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(Aerials)
(B and side B)
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|dthrowdesc=Palutena slams the opponent into the ground. This move is weak with very low diagonal knockback, making it great for starting combos. As it knocks opponents low above the ground, it is best followed up with Palutena's aerial attacks to do extra damage and launch opponents further away. At higher percentages, it can even set up KO moves since it doesn't send foes very far, letting you react to their response after being thrown with the appropriate attack.
|dthrowdesc=Palutena slams the opponent into the ground. This move is weak with very low diagonal knockback, making it great for starting combos. As it knocks opponents low above the ground, it is best followed up with Palutena's aerial attacks to do extra damage and launch opponents further away. At higher percentages, it can even set up KO moves since it doesn't send foes very far, letting you react to their response after being thrown with the appropriate attack.
|b1=Autoreticle
|b1=Autoreticle
|b1desc=Palutena projects a triangular field in front of her, which automatically targets an opponent inside it. It will only target one opponent at a time. She then fires three shots toward the targeted opponent. The shots cannot track the opponent, so they can be dodged.
|b1desc=Palutena projects a triangular field in front of her, which automatically targets an opponent inside it. It will only target one opponent at a time, and will fail to activate if there are no opponents in range or if they are behind walls or currently invincible. She then fires three rapid shots toward the visible reticle. As a projectile, Autoreticle seems rather lackluster, since it isn't very spammable and has poor homing capabilities. While opponents can dodge the shots easily by moving away after being targeted, it forces foes to move or shield the shots, which can disrupt your opponents' playstyles.
|b2=Explosive Flame
|b2=Explosive Flame
|b2desc=Palutena creates a fiery explosion directly in front of her. This always appears at a fixed distance from her.
|b2desc=Palutena creates a small spark at a set distance away, then sends a small fireball to the spark, causing it to burst into a large sphere of fire, dealing multiple hits to foes caught by it. The explosion will not trigger if there is a wall between Palutena and the spark. While it has pretty good range and a fairly large hitbox, the move's set distance is very problematic, as it gives no protection to Palutena and can be easily anticipated and avoided if your target is paying attention. It is much better when used for edgeguarding, forcing your foes to go around the massive explosion, letting you pressure offstage foes from a comfortable position.
|b3=Heavenly Light
|b3=Heavenly Light
|b3desc=Palutena summons rays of light all around her to damage nearby foes. Hold the button down to prolong the effect. The light deals gradual damage, but doesn't make enemies flinch.
|b3desc=Palutena summons rays of light all around her to damage nearby foes. Hold the button down to prolong the effect. The light rapidly racks up damage and pushes enemies away from Palutena, but doesn't make enemies flinch. This attack is a fairly good damage dealer due to its huge area of effect, but since foes don't flinch from being hit by the rays, you should only use it in short bursts to chip on damage bit-by-bit. The move is more useful when there are multiple opponents, since you can find more chances to prolong Heavenly Light, letting you rack up tons of damage on many foes at once.
|fb1=Reflect Barrier
|fb1=Reflect Barrier
|fb1desc=Palutena creates a barrier in front of her which moves forward a short distance. It can reflect projectiles, and can push opponents back as it moves. This move also damages opponents who are near enough when the barrier appears.
|fb1desc=Palutena creates a barrier in front of her which moves forward a short distance. It can reflect projectiles, and can push opponents back as it moves. This move also damages opponents who are near enough when the barrier appears. This reflector is Palutena's best defense against projectile users due to its long duration, and can completely shut down persistent projectile spam. The pushback also hinders approaches, particularly for characters that use projectiles to help in their approach like Villager. The barrier can also sometimes push a recovering opponent away from the ledge, making it a situational edgeguard. The attacking part of the move is barely used, since Palutena has many better options at that range.
|fb2=Angelic Missile
|fb2=Angelic Missile
|fb2desc=Palutena launches herself straight forward and flies headfirst. This can both deal damage and serve as a recovery move.
|fb2desc=Palutena launches herself straight forward and flies headfirst, launching the first opponent she hits. This attack functions like other horizontal headbutts like Green Missile or Skull Bash, but it doesn't need to be charged and will fly a set distance every time. The move is quite powerful at close-range, and it can be used as a surprise KO move when near the edge. It also gives Palutena an excellent horizontal recovery. The move's main flaw is its constant travel distance, as foes have an easier time predicting and intercepting or avoiding your attack.
|fb3=Super Speed
|fb3=Super Speed
|fb3desc=Palutena rushes forward at great speed. Note the functional differences between this and Angelic Missile. Angelic Missile keeps her airborne when used in the air, while Super Speed does not. Angelic Missile stops when she hits an opponent, while Super Speed keeps her barging right though opponents, sending them flying. Super Speed also has a bit of cooldown time before it can be used again.
|fb3desc=Palutena rushes forward at great speed, ramming past opponents in her path. If used in the air, Palutena will move diagonally downward. It does no damage at the start but gets more damaging the further Palutena travels. The move has a short cooldown period that prevents Palutena from using Super Speed in quick succession. Super Speed is hands down Palutena's most interesting attack, and certainly one of her best moves. Super Speed essentially functions as a command dash, and Palutena can cancel the move with most of the actions that can be performed out of a normal dash, such as her Dash Attack, Up Smash, grab, dodge or jump. She can also hold back to stop the dash manually. This move is an excellent rushdown attack due to how versatile it is. If Palutena hits, she can follow it up with a jump and use the preserved momentum to carry foes offstage with an aerial attack. If it is shielded, Palutena can grab the shielding opponent or simply whiz safely past them. She can use dash attacks to negate projectiles or use the dash to move into position for a lethal Up Smash. There is just so many options Palutena can use out of Super Speed that it can be spammed pretty safely. In fact, if it weren't for the cooldown mechanic, this move could make Palutena the strongest offensive character in the game due to the sheer offensive utility it provides.
|ub1=Warp
|ub1=Warp
|ub1desc=This acts just like Zelda's Teleport. Input the command, then hold {{3ds|Neutral|Cpad}} in the direction you want to go. Palutena teleports a certain distance in the chosen direction. She will go into the helpless state after she appears and until she lands. This can't deal damage, it's just for recovery and evasion.
|ub1desc=This acts just like Zelda's Teleport. Input the command, then hold {{3ds|Neutral|Cpad}} in the direction you want to go. Palutena teleports a certain distance in the chosen direction. She will go into the helpless state after she appears and until she lands. This can't deal damage, it's just for recovery and evasion.