So I showed up on this forum not way too long ago, and only became active way recently (mainly for this game). I picked up Palutena because I heard she was bad, and I wanted to try out a "low-tier hero" pick, in all honesty, but I ended up getting into the character more. I know I've had a good deal of debates with the Palutena users here about a number of things, so I decided to make a thread to put everything I've picked up about the character down in one location, as well as my current opinion on them. Easier to manage that way rather than shifting through threads. After she miraculously became my second most used character in my game, and after doing a long set of matches against someone that knew about Smash on a tourney level, and can thus analyze characters in a way that makes sense (not like you guys can't, but it's more convenient to bounce ideas off of people in person, ya know?), I thought on some points for a bit, and came up with this.
Note that what I'm talking about here is default Palutena:
1) Her play style. It's not just "defensive". Now, is it hyper-offensive? Also no, but to say "she's a defensive character" just won't cut it. She's forced into being offensive in order to get things done because nothing she has can KO well out of melee range. Defensive characters can wall, kite, wait, and repeat very well. Palutena can not. Not against competent players.
Many of her extra tools that define her as a character help on defense (shield frames in her attacks, a counter, a reflect, a wind-box in her smash attacks), but her move set resembles that of a heavy character (some fast options, bu all KO moves KO early and are moderately sluggish in some fashion) while her mobility options are quick like a rush down character (her recovery and her natural movement speed and jump height). It's a weird hybrid mix that I wish worked better, but to say she's just "a defensive character" is making things too 1-dimensional based on her special move set.
2) I'm gonna get flack for this again, but Auto-Reticle is horrid. Like, just straight up bad. I've harped on this before, but I'm doing this again. It sprinkles in damage sometimes, but missing leaves you way open, it locks onto useless targets, you can't freely send out the actual projectile, it's prone to missing highly mobile targets, it doesn't get people off of you or really slow momentum, it doesn't help your own offensive efforts...just...guys...please. It doesn't mean you should never use it, but it's a bad move in general. It's nice damage to sprinkle in from a range here and there, but as a tool in her kit, the gimmick of locking onto a spot in space, rather than a character, is not efficient.
3) Her air game is actually not too good, especially when people come from below her. Not having a good air-to-ground n-air means she has to use f-air, which can be punished by throws (other characters with better A-t-G moves can at least cross-up the opponent so they don't get thrown on landing). Jumping behind for a b-air is obvious, and spamming short-hopped b-air attempts stales the move so it won't KO later, which is bad because you'll need it...a lot. U-air isn't too bad...but the move takes forever to recover from, so it makes you a sitting duck if you miss. D-air is terribad, and f-air can only do so much on its own + it's not a KO move. Teleporting to the ground will probably get you put back in the air if the opponent is quick, and counters are risky, and may not hit at weird angles and/or distances.
4) As far as scoring KOs go, she's not good at it. That's mainly because her main KO options are sluggish and force her to constantly gamble her %, or even the win, with odds that are somewhat for the opponent, rather than herself. Her smashes are slow on start-up and slow to recover, and the downward one has lousy wind-boxes in comparison to the forward one. The upward one is the odd one out, but that one has no horizontal reach + it loses KO potential and damage on the upper part of the move. It takes a strong read to land these moves, but landing them can end a stock quickly. The problem is landing it against someone that knows the match-up. Her u-air and b-air are decent KO options, but u-air needs to be done relatively high to KO early, and b-air needs to be at moderately high percentages and/or close to the boundary you're hitting them to.
I personally prefer forward smash and u-air over the others. I honestly would avoid down smash like the plague unless they buff its start-up or recovery animations.
5) Her tilt attacks are probably the worst thing about the character. Most characters have tilts that come out quickly, can set up combos, can stuff other attacks well, have good reach/knock back, and so forth. Palutena's tilts offer almost nothing to the character. If someone's grabbing the ledge, her tilts will rarely change that. They don't KO, they don't combo, and they're not fast to start or end. I have no idea why they gave her these moves. This is probably the main fault in Palutena's move set, even more than Auto-Reticle.
Conclusion) Yes, there's a lot of negative points listed here, but that happens with low-tier characters. She still has a good run speed and a useful recovery option. Also, due to her special move set and shield attacks, she doesn't struggle in the same way others do on offense. The problem with the character is that she isn't flexible in different match-ups and scenarios because her offensive tools require perfect timing and/or 1-dimensional setups, while her defensive tools don't do much in the way of keeping her out of harms way. In other words: she also struggles in very simple ways others don't have to struggle, and the trade isn't in her favor. She's not impossible to win with, and she's probably a mid-tier character at best, but that's what I'm getting from her so far. I'ma still play her, but these are what I picked up from playing her until now. Probably use her as a tertiary character to size up opponents. She's still fun to use, and she's definitely not useless.
Note that what I'm talking about here is default Palutena:
1) Her play style. It's not just "defensive". Now, is it hyper-offensive? Also no, but to say "she's a defensive character" just won't cut it. She's forced into being offensive in order to get things done because nothing she has can KO well out of melee range. Defensive characters can wall, kite, wait, and repeat very well. Palutena can not. Not against competent players.
Many of her extra tools that define her as a character help on defense (shield frames in her attacks, a counter, a reflect, a wind-box in her smash attacks), but her move set resembles that of a heavy character (some fast options, bu all KO moves KO early and are moderately sluggish in some fashion) while her mobility options are quick like a rush down character (her recovery and her natural movement speed and jump height). It's a weird hybrid mix that I wish worked better, but to say she's just "a defensive character" is making things too 1-dimensional based on her special move set.
2) I'm gonna get flack for this again, but Auto-Reticle is horrid. Like, just straight up bad. I've harped on this before, but I'm doing this again. It sprinkles in damage sometimes, but missing leaves you way open, it locks onto useless targets, you can't freely send out the actual projectile, it's prone to missing highly mobile targets, it doesn't get people off of you or really slow momentum, it doesn't help your own offensive efforts...just...guys...please. It doesn't mean you should never use it, but it's a bad move in general. It's nice damage to sprinkle in from a range here and there, but as a tool in her kit, the gimmick of locking onto a spot in space, rather than a character, is not efficient.
3) Her air game is actually not too good, especially when people come from below her. Not having a good air-to-ground n-air means she has to use f-air, which can be punished by throws (other characters with better A-t-G moves can at least cross-up the opponent so they don't get thrown on landing). Jumping behind for a b-air is obvious, and spamming short-hopped b-air attempts stales the move so it won't KO later, which is bad because you'll need it...a lot. U-air isn't too bad...but the move takes forever to recover from, so it makes you a sitting duck if you miss. D-air is terribad, and f-air can only do so much on its own + it's not a KO move. Teleporting to the ground will probably get you put back in the air if the opponent is quick, and counters are risky, and may not hit at weird angles and/or distances.
4) As far as scoring KOs go, she's not good at it. That's mainly because her main KO options are sluggish and force her to constantly gamble her %, or even the win, with odds that are somewhat for the opponent, rather than herself. Her smashes are slow on start-up and slow to recover, and the downward one has lousy wind-boxes in comparison to the forward one. The upward one is the odd one out, but that one has no horizontal reach + it loses KO potential and damage on the upper part of the move. It takes a strong read to land these moves, but landing them can end a stock quickly. The problem is landing it against someone that knows the match-up. Her u-air and b-air are decent KO options, but u-air needs to be done relatively high to KO early, and b-air needs to be at moderately high percentages and/or close to the boundary you're hitting them to.
I personally prefer forward smash and u-air over the others. I honestly would avoid down smash like the plague unless they buff its start-up or recovery animations.
5) Her tilt attacks are probably the worst thing about the character. Most characters have tilts that come out quickly, can set up combos, can stuff other attacks well, have good reach/knock back, and so forth. Palutena's tilts offer almost nothing to the character. If someone's grabbing the ledge, her tilts will rarely change that. They don't KO, they don't combo, and they're not fast to start or end. I have no idea why they gave her these moves. This is probably the main fault in Palutena's move set, even more than Auto-Reticle.
Conclusion) Yes, there's a lot of negative points listed here, but that happens with low-tier characters. She still has a good run speed and a useful recovery option. Also, due to her special move set and shield attacks, she doesn't struggle in the same way others do on offense. The problem with the character is that she isn't flexible in different match-ups and scenarios because her offensive tools require perfect timing and/or 1-dimensional setups, while her defensive tools don't do much in the way of keeping her out of harms way. In other words: she also struggles in very simple ways others don't have to struggle, and the trade isn't in her favor. She's not impossible to win with, and she's probably a mid-tier character at best, but that's what I'm getting from her so far. I'ma still play her, but these are what I picked up from playing her until now. Probably use her as a tertiary character to size up opponents. She's still fun to use, and she's definitely not useless.
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