I previously predicted Palutena was the worst character in the game. Her neutral game seemed worse than Zelda's, and her d-throw combos don't work against people who DI. Auto-Reticule seemed underwhelming but felt mandatory, and her decent aerial options meant nothing if she had no way of getting opponents up there.
Then I discovered Super Speed. Or, more specifically, the things you could do out of it:
JC = Jump Cancel (press jump while grounded, do move before leaving ground)
AC = Air Cancel (press back or B before touching the ground)
Italicized options brake (all others retain momentum)
Attacks
The safe-on-shield-and-dodge tackle attacks are what make this more than just a "really good running state." The only thing she gives up from normal running is reverse f-tilt, which is irrelevant at this speed.
Grabs
Do note that with Super Speed's impact on her gameplay, taking the superior utility of Explosive Flame over the poor-man's-forced-approach Auto-Reticule feels a lot more reasonable.
Defense
Forward Roll (to grab) also beats Counters, as well as any similar armored/invincible moves the opponent is forced to resort to. JC Counter beats any attack with a high enough hitbox. This might be a good time to remind everyone that Palutena's Counter is probably the strongest reliable counter in the game. (1.4x, 10% minimum)
The bottom line is, Palutena-in-Super-Speed is a fully functional character with all the necessary options. As long as you are mixing up your approach angle to avoid getting stuffed by whatever projectile coverage the matchup has, there's no single move in the game that just flat out always beats Super Speed. (Except maybe Timber Counter, which Palutena can deal with pretty well) You're just this momentary super-character that goes unpunished by defense.
It's also an edge-guarding catalyst like no other. You can suddenly be in your opponent's face off-stage, usually after a throw. You don't get bair, but fair, nair, uair, and dair are all good moves when you can apply them so suddenly and aggressively. Even Rocket Jump suddenly seems interesting in this context, since it comes out fast and (unlike dair) brakes.
It's also a solid recovery aid, since it makes recovering high variable and safe. It's like a Rollout that charges instantly, that you can air-dodge, double jump, aerial, or special out of. (Just beware, it doesn't grab ledges unless you immediately air-skid.)
The downsides? The game won't let you spam it, it doesn't beat projectiles head on, and you give up Reflect Barrier. That's pretty much it.
Now all you have to do is find a way to live without Angelic Missile. Somehow, I think hope will find a way.
Then I discovered Super Speed. Or, more specifically, the things you could do out of it:
JC = Jump Cancel (press jump while grounded, do move before leaving ground)
AC = Air Cancel (press back or B before touching the ground)
Italicized options brake (all others retain momentum)
Attacks
- Dash Attack (special hitbox wins all clashes, is not interrupted)
- Tackle-Nair
- Tackle-Bair (general best punish option)
- Tackle-Uair (mid-high %s)
- Tackle-double-Uair (mid %s, requires Lightweight active)
- Tackle-reverse-DJ-dair (high %s)
- Tackle-U-smash (mid-high %s, can be DI'd)
- U-smash
- JC Auto-Reticule (can be reversed, turnabout, or both ("wavebounce"))
- JC Jump Glide (to fair)
- JC Rocket Jump
- JC Celestial Firework
- All Aerials
- AC aerial Auto-Reticule (can be reversed, turnabout, or both ("wavebounce"))
- AC aerial Rocket Jump
- AC aerial Celestial Firework
- AC F-smash
- AC Reverse F-smash
- AC U-smash
- AC Reverse U-smash
- AC D-smash
- AC F-tilt
- AC Reverse f-tilt
- AC U-tilt
- AC D-tilt
- AC Reverse D-tilt
- AC Jab
- AC Dash Attack
- AC Auto-Reticule (can be reversed, turnabout, or both ("wavebounce"))
- AC Jump Glide (to offensive Fair)
- AC Rocket Jump
- AC Celestial Firework
The safe-on-shield-and-dodge tackle attacks are what make this more than just a "really good running state." The only thing she gives up from normal running is reverse f-tilt, which is irrelevant at this speed.
Grabs
- Dash Grab
- Shield-Tackle-Pivot Grab
- JC Explosive Flame (can be reversed, turnabout, or both ("wavebounce"))
- AC aerial Explosive Flame (can be reversed, turnabout, or both ("wavebounce"))
- AC Standing Grab (momentum retained after grab)
- AC Reverse Standing Grab (momentum retained after grab)
- AC Dash Grab
- AC Explosive Flame (can be reversed, turnabout, or both ("wavebounce"))
Do note that with Super Speed's impact on her gameplay, taking the superior utility of Explosive Flame over the poor-man's-forced-approach Auto-Reticule feels a lot more reasonable.
Defense
- Forward Roll (half normal distance)
- "JC" Air Dodge ("triangle jumps" back into ground, has normal landing lag, loses only extra momentum)
- JC Warp (any direction)
- JC Jump Glide (to null Fair or evasion)
- JC Counter (still jumps)
- Air Dodge
- AC aerial Warp
- AC aerial Jump Glide (to null Fair or evasion)
- AC aerial Counter (retains vertical momentum)
- AC Shield
- AC Spot Dodge
- AC Forward Roll
- AC Back Roll
- AC Warp
- AC Jump Glide (to null Fair or evasion)
- AC Counter (converts momentum into a powerslide)
Forward Roll (to grab) also beats Counters, as well as any similar armored/invincible moves the opponent is forced to resort to. JC Counter beats any attack with a high enough hitbox. This might be a good time to remind everyone that Palutena's Counter is probably the strongest reliable counter in the game. (1.4x, 10% minimum)
The bottom line is, Palutena-in-Super-Speed is a fully functional character with all the necessary options. As long as you are mixing up your approach angle to avoid getting stuffed by whatever projectile coverage the matchup has, there's no single move in the game that just flat out always beats Super Speed. (Except maybe Timber Counter, which Palutena can deal with pretty well) You're just this momentary super-character that goes unpunished by defense.
It's also an edge-guarding catalyst like no other. You can suddenly be in your opponent's face off-stage, usually after a throw. You don't get bair, but fair, nair, uair, and dair are all good moves when you can apply them so suddenly and aggressively. Even Rocket Jump suddenly seems interesting in this context, since it comes out fast and (unlike dair) brakes.
It's also a solid recovery aid, since it makes recovering high variable and safe. It's like a Rollout that charges instantly, that you can air-dodge, double jump, aerial, or special out of. (Just beware, it doesn't grab ledges unless you immediately air-skid.)
The downsides? The game won't let you spam it, it doesn't beat projectiles head on, and you give up Reflect Barrier. That's pretty much it.
Now all you have to do is find a way to live without Angelic Missile. Somehow, I think hope will find a way.
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