Super Smash Bros. 4

Palutena (SSB4): Difference between revisions

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(→‎Attributes: I main palutena. I did not make her seem better I just went into more details. Why is it that people want lower tier's characters strengths not to be mentioned, or even basic details?)
(→‎Attributes: Modified the most recent edit so that the changes flow better in the sections.)
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Her grab game is also very capable. She has one of the longest, non-tether grab ranges in the game. Her [[pummel]] is very good, as it is fairly damaging and decently fast, being a great move to rack up damage. Her back throw is a rather weak KO throw, having an easily [[DI]]ed launch angle (the [[Sakurai angle]]) and, ironically, the lowest base knockback of all her throws, but is nevertheless her most damaging throw, and a great way to send the opponent offstage to set up an [[edgeguard]]. Her forward throw has high base knockback, deals a good 9% damage, and while it has very low knockback scaling, it is even better than her back throw at setting up edgeguards, as well as an almost infallible trigger if [[Autoreticle]] is used. Her most versatile throw, however, is her down throw: possessing the right amount of base knockback and extremely low knockback scaling, it can combo into almost any aerial move, the exception being down air, and perhaps an up smash if the player can read the opponent's reaction. It can even combo at KO percentages into up air should the opponent DI the wrong way.
Her grab game is also very capable. She has one of the longest, non-tether grab ranges in the game. Her [[pummel]] is very good, as it is fairly damaging and decently fast, being a great move to rack up damage. Her back throw is a rather weak KO throw, having an easily [[DI]]ed launch angle (the [[Sakurai angle]]) and, ironically, the lowest base knockback of all her throws, but is nevertheless her most damaging throw, and a great way to send the opponent offstage to set up an [[edgeguard]]. Her forward throw has high base knockback, deals a good 9% damage, and while it has very low knockback scaling, it is even better than her back throw at setting up edgeguards, as well as an almost infallible trigger if [[Autoreticle]] is used. Her most versatile throw, however, is her down throw: possessing the right amount of base knockback and extremely low knockback scaling, it can combo into almost any aerial move, the exception being down air, and perhaps an up smash if the player can read the opponent's reaction. It can even combo at KO percentages into up air should the opponent DI the wrong way.


Despite these advantages, Palutena is notably hindered by her very poor frame data, being on par with {{SSB4|King Dedede}}, {{SSB4|Ganondorf}} and {{SSB4|Shulk}}. Despite not being as heavy as any of them, her grounded moveset is notorious for being very slow, and is a major issue that sets her apart from other characters of her weight. All of her grounded moves (except jab and down tilt) have disproportionately high ending lag. Her forward and up tilt, as well as her dash attack, have more than 25 frames of ending lag, and all of her smash attacks have more than 40. This makes her missed attacks heavily susceptible to [[punishment]], even if the opponent is a good distance away from her, making it crucial for her to never miss a single ground move, or rely solely on her jab and down tilt. Due to this, she suffers from notable KOing problems, despite her smash attacks and up tilt possessing high knockback scaling. Her u - smash however, has a massive hitbox, and does good damage and knockback. The exceptions to this rule are admittedly her only safe grounded moves. Her jab comes out slowly, on frame 8, and the finisher has noticeable ending lag, but it can be a very reliable damage racker, especially if taking into account its high interruptibility, which allows an easy [[jab cancel]]. Her down tilt is highly interruptible, having only 16 frames of true ending lag, making it a good spacing and dodge punishing tool, and her least punishable ground move. It is also decently strong and can KO at very high percentages. Her dash attack, while being very unsafe on shield, has actual KO power, as well as the same kind of invincibility her back air does.
Despite these advantages, Palutena is notably hindered by her very poor frame data, being on par with {{SSB4|King Dedede}}, {{SSB4|Ganondorf}} and {{SSB4|Shulk}}. Despite not being as heavy as any of them, her grounded moveset is notorious for being very slow, and is a major issue that sets her apart from other characters of her weight. All of her grounded moves (except jab and down tilt) have disproportionately high ending lag. Her forward and up tilt, as well as her dash attack, have more than 25 frames of ending lag, and all of her smash attacks have more than 40. This makes her missed attacks heavily susceptible to [[punishment]], even if the opponent is a good distance away from her, making it crucial for her to never miss a single ground move, or rely solely on her jab and down tilt. Due to this, she suffers from notable KOing problems, despite her smash attacks and up tilt possessing high knockback scaling. The exceptions to this rule are admittedly her only safe grounded moves. Her jab comes out slowly, on frame 8, and the finisher has noticeable ending lag, but it can be a very reliable damage racker, especially if taking into account its high interruptibility, which allows an easy [[jab cancel]]. Her down tilt is highly interruptible, having only 16 frames of true ending lag, making it a good spacing and dodge punishing tool, and her least punishable ground move. It is also decently strong and can KO at very high percentages. Her dash attack, while being very unsafe on shield, has actual KO power, as well as the same kind of invincibility her back air does. Her up smash has a massive hitbox and does good damage and knockback, making it suited for vertical KOs, but its aforementioned lag can make it risky to use.


On top of this, Palutena's default special moveset is also infamously poor, due to its extremely limited utility and, like her grounded moveset, poor frame data. Even though her Autoreticle has homing capabilities, the same cannot be said about its projectiles, as they move only towards the fixed reticle, and on top of being incredibly slow, each one deals very slightly less than 3%, giving them very low [[priority]]. [[Reflect Barrier]], while having an [[unblockable]] hitbox, a small [[push]] effect and being a long lasting [[Reflection|reflector]], does not cover her entirely, and does not move along with her in mid-air. [[Warp]], while being extremely quick and allowing a safe recovery and swift repositioning, as well as having the ability to ledge-cancel, has absolutely no hitboxes, leaving her wide open to attacks before and after she moves. Lastly, even though her {{B|Counter|Palutena}} has a high damage multiplier, it comes out slower than any other [[counterattack]] (except for {{B|Toad|move}}), has low KO power, a sourspot (the only one to do so), less range and more ending lag than most other counters (only {{SSB4|Lucario}}'s is slower).
On top of this, Palutena's default special moveset is also infamously poor, due to its extremely limited utility and, like her grounded moveset, poor frame data. Even though her Autoreticle has homing capabilities, the same cannot be said about its projectiles, as they move only towards the fixed reticle, and on top of being incredibly slow, each one deals very slightly less than 3%, giving them very low [[priority]]. [[Reflect Barrier]], while having an [[unblockable]] hitbox, a small [[push]] effect and being a long lasting [[Reflection|reflector]], does not cover her entirely, and does not move along with her in mid-air. [[Warp]], while being extremely quick and allowing a safe recovery and swift repositioning, as well as having the ability to ledge-cancel, has absolutely no hitboxes, leaving her wide open to attacks before and after she moves. Lastly, even though her {{B|Counter|Palutena}} has a high damage multiplier, it comes out slower than any other [[counterattack]] (except for {{B|Toad|move}}), has low KO power, a sourspot (the only one to do so), less range and more ending lag than most other counters (only {{SSB4|Lucario}}'s is slower).
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All of these traits make Palutena a frail, though defensively-minded character, as without punishing, her offensive options are lacking, moreso than most other characters. She relies on shielding attacks at close range and [[turtling]] for a good portion of the match until an opening can be found, due to her vulnerability to being juggled, her overall slow moveset and lack of [[approach]] options.
All of these traits make Palutena a frail, though defensively-minded character, as without punishing, her offensive options are lacking, moreso than most other characters. She relies on shielding attacks at close range and [[turtling]] for a good portion of the match until an opening can be found, due to her vulnerability to being juggled, her overall slow moveset and lack of [[approach]] options.


Due to her poor special moveset, Palutena benefits from custom moves more any other character. [[Super Speed]] allows her to move faster than even {{SSB4|Sonic}}'s [[Spin Charge]], and since it can be jump-cancelled into any aerial move and up smash, or straight into a dash attack, it is considered to have immense utility, making up for its predictability. The ram itself can also link into the aforementioned attacks. [[Lightweight]] amplifies her movement speed and jump force, to the point where she dashes faster than Sonic, and jumps almost as high as {{SSB4|Falco}}. This move gives her 15 seconds of drastically improved mobility, offstage game, a quicker and safer recovery, blinding ground speed, and an even more capable combo game. As a recoil, this move nearly doubles damage taken, and after expiration of the move, Palutena moves at half-speed for 5 seconds, with her damage vulnerability and jump force returning to their original values. Lightweight gives her access to a safe and easy kill, d-throw to u-air. It will kill anywhere from 70 - 105%. These two moves allow for tons of mix-ups, mindgames, combos and edgeguards.
Due to her poor special moveset, Palutena benefits from custom moves more any other character. [[Super Speed]] allows her to move faster than even {{SSB4|Sonic}}'s [[Spin Charge]], and since it can be jump-cancelled into any aerial move and up smash, or straight into a dash attack, it is considered to have immense utility, making up for its predictability. The ram itself can also link into the aforementioned attacks. [[Lightweight]] amplifies her movement speed and jump force, to the point where she dashes faster than Sonic, and jumps almost as high as {{SSB4|Falco}}. This move gives her 15 seconds of drastically improved mobility, offstage game, a quicker and safer recovery, blinding ground speed, and an even more capable combo game. As a recoil, this move nearly doubles damage taken, and after expiration of the move, Palutena moves at half-speed for 5 seconds, with her damage vulnerability and jump force returning to their original values. Lightweight gives her access to a safe and easy KO option: down throw to up air. It will KO anywhere from 70 - 105%. Super Speed and Lightweight allow for mix-ups, mindgames, combos and edgeguards that cannot be performed with the default moveset.


Her other custom moves have notable advantages, but are held back by their easily exploitable weaknesses. [[Explosive Flame]] is a more reliable damage racker than Autoreticle, but it is a pinpoint explosion with limited range, and is just as slow. [[Heavenly Light]] has no use outside of being an invaluable healing move for {{SSB4|Ness}}, {{SSB4|Lucas}} and the {{SSB4|Mii Gunner}} in [[doubles]], as it will never land on any opponent that isn't [[stun]]ned in singles. [[Angelic Missile]] is a good recovery move and a potent edgeguarding option, thanks to its high base knockback, but it has high startup lag, surprisingly low knockback scaling and a linear path, making it easy to intercept. [[Jump Glide]] gives extreme horizontal distance and allows for safe approaches, but it leaves her defenseless, and has the same fatal flaw [[Wings of Icarus]] used to have: if, for any reason, Palutena flinches during the move, she cannot use it again if she doesn't touch solid ground, which may lead to an inevitable KO. [[Rocket Jump]], other than having a meteor smash hitbox below her and being a good out of shield option, is inferior to both Warp and Jump Glide in every way. Lastly, [[Celestial Firework]] has intangibility during startup and is a good anti-air move in general, but it is hard to hit with, and delivers below average knockback, it's not worth sacrificing Lightweight to use this move. In addition, none of these moves improve her KOing problems, unlike Super Speed and Lightweight, both of which speed her movement up.
Her other custom moves have notable advantages, but are held back by their easily exploitable weaknesses. [[Explosive Flame]] is a more reliable damage racker than Autoreticle, but it is a pinpoint explosion with limited range, and is just as slow. [[Heavenly Light]] has no use outside of being an invaluable healing move for {{SSB4|Ness}}, {{SSB4|Lucas}} and the {{SSB4|Mii Gunner}} in [[doubles]], as it will never land on any opponent that isn't [[stun]]ned in singles. [[Angelic Missile]] is a good recovery move and a potent edgeguarding option, thanks to its high base knockback, but it has high startup lag, surprisingly low knockback scaling and a linear path, making it easy to intercept. [[Jump Glide]] gives extreme horizontal distance and allows for safe approaches, but it leaves her defenseless, and has the same fatal flaw [[Wings of Icarus]] used to have: if, for any reason, Palutena flinches during the move, she cannot use it again if she doesn't touch solid ground, which may lead to an inevitable KO. [[Rocket Jump]], other than having a meteor smash hitbox below her and being a good out of shield option, is inferior to both Warp and Jump Glide in every way. Lastly, [[Celestial Firework]] has intangibility during startup and is a good anti-air move in general, but it is hard to hit with, and delivers below average knockback, it's not worth sacrificing Lightweight to use this move. In addition, none of these moves improve her KOing problems, unlike Super Speed and Lightweight, both of which speed her movement up.


After the [[1.1.1]] update, Palutena's weaknesses are much more prominent than her strengths, and now has very low tournament representation. This is due to her risky playstyle, especially with customs disabled. While custom moves amplify her strengths and somewhat alleviate her weaknesses, it is curently unknown if she will ever get to use them again, due to the current universal ban of [[customization]] ever since [[EVO 2015]]. However, there is debate on whether Palutena should be allowed customs, because her customs are unlocked from the start, and make her viable.
After the [[1.1.1]] update, Palutena's weaknesses are much more prominent than her strengths, and now has very low tournament representation. This is due to her risky playstyle, especially with customs disabled. While custom moves amplify her strengths and somewhat alleviate her weaknesses, it is curently unknown if she will ever get to use them again, due to the current universal ban of [[customization]] ever since [[EVO 2015]]. However, there is debate on whether Palutena should be allowed customs, because her customs are unlocked from the start, and make her more viable.


==Update history==
==Update history==

Revision as of 17:43, November 17, 2015

This article is about Palutena's appearance in Super Smash Bros. 4. For the character in other contexts, see Palutena.
Palutena
in Super Smash Bros. 4
Palutena
KidIcarusSymbol.svg
Universe Kid Icarus
Availability Starter
Final Smash Black Hole Laser
Palutena (SSB4)
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. As the Goddess of Light, she fights using powers she granted Pit (and other angels in the multiplayer) in Kid Icarus: Uprising.

She is voiced in Japanese by Aya Hisakawa (who reprises her role from Uprising) and in English by Brandy Kopp, the latter replacing Ali Hillis due to availability conflicts.

Attributes

Palutena's characteristics are unique, and defy archetypes set up by characters such as Mewtwo, Zelda and Rosalina & Luma. She is tall, she has a fast walking speed, a very fast dashing speed, high traction, below average weight, falling speed and air speed, high gravity, high jump force and is tied for the highest air acceleration. These characteristics give Palutena very quick ground movement, great ground-to-air transitioning, a decent perfect pivot, and allow her to quickly change direction in mid-air. However, they also make her very susceptible to juggling, and while her weight isn't necessarily low, her high gravity makes her susceptible to vertical knockback.

Palutena's greatest strength is her formidable aerial game. All of her aerial moves have good utility, fast start-up, and in most cases, low landing lag (excluding neutral and up air), giving her a good combo game. Her neutral air is a useful damage racking move, dealing 11.5%, and a decent protection move, coming out on frame 5. Her up air is her most polarized aerial move, having the strongest knockback while lacking range, having 24 frames of landing lag, and being interruptible before it can even autocancel. Her down air lasts only one frame, but its lack of sourspots makes it an easy-to-use meteor smash, as well as a relatively safe out of shield option. Her forward and back air, however, are her most useful aerials. Forward air has the longest range of her aerial moves and the least landing lag, as well as completely autocancelling in a SHFF. Her back air is her most powerful one, dealing 12%, and having invincibility frames during start-up and as long as the hitbox is out, and is also able to KO at high percentages. However, the majority of her aerial moves have high ending lag in proportion to their power and range, most notably her down air, meaning they must be spaced accordingly.

Her grab game is also very capable. She has one of the longest, non-tether grab ranges in the game. Her pummel is very good, as it is fairly damaging and decently fast, being a great move to rack up damage. Her back throw is a rather weak KO throw, having an easily DIed launch angle (the Sakurai angle) and, ironically, the lowest base knockback of all her throws, but is nevertheless her most damaging throw, and a great way to send the opponent offstage to set up an edgeguard. Her forward throw has high base knockback, deals a good 9% damage, and while it has very low knockback scaling, it is even better than her back throw at setting up edgeguards, as well as an almost infallible trigger if Autoreticle is used. Her most versatile throw, however, is her down throw: possessing the right amount of base knockback and extremely low knockback scaling, it can combo into almost any aerial move, the exception being down air, and perhaps an up smash if the player can read the opponent's reaction. It can even combo at KO percentages into up air should the opponent DI the wrong way.

Despite these advantages, Palutena is notably hindered by her very poor frame data, being on par with King Dedede, Ganondorf and Shulk. Despite not being as heavy as any of them, her grounded moveset is notorious for being very slow, and is a major issue that sets her apart from other characters of her weight. All of her grounded moves (except jab and down tilt) have disproportionately high ending lag. Her forward and up tilt, as well as her dash attack, have more than 25 frames of ending lag, and all of her smash attacks have more than 40. This makes her missed attacks heavily susceptible to punishment, even if the opponent is a good distance away from her, making it crucial for her to never miss a single ground move, or rely solely on her jab and down tilt. Due to this, she suffers from notable KOing problems, despite her smash attacks and up tilt possessing high knockback scaling. The exceptions to this rule are admittedly her only safe grounded moves. Her jab comes out slowly, on frame 8, and the finisher has noticeable ending lag, but it can be a very reliable damage racker, especially if taking into account its high interruptibility, which allows an easy jab cancel. Her down tilt is highly interruptible, having only 16 frames of true ending lag, making it a good spacing and dodge punishing tool, and her least punishable ground move. It is also decently strong and can KO at very high percentages. Her dash attack, while being very unsafe on shield, has actual KO power, as well as the same kind of invincibility her back air does. Her up smash has a massive hitbox and does good damage and knockback, making it suited for vertical KOs, but its aforementioned lag can make it risky to use.

On top of this, Palutena's default special moveset is also infamously poor, due to its extremely limited utility and, like her grounded moveset, poor frame data. Even though her Autoreticle has homing capabilities, the same cannot be said about its projectiles, as they move only towards the fixed reticle, and on top of being incredibly slow, each one deals very slightly less than 3%, giving them very low priority. Reflect Barrier, while having an unblockable hitbox, a small push effect and being a long lasting reflector, does not cover her entirely, and does not move along with her in mid-air. Warp, while being extremely quick and allowing a safe recovery and swift repositioning, as well as having the ability to ledge-cancel, has absolutely no hitboxes, leaving her wide open to attacks before and after she moves. Lastly, even though her Counter has a high damage multiplier, it comes out slower than any other counterattack (except for Toad), has low KO power, a sourspot (the only one to do so), less range and more ending lag than most other counters (only Lucario's is slower).

All of these traits make Palutena a frail, though defensively-minded character, as without punishing, her offensive options are lacking, moreso than most other characters. She relies on shielding attacks at close range and turtling for a good portion of the match until an opening can be found, due to her vulnerability to being juggled, her overall slow moveset and lack of approach options.

Due to her poor special moveset, Palutena benefits from custom moves more any other character. Super Speed allows her to move faster than even Sonic's Spin Charge, and since it can be jump-cancelled into any aerial move and up smash, or straight into a dash attack, it is considered to have immense utility, making up for its predictability. The ram itself can also link into the aforementioned attacks. Lightweight amplifies her movement speed and jump force, to the point where she dashes faster than Sonic, and jumps almost as high as Falco. This move gives her 15 seconds of drastically improved mobility, offstage game, a quicker and safer recovery, blinding ground speed, and an even more capable combo game. As a recoil, this move nearly doubles damage taken, and after expiration of the move, Palutena moves at half-speed for 5 seconds, with her damage vulnerability and jump force returning to their original values. Lightweight gives her access to a safe and easy KO option: down throw to up air. It will KO anywhere from 70 - 105%. Super Speed and Lightweight allow for mix-ups, mindgames, combos and edgeguards that cannot be performed with the default moveset.

Her other custom moves have notable advantages, but are held back by their easily exploitable weaknesses. Explosive Flame is a more reliable damage racker than Autoreticle, but it is a pinpoint explosion with limited range, and is just as slow. Heavenly Light has no use outside of being an invaluable healing move for Ness, Lucas and the Mii Gunner in doubles, as it will never land on any opponent that isn't stunned in singles. Angelic Missile is a good recovery move and a potent edgeguarding option, thanks to its high base knockback, but it has high startup lag, surprisingly low knockback scaling and a linear path, making it easy to intercept. Jump Glide gives extreme horizontal distance and allows for safe approaches, but it leaves her defenseless, and has the same fatal flaw Wings of Icarus used to have: if, for any reason, Palutena flinches during the move, she cannot use it again if she doesn't touch solid ground, which may lead to an inevitable KO. Rocket Jump, other than having a meteor smash hitbox below her and being a good out of shield option, is inferior to both Warp and Jump Glide in every way. Lastly, Celestial Firework has intangibility during startup and is a good anti-air move in general, but it is hard to hit with, and delivers below average knockback, it's not worth sacrificing Lightweight to use this move. In addition, none of these moves improve her KOing problems, unlike Super Speed and Lightweight, both of which speed her movement up.

After the 1.1.1 update, Palutena's weaknesses are much more prominent than her strengths, and now has very low tournament representation. This is due to her risky playstyle, especially with customs disabled. While custom moves amplify her strengths and somewhat alleviate her weaknesses, it is curently unknown if she will ever get to use them again, due to the current universal ban of customization ever since EVO 2015. However, there is debate on whether Palutena should be allowed customs, because her customs are unlocked from the start, and make her more viable.

Update history

From update 1.0.4 to update 1.1.0, Palutena has been receiving consistent buffs. Her tilt attacks are faster (except forward tilt), link better (except down tilt, which only has one hit) and have larger hitboxes (except up tilt). Her up smash has a more active hitbox, all of her grabs take less time to end, neutral aerial has larger hitboxes and forward aerial deals more damage. Update 1.1.1 also made Explosive Flame larger and more damaging. However, none of these buffs are good enough to compensate for her biggest weaknesses. Additionally, the changes to shield mechanics brought by updates 1.1.0 and 1.1.1 notably harm her, moreso than any other fighter: due to her moveset having low damage output overall, her moves are less safe on shield than most fighters, making her easier to be punished out of shield in relation to the cast. Additionally, the universal increase to shieldstun makes shielding less safe for her; due to her reliance on it, and her slow out of shield options, her defensive game is less effective. She has also directly received some nerfs as well: while Explosive Flame's last hit is larger and more damaging, it is no longer unblockable. Her pivot grab also has reduced range. Some certain glitches on her special moves have also been removed, most notably the infinite renewal of Lightweight on platforms.

Overall, as a result of the changes to shield mechanics, Palutena has been nerfed, despite her directly receiving notorious buffs, which so far fail to compensate for her major issues.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff Up and down tilts' ending lag decreased.
  • Buff Up smash's hitbox lasts three frames longer.
  • Nerf Pivot grab's range slightly decreased.
  • Bug fix Fixed a glitch where using Counter at certain parts of a walk or run animation would propel Palutena forward a short distance​.

Super Smash Bros. for Nintendo 3DS 1.0.5

  • Change Up aerial has improved visual effects.

Super Smash Bros. 4 1.0.6

  • Change Due to concerns raised by CERO, Palutena's shorts and skirt were updated to be less revealing in the Japanese version.
  • Bug fix Fixed a glitch where Super Speed's momentum could be maintained after jump-canceled attacks.

Super Smash Bros. 4 1.0.8

  • Buff Up tilt's loop hits deal 0.2% more damage: 1% → 1.2%
  • Buff Up tilt's hitboxes moved from bone 1000 to bone 0. This means the hitboxes are now centered around herself rather than her staff and thus its loop hits connect together better.

Super Smash Bros. 4 1.1.0

  • Buff Forward tilt's hitbox sizes increased hitbox: 3.8/2.5 → 4.1/2.8.
  • Change Frames 17-24 and 25-39 of forward tilt have reversed properties. Frames 17-24 have had their angle altered: Sakurai angle → 48° and its knockback growth has decreased: 100 → 65, while frames 25-39 have had their angle altered: 48° → Sakurai angle and its knockback growth has increased: 65 → 100).
  • Buff Down tilt's hitbox sizes increased: 2.4/1.9 → 2.7/2.1.
  • Buff Down tilt's ending lag decreased.
  • Buff Neutral aerial's hitbox sizes increased: 3.0 → 3.4.
  • Buff Forward aerial deals 1% more damage: 7% → 8%
  • Buff All of her grabs have 2 less frames of ending lag.

Super Smash Bros. 4 1.1.1

  • Bug fix Fixed a glitch where Palutena could infinitely renew Lightweight on platforms.
  • Buff Explosive Flame's initial loop hits and last hit deal 0.2% more damage: 0.6% → 0.8% (initial), 4% → 4.2% (last).
  • Buff Explosive Flame's initial loop hits' and last hit's hitbox sizes increased: 3.7 → 4.8 (initial), 14.0 → 15.5 (last).
  • Nerf Explosive Flame's last hit is no longer unblockable.

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 useful for spacing, making it Palutena's best ground attack. When jab canceled, it can be comboed into grabs, another jab, back aerial and up smash. Finishing hit has decent power, but long ending lag. The first hit also comes out slowly, on frame 8.
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, rolls, and pressuring shields. However, it leaves her vulnerable to other attacks due to its long duration and high ending lag for a tilt.
Up tilt   1.2% (loop hits), 2.5% (last hit staff head), 1.5% (last hit staff tail), 8.7%/9.7% if all hits connect Kneels and makes her staff spin in the air above her, hitting the enemy up to seven times. Long duration and decent vertical range. It also can be used for punishing the opponent's air dodge. Has a relatively low hitbox. It has the property of making Palutena's hitbox very low, even lower than her crouch. Good KO potential at very high percents.
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.
Dash attack   9% (clean), 5% (late) Bashes the enemy with her shield. The shield can block attacks due to the attack having 12 invincibility frames. The attack has a large hitbox. Can be used to catch landing opponents and combo into other moves if read the opponents reaction. However, it has long endlag. Has a decent KO potential at very high percentage, starting at 150%. Can deflect.
Forward smash   16% (near), 13% (far) Conjures her ethereal wings and swings them in front. 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, and a windbox that can push opponents that try to punish the move and gimp some some recoveries. High ending lag (48 frames), however, makes it very risky to use. Can KO at 100% when sweetspotted.
Up smash   16% (bottom), 12% (middle), 9% (top) Creates a blue beam of light from the ground, firing it into the air. It has the highest range of any up smash in the game, and has great KO potential. Excellent for edgeguarding. However, it has thin horizontal range and high ending lag (though it is her smash attack with the least endlag at 43 frames). Can KO at 100% when sweetspotted.
Down smash   15% (clean), 13% (late) Conjures her ethereal wings and flaps them down on either side of her. It also has a windbox at the tip of the wings that can push opponents that try to punish the move and gimp some recoveries. However, it has slow startup lag for a down smash and the highest endlag of all the smash attacks in the game (53 frames), making it one of the worst down smashes in the game. It KOs at 114% if clean, and KOs at 145% when late.
Neutral aerial   1.5% (loop hits), 4% (last hit), 11.5% if all hits connect Spins her staff around her. The first five hits have the auto-link angle, which can potentially trap opponents in the rest of the attack. Good for pressuring opponents on platform above and catching out of air dodge. Can combo into aerial or ground attacks at low percentage.
Forward aerial   8% Dropkicks in front of herself. Long horizontal hitbox and low landing lag. Good spacing tool and can combo into grabs and other attacks. It can also be auto-cancelled from SHFF. It is less safe on shield since it delivers less shield stun. Not very much duration, and has relatively high ending lag.
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). Can beat out most aerial attacks and certain projectiles. Comes out one frame faster than her forward air, it has relatively low landing lag and can be auto-cancelled from a short hop. However, it is easy to miss if the opponents is too close to Palutena since it does not have a hitbox around her, and it has very high ending lag for an aerial (41 frames).
Up aerial   1% (loop hits), 5% (last hit), 9% if all hits connect Twirls and then lights up her halo, which hits up to five times. 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, meaning it cannot be auto-cancelled at all. This can, however, be avoided by using other attack with lower ending lag before she hits the ground, like her forward air. As it pulls opponents when fast-falling, it is possible for it to combo into another grab at low percentages despite its ending lag.
Down aerial   9% Performs an arcing kick below herself, meteor smashing anyone below her. This attack has no late hits, meaning it will always meteor smash. Can be used as an out of shield option. However, it lasts for only one frame and it has very low range, making it difficult to land. While it has high end lag, 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.
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 edge-guard.
Back throw   10% Performs a ballet-inspired throw, which launches the enemy at the Sakurai angle behind herself. It is her strongest throw, however, it is easily DI'd and doesn't KO until 160%.
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. Her best throw, it is 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 charge-shot reticle from Kid Icarus Uprising which appears over the enemy, then fires three light shots at that location. Can be initiated only if an enemy is within range, with nothing blocking her target, and said enemy doesn't have invincibility from teching, or dodging. Can be used as a way for stopping direct approaches. It is also able to hit opponents behind Palutena and be used for jab locks. It also stalls her mid-air, making it useful to stop opponents from gimping her.
Custom 1 Explosive Flame 0.8% (loop), 4.2% (last) Creates a Smart Bomb-like explosion at approximately 3 character lengths away. Great spacing and zoning tool, but its slow startup and set distance can make it easily predictable.
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. Because of this, this move can be used to steal a KO from a fighter who launched another. Can be absorbed. Hold the button to extend the duration.
Side special Default Reflect Barrier 5%, 1.17x 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 an unblockable hit. If the wall reflects an attack that deals at least 50% damage, it will break. However, unlike other reflectors, it can be used immediately after it has shattered.
Custom 1 Angelic Missile 13% Shoots herself forward to attack with her head, similar to Skull Bash and Green Missile. Can aid her recovery significantly without leaving her helpless. It is also a decent (albeit somewhat easy to dodge) KO move offstage.
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 gives Palutena a plethora of options for mix-ups, recovery, potential pressure, and mobility. Can be cancelled with her jump, up smash, grab, dash attack, and other attacks. 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 damage, though despite what one of the in-game's tips says, it has the lowest range and lowest power of all counters, and it also has very long punishable endlag should it miss. It also has a sourspot that deals even less knockback. Will One-hit KO anyone if she managed to counter an attack that deals at least 50% 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 take increased damage (knockback remains the same). 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 Taunt: Makes a sweeping gesture with her arms while producing her ethereal wings and her halo shines, saying "You shall be purified!" (浄化してあげましょう, You will be purified.)
  • Side Taunt: Spins around her staff, dancing with her foot in the air, laughing.
  • Down Taunt: Lets go of her staff, which floats while she brushes her hair aside as her halo shines, saying "Ready when you are." (いつでもどうぞ?, Feel free whenever.)

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

  • A small excerpt of the title screen theme of Kid Icarus, with an original ending. This is shared with Pit.

Victory Poses

  • Spins around her staff, then sits in midair laughing.
  • Twirls around while hovering, saying "No one can hide from the light."
    • If she beats Pit, there is a chance she will instead say "Oh, so sorry about that, Pit."
  • Twirls her staff and points it in front of her, saying "Too bad for you."
    • If she beats Dark Pit, there is a chance she will instead say "Poor little Pittoo."

In Competitive Play

Official Custom Moveset Project

Character Custom sets available
Palutena (SSB4) Palutena 2322 2312 1322 1312 2122
1122 2332 1332 2313 2323

Notable players

Reveal trailer

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Alternate costumes

Palutena Palette (SSB4).png
Palutena (SSB4) Palutena (SSB4) Palutena (SSB4) Palutena (SSB4) Palutena (SSB4) Palutena (SSB4) Palutena (SSB4) Palutena (SSB4)

Trophies

Palutena
Ntsc In Kid Icarus: Uprising, the goddess of light uses telepathy to communicate and grants miracles to support Pit on his adventure. In Smash Bros., she has special moves like Warp and Heavenly Light at her disposal. She's very adaptable—you can customize her into a long- or close-range fighter!
Pal Said to be able to perform miracles, this goddess supports Pit in battle, using telepathy to communicate with him. She's no slouch on her own, either. She has a huge variety of moves you can customise and use to your advantage. Short or long range, the sky's the limit! Or maybe not. After all, she can teleport.
NES: Kid Icarus (08/1987)
3DS: Kid Icarus: Uprising (03/2012)
Palutena (Alt.)
Ntsc Palutena's Reflect Barrier side special deflects any attacks and projectiles that come at her from the front. Unlike other reflective moves, you can leave this barrier in place and it will keep reflecting. If you really want to ruin someone's day, you can push them over an edge using this move.
Pal Palutena's Reflect Barrier special deflects any attacks and projectiles that come at her from the front. Unlike other fighters' reflective moves, you can deploy this barrier and then leave it to its own devices. You can also push opponents with it, so use it on someone who's teetering on the edge of the stage to push them off.
NES: Kid Icarus (08/1987)
3DS: Kid Icarus: Uprising (03/2012)
Black Hole Laser
Ntsc Palutena's Final Smash. After doing a divine twirl, she creates a black hole in front of her, drawing in her opponents. When she's got 'em where she wants 'em, she follows up with a wide laser beam that reaches from one edge of the screen to the other. It even changes direction slightly, just in case someone managed to avoid the black hole.
Pal Palutena's Final Smash. After doing a divine twirl, she creates a black hole in front of her, drawing in her opponents. When she's got 'em where she wants 'em, the next step is a wide laser beam that reaches from one edge of the screen to the other. It even changes direction slightly, for that extra chance of taking out her foes.

In Event Matches

Solo Events

Co-op Events

Gallery

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 any one of her neutral special moves.
  • Palutena is the only character who can use both a reflector and a counterattack without customs.
  • Palutena is the only character who was part of a Final Smash the previous game and a fighter the next game.
  • Excluding Snake with his up smash in Brawl, Palutena has the highest vertical-ranged, non-projectile up smash with her pillar of light.
  • Most character's landing animations have them simply land on their two feet. However, Palutena always twirls herself upon landing.
  • 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.
  • Palutena's newcomer artwork is the only one to not depict any characters from Mario and its sub-universes.

References