Match-up ratio: 55 - 45 Toon Link advantage (non-customs)
Author: Jash
Pros:
Can easily wall Palutena due to her slow mid range game.
Can easily juggle Palutena due to her short ranged aerial options.
Can easily edgeguard Palutena due to her slow teleport reappear animation.
Cons:
Can reflect all of Toon Link's projectiles.
Can be out prioritized due to great priorities on Palutena's Up Smash.
This matchup can be a little tricky especially for those that are use to playing a mean projectile game, Palutena has a great time dealing with projectiles due to her reflect option, her dash attack, and bair shield priorities, not to mention her very powerful Up Smash which can pierce through all projectiles and still have a hit box to hit you with. The trick lies mid range where you would notice that Palutena's long lasting attacks would have a hard time punishing any reaction after a fully spaced Zair, making Palutena weak to pressure and weaker to spaced pressure.
Tips: DO NOT SPAM PROJECTILES! Stick to a mid range tactic where you can wall Palutena's long lasting attacks with Zair, Palutena has a decent amount of range on her fair which may be her option of choice to approach aerially due to it's low landing lag stun, it can be easily anti air'd with Toon Link utilt, ftilt and Up Smash so I recommend baiting that approach so it doesn't hassle. Keep her in the air for as long as possible as she can die rather early.
Watch out for her Up Smash; it can lead to quick kills as it can eat all projectiles it collides with. Avoid being in the air while Palutena is grounded.
Edge guarding Palutena is probably the reason why Toon Link wins this matchup overall, it seems that Palutena's reappear animation has a few openings before she grabs the ledge, if you literally throw the bomb at the ledge while she teleports, it'll hit her before she has a chance to grab the ledge which can ultimately set her up into a fair offstage which can kill Palutena as early as 75%.
Palutena's Up air can be troublesome due to it mainly being a multi hit move which can cause the bomb to go through it without damage calculations, making it a tough move to get around if you're in the air. There's actually an easy solution for it; it seems you can footstool Palutena's Up air while the hit boxes are active, though the timing is a tad tight, it beats trying to guess with a dair and getting ultimately punished, unless you're a great guesser then by all means dair goes right through Palutena's Up air.
I would avoid any stages with moving platforms (Smashville, Town & City, Lylat Cruise) your worse enemy in this matchup is Palutena's Up Smash and moving platforms can easily set you up into it which can cause early stocks to be taken, stick to any stage that can allow you to cause pressure without punishment (Duck Hunt, Halberd, Castle Siege, Delfino Plaza) I highly recommend both Halberd and Delfino Plaza as those are the stages that you will find yourself getting quick stocks off Palutena due to her fairly light weight class, the low ceilings and the situational easy kills off the sides, just be wary of Palutena's Up Smash as that can also turn your counter pick into her own. Flat stages are just about evenly good on both sides.
Just to add to that:
- Yackabean:
Palutena severely struggle to kill from what I know in non-customs. If you DI her Down Throw correctly every time she can only really do Fair for her follow up which is only 7%. Her up-air is meaty though so you want to avoid getting hit by that at all costs.
I haven't had a problem in particular when playing the projectile game against Palutena mostly because our bombs can easily arc over the reflect barrier. Boomerang is also heavily useful when used from a full hop and angled down. I couldn't recommend using arrows in this match up as much though.
- Fox Is Openly Deceptive:
Palutena is completely invincible during the Dash attack and Bair hitbox frames, meaning that if they time it they will always beat every other hitbox.
Palutena is vulnerable when she grabs the ledge after teleporting for like 1 frame
except when she teleports from anywhere above the horizontal line of the stage, in which case she is completely safe. (This is a universal rule, so the same applies to e.g. Sheik Up-b, Fox/Falco side-b and anything else that is invulnerable while recovering.)
Her Jab1 combos into her Grab, and her Jab1's hitbox is deceptively huge. It's the entire sphere of light infront of her so it's also an anti-air. It's a little slow on start-up though compared to other Jabs I believe.
Customs Palutena is kind of dumb. I don't think it's in our favour. It's like versing an aerial Super Sonic crossed with a Fox that can kill with a Grab at around 60% or higher if she has any light-weight left. There is no stopping her from recovering, even to the other side of the stage if she so wishes, while dragging you with her in Nair...
- HyLeN:
Non custom is easily our favor. With customs however it becomes extremely difficult, with superspeed it becomes very hard to zone her out because she has an amazing approach option. You never want halberd or delfino vs her. Also because of her lightweight cancel glitch on platforms, the more platforms a stage has the better for her. Grab becomes very risky. If you miss the grab and she has light weight on you're dead at 70%. In this mu be very smart to when you place your attacks or pull bombs because she can jab->grab you if you make a poor choice. Stages that are good vs her, smashville, final destination, townandcity. Any other stage she basically has the big advantage.