high percents. Finishing hit has decent power, but long ending lag. | ||
1% (loop), 3% (last) | ||||
Forward tilt | 6% (staff head), 4% (staff tail) | Makes her staff spin in the air in front of her, hitting the enemy up to three times. Long duration, good range, and can be used to punish spot-dodges and rolls. However, it leaves her vulnerable to other attacks due to its long duration. | ||
Up tilt | 1.2% (loop hits), 2.5% (last hit staff head), 1.5% (last hit staff tail) | Kneels and makes her staff spin in the air above her, hitting the enemy up to seven times. Long duration and decent vertical range. When she performs this attack, Palutena's hitbox becomes very low, allowing her to stop most aerials above her, especially poorly executed stall-then-fall attacks like Bowser's Bowser Bomb. It also can be used for punishing the opponent's air dodge. However, like her forward tilt, it leaves her vulnerable to other attacks due to its long duration (though it comes out faster than her forward tilt). It also has little horizontal range. Good KO potential at very high percents, usually starting at 145%. | ||
Down tilt | 8.5% (staff head), 5% (staff tail) | Makes her staff spin along the ground in front of her. It is her fastest tilt, and it can be interrupted noticeably earlier than her other tilts. Great spacing tool and can be used to catch spot dodgers and rolls. Good for ledgeguarding. It has less vertical range than her forward tilt. | ||
Dash attack | 9% (clean), 5% (late) | Bashes the enemy with her shield. The shield can block attacks due to the attack having invincibility frames (12 frames). Large hitbox. Can be used to catch landing opponents and combo into other moves if read the opponents reaction. However, it has long endlag. Has a decent KO potential at very high percentage, starting at 150%. | ||
Forward smash | 16% (near), 13% (far) | Creates ethereal wings and swings them in front of herself. Comes out quickly and has has high knockback and long horizontal range, giving it great KO potential. Has a sourspot near the tip of the wings, which deals less knockback. It also has a windbox at the tip of the wings that can autospace this move if it fails, and to gimp some some recoveries. High ending lag (47 frames). Can KO at 100%. | ||
Up smash | 16% (bottom), 12% (middle), 9% (top) | Conjures a blue beam of light from the ground in front of her, firing it high up into the air. It has the highest range of any up smash in the game, and it comes out quickly along with having great KO potential. Excellent for edgeguarding. Can be used in a conjunction with a down throw by reading opponent's air dodge. However, it has thin horizontal range and high ending lag (though it is her smash attack with the least endlag at 42 frames). Can KO at 100%. | ||
Down smash | 15% (clean), 13% (late) | Creates ethereal wings and flaps them down on either side of her. It also has a windbox at the tip of the wings that can autospace this move if it fails, and to gimp some some recoveries. High knockback. Can be used to catch rolls. Very high ending lag (being her smash attack with the most endlag at 52 frames) and it is less safe than her forward smash. It KOs at 114% and sends opponents vertically if clean, though it KOs at 145% and sends opponents at a semi-spike when late. | ||
Neutral aerial | 1.5% (loop hits), 4% (last hit) | Spins her staff around her. The first four hits have the autolink angle, which can potentially trap opponents in the rest of the attack. Good for pressuring opponents on platform above and catching out of air dodge. Can combo into aerial or ground attacks at low percentage. | ||
Forward aerial | 7% | Dropkicks in front of herself. Long horizontal hitbox and low landing lag. Good spacing tool and can combo into grabs and other attacks. It can also be auto-cancelled from SHFF. It is less safe on shield since it delivers less shield stun. | ||
Back aerial | 12% (shield), 9% (arm) | Hits with her shield behind herself. The shield can block attacks due to the attack granting her invincibility frames (8 frames). Good for edgeguarding and can beat out most aerial attacks and certain projectiles. Comes out faster than her forward air, it has low landing lag and can be auto-cancelled from a short hop. However, it is easy to miss if the opponents is too close to Palutena since it does not have a hitbox around her. | ||
Up aerial | 1% (loop hits), 5% (last hit) | Spins, and lifts her staff upward, hitting up to five times. The first four hits have the autolink angle, which can potentially trap opponents in the rest of the attack. Long duration and can be used to pressure aerial opponents above her. Has a great KO potential at high percentage. However, it has fairly high ending lag (24 frames). Interestingly enough, this attack has more interruptible frames than auto-canceling frames, as if she uses this attack in certain distance above the ground, even if she finished using this move, she'll suffer from high ending lag, meaning it cannot be auto-cancelled at all. This can, however, be avoided by using other attack with lower ending lag before she hits the ground (like forward air). Has weak meteor properties when fast-falling, making it possible to combo into another grab at low percentages despite its ending lag. | ||
Down aerial | 9% | Kicks in an arc below herself, meteor smashing anyone below her. This attack has no late hits, meaning it will always meteor smash. Can be used for out of shield. However, it lasts for only one frame and it has very low range, making it difficult to land, as well as long ending lag, though it doesn't have high landing lag. | ||
Grab | — | Holds her staff vertically in front of herself, magically trapping the enemy. Fairly large grab range, though it has some ending lag. | ||
Pummel | 3.1% | Blasts the enemy with light. A bit slow, though fairly damaging. | ||
Forward throw | 9% | Pushes the enemy away with her magic. It is Palutena's weakest throw in terms of knockback, though it can be used to throw opponents off the ledge for an edgeguard. | ||
Back throw | 10% | Kicks the enemy in a 180 degree angle behind herself. Launches at the Sakurai angle. It is her strongest throw, and it can KO at high percents depending on weight, rage, staleness and DI. However, due to the angle it launches opponents away, it is easily DI'd to avoid getting KOd. | ||
Up throw | 8% | Sends the enemy into the air with her staff. Can be used to pressure opponents in the air with aerial attacks or an up tilt. | ||
Down throw | 5% | Magically shoves the enemy into the ground. Ideal for combos and KO set-up; depending on opponent's DI, it can combo into a neutral, forward, back or up aerial, and even an up smash by reading the opponent's air dodge. It can also combo into a down aerial near the ledge for a potential meteor smash. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Swings her staff in front and behind her. | ||
Floor attack (back) Floor getups (back) |
7% | Swings her staff 180 degrees along the ground. | ||
Floor attack (trip) Floor getups (trip) |
5% | Similar to her other floor attacks. | ||
Edge attack Edge getups |
7% | Climbs up the stage and hits with a leg swipe. | ||
Neutral special | Default | Autoreticle | 2.9% (per hit) | Takes aim with a scope which appears over the enemy, then fires three light shots at that location. Can be initiated only if a) an enemy is within range, b) nothing is blocking her target, and c) said enemy doesn't have invincibility from teching, dodging, etc. It also stalls her mid-air, making it useful to stop opponents from gimping her. |
Custom 1 | Explosive Flame | 0.6% (loop), 4% (last) | Creates a Smart Bomb-like explosion at approximately 3 character lengths away. The last hit cannot be blocked. Great spacing and zoning tool, but its slow startup and set distance can make it easily telegraphed. | |
Custom 2 | Heavenly Light | 1% (per hit) | Projects a huge rectangular field of supernal light above her and to the sides. It deals damage in the whole area without producing knockback or flinching, as well as repelling all enemies from the sides. Can be absorbed. Because of this, this move can be used to steal a KO from a fighter who launched another. | |
Side special | Default | Reflect Barrier | 5%, 1.2x damage (reflected projectiles) | Raises her shield forward, casting a rectangular barrier which pushes opponents away and reflects projectiles. Palutena's shield has a hitbox when it is being raised, allowing her to damage opponents with it. If it reflects a hit that deals 50% damage, the reflector will break, however, it can be used immediately after it has broken, unlike other reflectors. |
Custom 1 | Angelic Missile | 13% | Shoots herself forward to attack with her head, similar to Skull Bash and Green Missile. Can aid her recovery without leaving her helpless. It is also a decent (albeit somewhat easy to telegraph) KO move offstage. | |
Custom 2 | Super Speed | 2.6% | Performs a charging attack where she glides along the ground very quickly and for a long distance. She can damage enemies by ramming into them. While in the air, the move will send her diagonally downwards. It is considered her best side special move due to its speed and ability to retain its momentum after canceling the attack, which it gives Palutena plethora of options from her mix-ups, recovery, potential pressure, and mobility. Can be cancelled with her jump, up smash, grab, dash attack, and other attacks. A downside however, is that it has a small cooldown duration. | |
Up special | Default | Warp | 0% | Disappears and then reappears in a chosen direction, much like Teleport. Can be ledge-cancelled, allowing for defensive and movement options. |
Custom 1 | Jump Glide | 0% | Jumps a fair distance up, then glides similarly to Peach Parasol. Good for keeping vertical follow-ups, and it has higher horizontal recovery distance than Warp, however, it cannot be ledge-cancelled and, if gimped, she cannot do anything until she hits the ground, which may lead to an inevitable KO. | |
Custom 2 | Rocket Jump | 12% (ground), 10% (air) | Creates an explosion that boosts Palutena upwards and damages nearby enemies. The explosion strongly meteor smashes airborne enemies below her. However, it gives her the least vertical distance of all her up specials and little to no horizontal movement. | |
Down special | Default | Counter | 1.3x damage of countered attacks, 10% minimum | After hiding behind her shield, she performs a counterattack with her staff, similar to that of many of the Fire Emblem characters. It has surprisingly high knockback, though despite what one of the in-game's tips says, it has the lowest range of all counters, and it also has very long punishable endlag should it miss. Will One-hit KO anyone if she managed to counter an attack that deals at least 40% damage. |
Custom 1 | Lightweight | 0% | Increases her speed and jumping height. While in this effect, it significantly improves her off stage game and allows her to have more follow ups and an access to her near guaranteed KO set ups from down throw. However in exchange for this effect, she will only take an increased damage (knockback remains the same), while under this effect. Before it wears off, she will have an reverse effect of this move for a very short time. | |
Custom 2 | Celestial Firework | 3.2% (toss), 1.2% (blast) | Shoots an explosive firework upwards in front of her. It has invinciblity frames before firing the firework. | |
Final Smash | Black Hole Laser | 2.4% (loop), 12% (last) | Attracts foes towards the center of the stage with Black Hole, putting them in a tumbling state, then fires the Mega Laser into the Black Hole to deal damage, concluding with a final hit to knock the victims away as Black Hole dissipates. |
Taunts
- Up: Makes a sweeping gesture with her arms while she creates her ethereal wings and her halo appears, saying "You shall be purified!"
- Side: Spins around her staff, dancing with her foot in the air, laughing.
- Down: Her staff floats beside her while she brushes her hair aside and makes her halo shine, saying "Ready when you are."
Idle Poses
- Touches the ground with the tail of her staff and shield in front of her, briefly making her halo shine.
- Looks away while crossing her staff and shield in front of her, briefly making her halo shine.
On-screen appearance
- Walks out of a heavenly golden door surrounded by a glowing light.
Victory fanfare
- Shared with Pit.
In Competitive Play
Official Custom Moveset Project
Character | Custom sets available | ||||
---|---|---|---|---|---|
Palutena | 2322 | 2312 | 1322 | 1312 | 2122 |
1122 | 2332 | 1332 | 2313 | 2323 |
Notable players
Reveal trailer
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Update history
- Up tilt and down tilt have less end lag.
- Up Smash's hitbox lasts for three frames longer.
- Pivot grab range reduced.
- Fixed where Super Speed's momentum being maintained after jump canceled attacks.
- Up tilt hitboxes moved from bone 1000 to bone 0.
- Up tilt loop hits link better into themselves.
- Up tilt (loop hits) damage: 1% → 1.2%
- Forward aerial does slightly more damage: 7 → 8.
- Forward tilt has increased hitbox sizes: 3.8/2.5 → 4.1/2.8
- Down tilt has increased hitbox sizes: 2.4/1.9 → 2.7/2.1
- Invisibility on all dodges has been altered.
Alternate costumes
Trophies
- Palutena
- Said to be able to perform miracles, this goddess supports Pit in battle, using telepathy to communicate with him. She's no slouch on her own, either. She has a huge variety of moves you can customise and use to your advantage. Short or long range, the sky's the limit! Or maybe not. After all, she can teleport.
- Palutena (Alt.)
- Palutena's Reflect Barrier special deflects any attacks and projectiles that come at her from the front. Unlike other fighters' reflective moves, you can deploy this barrier and then leave it to its own devices. You can also push opponents with it, so use it on someone who's teetering on the edge of the stage to push them off.
- Black Hole Laser
- Palutena's Final Smash. After doing a divine twirl, she creates a black hole in front of her, drawing in her opponents. When she's got 'em where she wants 'em, she follows up with a wide laser beam that reaches from one edge of the screen to the other. It even changes direction slightly, just in case someone managed to avoid the black hole.
- Palutena's Final Smash. After doing a divine twirl, she creates a black hole in front of her, drawing in her opponents. When she's got 'em where she wants 'em, the next step is a wide laser beam that reaches from one edge of the screen to the other. It even changes direction slightly, for that extra chance of taking out her foes.
- PalutenaAllStarTrophy3DS.png
Alt. (3DS)
In Event Matches
Solo Events
- New Challengers 2: Palutena is one of the seven opponents fought in this event alongside Greninja, Robin, Shulk, Dark Pit, Mega Man, and Pac-Man.
- The Demon King and the Goddess: Ganondorf must defeat a giant Palutena, who arrives after defeating Link and Zelda.
- The Destroyer Cometh: Palutena must defeat a giant Ganondorf and 2 other Ganondorfs before they destroy all the terrain on Skyworld.
Co-op Events
- The Ultimate Battle: Two players select a character and must defeat the entire roster.
- Unlikely Allies: Palutena and Ganondorf must defeat 16 Mr. Game & Watches.
Gallery
Reveal image from the Director's Room.
With Phosphora, who appears as an Assist Trophy.
On Mario Galaxy.
Fighting Marth.
In Battlefield.
With Mario in Arena Ferox.
Palutena taking part in the Home-Run Contest in the 3DS version of SSB4.
Trivia
- The anime portions of Palutena's reveal trailer were created by Studio Shaft, who also worked on the Kid Icarus: Uprising animated short Palutena's Revolting Dinner. One member of Studio Shaft, Hideyuki Morioka, also drew the illustration found on Palutena's page in the official Smash Bros. site; Morioka was credited as "Animation Character Designer" in said animated short.
- Palutena and the Mii Fighters are the only characters that have their customizable special moves unlocked from the start.
- Unused sound files exist for Kirby using all three of Palutena's neutral special moves, suggesting either that it was not until late in development that it was decided which would be the default, or that Kirby was originally able to copy customizable moves.
- Palutena is the only character who can use both a reflector and a counterattack at the same time.
- Palutena is the only character who was once in a Final Smash of the previous game and then to become a fighter in the next game.
- Excluding Snake, who possessed the highest upwards projectile up smash, Palutena holds the record for the highest vertical-ranged non-projectile up smash due to her beam of light attack.
- Most character's landing animations have them simply land on their two feet; however, Palutena has a unique landing animation and always does a twirl once she lands.
- Palutena is the only character (along with a Mii Gunner wearing the Proto Man Costume) in Smash 4 with a visible shield that does not protect her while idle: Link and Toon Link have versions of the Hylian Shield which are able to block projectiles while standing and walking, while Palutena's shield does not have this property. Her shield does give her dash attack and back aerial invincibility frames, however, meaning her shield isn't entirely aesthetic.
References
Fighters in Super Smash Bros. 4 | |
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Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |
Kid Icarus universe | |
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Fighters | Pit (SSBB · SSB4 · SSBU) · Palutena (SSB4 · SSBU) · Dark Pit (SSB4 · SSBU) |
Assist Trophies | Magnus · Phosphora |
Stages | Skyworld · Reset Bomb Forest · Palutena's Temple |
Items | Back Shield · Daybreak · Killer Eye · Ore Club · X Bomb · Staff |
Enemies | Boom Stomper · Bumpety Bomb · Clubberskull · Daphne · Flage · Lethinium · Lurchthorn · Mahva · Megonta · Mimicutie · Monoeye · Nutski · Orne · Reaper & Reapette · Skuttler · Souflee · Zuree |
Other | Centurion · Viridi |
Trophies, Stickers and Spirits | Trophies (SSBB · SSB4) · Stickers · Spirits |
Music | Brawl · SSB4 · Ultimate |
Masterpiece | Kid Icarus |