Palutena (SSB4): Difference between revisions

Talking about viability without a tier list is a tiny bit wrong at this point. Yes, I know Palutena sucks (sorry Ed) but still.
(→‎Attributes: Modified the most recent edit so that the changes flow better in the sections.)
(Talking about viability without a tier list is a tiny bit wrong at this point. Yes, I know Palutena sucks (sorry Ed) but still.)
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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 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.
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, including a guaranteed link into up air or down air, both of which can reliably KO after 80%. 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. These two moves 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 more 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, since her custom moves are available from the start, there is debate on whether she should be allowed to always have the option to use her custom moves.


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