The Goddess of Light, Palutena joins the fight with a varied arsenal of moves. By default, Palutena is a moderately defensive zoning character, using attacks that are slow but with long reach to keep foes out, with special attacks that lets Palutena counter other projectile users effectively. However, one of Palutena's greatest strengths lie in her selection of Powers as custom special moves, all unlocked from the start. With customization, she can be played as a projectile harasser, a powerful striker or a deadly glass cannon. Palutena also has a range of strong standard attacks, all featuring either great range or speed. Palutena is one of the most flexible characters in the game. Master all of her moves and you can unlock her godly potential.
Palutena is one of the faster characters in the game, having above average dash speed and pretty good walking speed as well. However, this also makes her one of the lighter characters in the game, being around the weight class of Marth. Palutena's evasive options are some of her best features, as every roll, sidestep and airdodge turns her invisible briefly. All of her dodges are very fast albeit with short travel distances, and the invisibility makes it very hard to predict or react to how Palutena is dodging. Spamming several dodges in a row can actually work out as a defensive measure due to how fast they are.
Moveset Analysis
Standard Attacks
Control
Info
Wii U GamePad / Pro Controller
Wii Remote + Nunchuk
Wii Remote (sideways)
Wii Classic Controller
GameCube Controller
Nintendo 3DS
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(+)
(+)
Palutena thrusts the staff forward. Hold or mash the button and the staff charges up, dealing repeating hits. When you release the button, she thrusts forward a bit further to launch the opponent a safe distance away. A pretty conventional standard attack, it is very quick compared to Palutena's other ground moves, making it the safest move to use in close-range engagements. As the first hit ends quickly, it can be chained into some of her other moves with a bit of timing, such as with a grab. The multi-hit part of the move can be used to create a lasting hitbox to hit dodging foes.
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(+)
(+)
( or )+
( or )+
( or )+
Palutena spins her staff out in front of her. It does multiple hits at close-range and does have good reach, but it is frustratingly slow. This move is best used defensively, since it has a lasting hitbox that can stuff approaches or hit foes out of a predicted dodge. Its poor speed means that you are very vulnerable to attacks if your opponents shield or evade it completely. Use this move sparingly.
( or )+
( or )+
( or )+
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Palutena ducks and twirls her staff above her head. It also does multiple hits, with the later hits having more horizontal range. Palutena has a very low profile during the move, making her harder to hit. The attack can be used as an anti-air since it lasts pretty long and Palutena's crouching position keeps her safer. However, the crouching aspect of the move also makes it harder to hit aerial opponents with this move, meaning that you must time this attack differently than conventional anti-airs. Like most of Palutena's ground moves, this attack is very slow and leaves you open to attacks if a foe shields or avoids it.
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Palutena does a low sweep with her staff. While it looks similar to her other Strong Attacks, this move only hits once instead of multiple times. It has about the same range as her Strong Side Attack, just lower to the ground. Unfortunately, it also shares said attack's slow speed, and its single-hit nature makes it even less safe to use liberally. It is useful in pretty much most of the situations her Strong Side Attack would be useful in.
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while dashing
while dashing
while dashing
Palutena thrusts her shield out in front of her. This move has a very interesting guard effect, as Palutena's shield can actually neutralize projectiles and some physical attacks during the move. Combined with its high speed and fair distance travelled, this move is well-suited for approaching enemies, as it can outprioritize many of your target's attacks. The move sends foes upward and is too weak to KO, but it can set up Palutena's other KO moves.
while dashing
while dashing
while dashing
while hanging
while hanging
while hanging
Palutena does a low sweep kick as she climbs back up.
while hanging
while hanging
while hanging
Smash Attacks
Control
Info
Wii U GamePad / Pro Controller
Wii Remote + Nunchuk
Wii Remote (sideways)
Wii Classic Controller
GameCube Controller
Nintendo 3DS
Smash ( or )+
Smash ( or )+
( or )++
Palutena extends her wings and thrusts them forward. This move has incredible range as well as good KO power, hitting harder when foes are closer to Palutena. The tip of the wings also have a strong wind effect to push foes away, keeping her safe during the ending animation of the attack. This is one of Palutena's KO moves, although its huge hitbox gives it plenty of uses if you don't mind staling the move. While it comes out moderately fast, Palutena is quite open to attacks as the move ends, especially if opponents shield the wind or get behind Palutena. Use this move judiciously to land KOs when you need them.
Smash ( or )+
Smash ( or )+
Smash ( or )+
Smash +
Smash +
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Palutena makes a vertical beam of light in front of her. This smash attack has ridiculous range, capable of reaching up to the top platform of Battlefield. It is also a strong upward KO move, although its power diminishes at higher altitudes. The sheer vertical reach of the move makes it useful for other functions if you don't mind staling it, such as poking foes through platforms or anti-air. The attack doesn't have a lot of horizontal range and Palutena is completely unprotected during the move, so don't use the move too liberally.
Smash +
Smash +
Smash +
Smash +
Smash +
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Palutena extends her wings and thrusts them down on either side of her. This is basically a shorter range, multidirectional version of her Side Smash. Like her Side Smash, the attack is stronger at close-range and has strong winds at either tip of the wings. It is also a KO move, mostly used to strike roll-happy foes, as Side Smash is usually better if you're hitting a target in front of you. As with many of Palutena's attacks, keep in mind that it leaves Palutena vulnerable if opponents shield or evade it.
Smash +
Smash +
Smash +
Air Attacks
Control
Info
Wii U GamePad / Pro Controller
Wii Remote + Nunchuk
Wii Remote (sideways)
Wii Classic Controller
GameCube Controller
Nintendo 3DS
Palutena twirls her staff around her.
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Palutena does a flying kick.
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Palutena does an elbow jab behind her.
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Palutena thrusts her staff up for a magic attack. This can deal multiple hits.
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Palutena swings her staff under her.
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Throws
Control
Info
Wii U GamePad / Pro Controller
Wii Remote + Nunchuk
Wii Remote (sideways)
Wii Classic Controller
GameCube Controller
Nintendo 3DS
after grab
after grab
after grab
Palutena zaps her opponent with magic damage. It deals standard damage for a grab attack, but is faster than other similar attacks, making it great for racking up damage off a grab.
after grab
after grab
after grab
after grab
after grab
after grab
Palutena launches the opponent forward. It has weak knockback but sends opponents too far for any reliable followups, making its use rather limited. It can be used to get foes offstage if you're close to a ledge, where you can then attempt an edgeguard.
after grab
after grab
after grab
after grab
after grab
after grab
Palutena flips the opponent over her head. This has similar uses to Forward Throw but with more power, being the most damaging of Palutena's throws. Like Forward Throw, it is used to get opponents offstage or to create some space for yourself. The move is strong enough to KO when close to the ledge, but don't rely on it for getting KOs.
after grab
after grab
after grab
after grab
after grab
after grab
Palutena launches the opponent straight up. Like most Up Throws, it is mainly used to set up juggles, and Palutena is certainly well-equipped to do so, with both Up Smash and Up Air being good follow-ups on a thrown opponent. It is difficult to combo from due to the sheer distance it sends foes, so you'll need to predict an airdodge or your target's movement to get the hit.
after grab
after grab
after grab
after grab
after grab
after grab
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.
after grab
after grab
after grab
Special Attacks
Control
Attack
Info
Wii U GamePad / Pro Controller
Wii Remote + Nunchuk
Wii Remote (sideways)
Wii Classic Controller
GameCube Controller
Nintendo 3DS
Autoreticle
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.
Explosive Flame
Palutena creates a fiery explosion directly in front of her. This always appears at a fixed distance from her.
Heavenly Light
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.
( or )+
( or )+
( or )+
Reflect Barrier
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.
( or )+
( or )+
( or )+
Angelic Missile
Palutena launches herself straight forward and flies headfirst. This can both deal damage and serve as a recovery move.
Super Speed
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.
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Warp
This acts just like Zelda's Teleport. Input the command, then hold 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.
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Jump Glide
Palutena launches herself upwards, then descends slowly to the ground. This serves as a third jump. She can easily float sideways during her descent. It doesn't deal damage, however.
Rocket Jump
Palutena creates an explosion under her feet, damaging nearby opponents and propelling herself straight up into the air. This serves as a third jump. She goes into the helpless state on the way down.
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Counter
This works just like Marth's Counter. Activate it right before an attack hits, and Palutena blocks the attack and strikes back with her staff.
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Lightweight
This is a buff spell. It greatly enhances her speed for a few seconds; however, once it wears off, she'll be slowed down for a few more seconds before returning to normal speed. Her defense is also reduced while it's active.
Celestial Firework
Palutena creates a firework in front of her which rises straight up into the air and explodes, damaging nearby enemies.
Taunts
Control
Info
Wii U GamePad / Pro Controller
Wii Remote + Nunchuk
Wii Remote (sideways)
Wii Classic Controller
GameCube Controller
Nintendo 3DS
+
"You shall be purified!"
( or )
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She does a quick twirling dance around her staff and laughs.
( or )
( or )
( or )
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"Ready when you are."
Final Smash - Black Hole Laser
This Final Smash is made up of two components, Black Hole and Mega Laser. First, Palutena creates a fairly large black hole in front of her which sucks in nearby enemies and holds them in place but doesn't do damage. She then dashes off screen and fires a huge Mega Laser through the center of the black hole to deal multiple hits to the trapped enemies. A neat feature of the Final Smash is that the laser can hit enemies that avoided the black hole as well, since the black hole is only there to keep foes stunned and in position. The laser also slowly sweeps downward, making it harder to evade it completely. While this Final Smash has immense range, from the large Black Hole to the screen-crossing Mega Laser, it suffers from below average KO power.