Something Something Pole Dance
Done by request, here's a short analysis on Lady Palutena's moveset and character attributes. There are no pictures sorry.
Jab 1
Palutena extends her staff forward. Deals 3%, fairly fast start up, seems to end relatively quickly too. Not sure if it's guaranteed, but you can attempt to follow up with grab if you choose to at higher percentages if you don't go into jab 2.
Jab 2
I dunno, it's a rapid fire jab, it does 1%, it's not that good and I have nothing to say about it, lol.
Jab 3
If you go into jab 2, you want to end it asap with your finishing jab 3. It does 3% damage and minor knockback.
Ftilt
Palutena extends her staff forward, spinning it. Is REALLY laggy. It has 3 separate hitboxes that deal 6%, 4% and 6% for a total of 16% if all hits connect, but please do not whiff this move! It leaves you very vulnerable. The move has decent hitboxes and looks to be quite disjointed (about a Bowser character length away) but the hits don't reliably link together against small or light characters or characters on higher percentages.
Dtilt
Palutena sweeps her staff forward on the ground, spinning it. Quite laggy, basically ftilt but with a low hitbox. Does 8% and has a 5% hitbox somewhere (probably a late hit or head hitbox). A tiny bit less range than ftilt but less lag on it I think.
Utilt
Palutena arcs her back quite low to the ground and twirls her staff above her. Deals 1%, 1%, 1%, 1%, 1%, 1%, 2% and works seemingly ok as an anti air. Her hurtbox is not extended at all which is really unusual for an up tilt. The later hitboxes have more range (enough to hit standing characters on the platforms of battlefield) than the earlier ones.
Fsmash
holy **** what the **** range help
Palutena extends her wings forward, the move is very similar to Lucario's forward smash. The hitbox is deceptive however. The tip of the wings look like they should be a hitbox but they're not. The move has a MASSIVE windbox at the end of it. The move does 16% uncharged close and 13% uncharged on the sourspot. It's probably not safe on shield up close but it would be fairly difficult to punish at max range. Sends at a 40 degree angle? Approx anyway.
Dsmash
Probably her least useful smash attack, she thrusts her wings downward. It does 15% close and 13% sourspotted, and I THINK it has slightly less range than dtilt. Like fsmash, it also has a windbox at the tips of it, but it doesn't seem to be as noticeable as fsmash. The sourspot is a semispike (like Zelda's down smash) and the sweetspot sends them on a straight diagonal angle.
Usmash
The up smash of legends, sakurai pls nerf. Palutena creates a pillar of light on the ground in front of her which instantly creates hitboxes in front and above her. Deals 16% when standing or in the air next to her and 12% if you're anywhere above her with a 9% at the very very top. Amazing chasing tool, pretty fast, probably one of her best moves utility wise. The 12% hits wont KO, but the 16% hit is more than capable of KO'ing every character before 130% (including Bowser) even with proper DI.
Go figure.
Dash Attack
Palutena does a shield bash.
... it's a dash attack, don't expect much from it. It does 9%, doesn't really KO until high percentages, probably unsafe etc etc.
Nair
Palutena twirls her staff in the air. Works well vs aerial opponents, not so much vs grounded ones. Damage is strange on this one, I think it does 1.5%, 1.5%, 1.5%, 1.5%, 1.5%, 4%. The reason I think it has decimal integers is because training mode says it's doing 1% damage but after 2 hits it does 3% then 4% then 6% then 7% then 11% for a total of 11.5% and if I do it twice in a row it shows up as doing 23%. Weird as **** move. The is the first time in Smash Bros history of a move that's programmed to do decimal percent damage (without counting the stale move negation queue).
Fair
A small kick forward. It's pretty fast and lagless but the trade off is that it only does 7% damage and also has little knockback. It seems like it's a decent challenge to anti airs though thanks to the hitbox placement. Looks like Zelda's kick but less terrible.
Bair
Palutena bashes her shield backwards. Fast, moderate range but probably not a primary kill move. Does 12% damage.
Uair
Palutena does... something. I don't really know what she's doing. Her head and upper body become hitboxes though. Move does 1%, 1%, 1%, 1%, 5%. Feels... lacklustre. I'm not really sure, something seems off about this move. I'd much rather stay on the ground and control space from there than use this. idk
Dair
Dair suffers from a noticeable lack of a hitbox in front and behind of Palutena. It looks like it should be a sweeping hitbox but I'm pretty sure it's just a few small ones below her. Does 9% and is a meteor smash. Will require extremely good spacing to use appropriately.
Auto Reticule
Auto acquires a target within range and shoots 3 missiles towards the reticule. It's pretty good, each shot does 3% damage, up to 9%.
Heavenly Light
Massive AoE non-flinching attack. Does 3% to 36% depending on how long the B button is held. It has some very slight pushback. It racks up damage pretty fast and works well as a custom move if you like grabbing and stages like Battlefield.
Explosive Flame
It kinda sucks compared to auto reticule, it's probably good for hitting people on edges though, I haven't really used it. It does 8% total, 4 1% hit and 1 4% hit.
Teleport
Zelda's recovery with no hitboxes.
Jump Glide
Pit's Recovery but angled slightly differently and you can glide. You can act out of it but you will fall helpless directly after it.
Rocket Jump
Her only recovery move with hitboxes. Does 12% when used grounded and 10% when in the air. Has quite strong knockback but probably less reliable as a recovery than her other two moves. Aerial rocket jump is a meteor smash vs aerial opponents
Reflect Barrier
Summon a protective barrier, it's complete with a 5% hitbox on her arm as she summons it, a windbox that pushes people away from it and a 100% uptime of a reflective barrier. This move completely counters spammy projectile characters like Samus. It does not have a damage or speed multiplier on reflected projectiles however afaik.
Angelic Missile
Pikachu's Skull Bash but you can't charge it. Kinda fast, much more KO power than Pikachu's. Does 13% damage. When paired with lightweight, probably gives you the longest horizontal recovery in the game.
Super Speed
Run rly fast and dash into people. The dash does 0% at the start, 4% in the middle and 8% at the end. You can reactivate the move to do a dash attackesque move which deals 9% for a total of up to 17%. Has little KO potential and can be used in the air.
Celestial Fireworks
Launch Fireworks. The start of it has intangibility frames, does 8% approx (it's similar to nair, something weird with the hitbox values) and is probably going to be used as a launcher or anti air. Pretty good all around but I prefer counter and lightweight.
Lightweight
Decreases Palutena's weight by a currently unknown amount, I will find out soon what this weight is. It increases her jump height and movement speed and decreases her fall speed. After the duration ends Palutena will be tired and will have a movement speed penalty indicated by her dim flashing. You won't be able to lightweight again for a short duration of time.
Counter
Parry's an attack. Doesn't have as much range as other counters, but has high base counter damage and scaling (10% base damage, 1.3x damage multiplier) to make up for it. She's probably intangible for a short period of time.
Throws
None of her throws are particularly powerful and none of them should net you KOs on opponents. Use your throws to set up juggles and stage control. Up throw has high base knockback and can lead into things like up smash if you read properly. Down throw can combo into fair, and possibly other things too. Fthrow seems pretty useless and only good for unstaling other moves. Back throw is in the same boat but at least it launches higher and might be ok for an extremely high percentage KO.
Her pummel does 3% and is really fast. Up throw does 8%, Fthrow does 9%, Bthrow does 10% and Dthrow does 5%.
Done by request, here's a short analysis on Lady Palutena's moveset and character attributes. There are no pictures sorry.
Jab 1
Palutena extends her staff forward. Deals 3%, fairly fast start up, seems to end relatively quickly too. Not sure if it's guaranteed, but you can attempt to follow up with grab if you choose to at higher percentages if you don't go into jab 2.
Jab 2
I dunno, it's a rapid fire jab, it does 1%, it's not that good and I have nothing to say about it, lol.
Jab 3
If you go into jab 2, you want to end it asap with your finishing jab 3. It does 3% damage and minor knockback.
Ftilt
Palutena extends her staff forward, spinning it. Is REALLY laggy. It has 3 separate hitboxes that deal 6%, 4% and 6% for a total of 16% if all hits connect, but please do not whiff this move! It leaves you very vulnerable. The move has decent hitboxes and looks to be quite disjointed (about a Bowser character length away) but the hits don't reliably link together against small or light characters or characters on higher percentages.
Dtilt
Palutena sweeps her staff forward on the ground, spinning it. Quite laggy, basically ftilt but with a low hitbox. Does 8% and has a 5% hitbox somewhere (probably a late hit or head hitbox). A tiny bit less range than ftilt but less lag on it I think.
Utilt
Palutena arcs her back quite low to the ground and twirls her staff above her. Deals 1%, 1%, 1%, 1%, 1%, 1%, 2% and works seemingly ok as an anti air. Her hurtbox is not extended at all which is really unusual for an up tilt. The later hitboxes have more range (enough to hit standing characters on the platforms of battlefield) than the earlier ones.
Fsmash
holy **** what the **** range help
Palutena extends her wings forward, the move is very similar to Lucario's forward smash. The hitbox is deceptive however. The tip of the wings look like they should be a hitbox but they're not. The move has a MASSIVE windbox at the end of it. The move does 16% uncharged close and 13% uncharged on the sourspot. It's probably not safe on shield up close but it would be fairly difficult to punish at max range. Sends at a 40 degree angle? Approx anyway.
Dsmash
Probably her least useful smash attack, she thrusts her wings downward. It does 15% close and 13% sourspotted, and I THINK it has slightly less range than dtilt. Like fsmash, it also has a windbox at the tips of it, but it doesn't seem to be as noticeable as fsmash. The sourspot is a semispike (like Zelda's down smash) and the sweetspot sends them on a straight diagonal angle.
Usmash
The up smash of legends, sakurai pls nerf. Palutena creates a pillar of light on the ground in front of her which instantly creates hitboxes in front and above her. Deals 16% when standing or in the air next to her and 12% if you're anywhere above her with a 9% at the very very top. Amazing chasing tool, pretty fast, probably one of her best moves utility wise. The 12% hits wont KO, but the 16% hit is more than capable of KO'ing every character before 130% (including Bowser) even with proper DI.
Go figure.
Dash Attack
Palutena does a shield bash.
... it's a dash attack, don't expect much from it. It does 9%, doesn't really KO until high percentages, probably unsafe etc etc.
Nair
Palutena twirls her staff in the air. Works well vs aerial opponents, not so much vs grounded ones. Damage is strange on this one, I think it does 1.5%, 1.5%, 1.5%, 1.5%, 1.5%, 4%. The reason I think it has decimal integers is because training mode says it's doing 1% damage but after 2 hits it does 3% then 4% then 6% then 7% then 11% for a total of 11.5% and if I do it twice in a row it shows up as doing 23%. Weird as **** move. The is the first time in Smash Bros history of a move that's programmed to do decimal percent damage (without counting the stale move negation queue).
Fair
A small kick forward. It's pretty fast and lagless but the trade off is that it only does 7% damage and also has little knockback. It seems like it's a decent challenge to anti airs though thanks to the hitbox placement. Looks like Zelda's kick but less terrible.
Bair
Palutena bashes her shield backwards. Fast, moderate range but probably not a primary kill move. Does 12% damage.
Uair
Palutena does... something. I don't really know what she's doing. Her head and upper body become hitboxes though. Move does 1%, 1%, 1%, 1%, 5%. Feels... lacklustre. I'm not really sure, something seems off about this move. I'd much rather stay on the ground and control space from there than use this. idk
Dair
Dair suffers from a noticeable lack of a hitbox in front and behind of Palutena. It looks like it should be a sweeping hitbox but I'm pretty sure it's just a few small ones below her. Does 9% and is a meteor smash. Will require extremely good spacing to use appropriately.
Auto Reticule
Auto acquires a target within range and shoots 3 missiles towards the reticule. It's pretty good, each shot does 3% damage, up to 9%.
Heavenly Light
Massive AoE non-flinching attack. Does 3% to 36% depending on how long the B button is held. It has some very slight pushback. It racks up damage pretty fast and works well as a custom move if you like grabbing and stages like Battlefield.
Explosive Flame
It kinda sucks compared to auto reticule, it's probably good for hitting people on edges though, I haven't really used it. It does 8% total, 4 1% hit and 1 4% hit.
Teleport
Zelda's recovery with no hitboxes.
Jump Glide
Pit's Recovery but angled slightly differently and you can glide. You can act out of it but you will fall helpless directly after it.
Rocket Jump
Her only recovery move with hitboxes. Does 12% when used grounded and 10% when in the air. Has quite strong knockback but probably less reliable as a recovery than her other two moves. Aerial rocket jump is a meteor smash vs aerial opponents
Reflect Barrier
Summon a protective barrier, it's complete with a 5% hitbox on her arm as she summons it, a windbox that pushes people away from it and a 100% uptime of a reflective barrier. This move completely counters spammy projectile characters like Samus. It does not have a damage or speed multiplier on reflected projectiles however afaik.
Angelic Missile
Pikachu's Skull Bash but you can't charge it. Kinda fast, much more KO power than Pikachu's. Does 13% damage. When paired with lightweight, probably gives you the longest horizontal recovery in the game.
Super Speed
Run rly fast and dash into people. The dash does 0% at the start, 4% in the middle and 8% at the end. You can reactivate the move to do a dash attackesque move which deals 9% for a total of up to 17%. Has little KO potential and can be used in the air.
Celestial Fireworks
Launch Fireworks. The start of it has intangibility frames, does 8% approx (it's similar to nair, something weird with the hitbox values) and is probably going to be used as a launcher or anti air. Pretty good all around but I prefer counter and lightweight.
Lightweight
Decreases Palutena's weight by a currently unknown amount, I will find out soon what this weight is. It increases her jump height and movement speed and decreases her fall speed. After the duration ends Palutena will be tired and will have a movement speed penalty indicated by her dim flashing. You won't be able to lightweight again for a short duration of time.
Counter
Parry's an attack. Doesn't have as much range as other counters, but has high base counter damage and scaling (10% base damage, 1.3x damage multiplier) to make up for it. She's probably intangible for a short period of time.
Throws
None of her throws are particularly powerful and none of them should net you KOs on opponents. Use your throws to set up juggles and stage control. Up throw has high base knockback and can lead into things like up smash if you read properly. Down throw can combo into fair, and possibly other things too. Fthrow seems pretty useless and only good for unstaling other moves. Back throw is in the same boat but at least it launches higher and might be ok for an extremely high percentage KO.
Her pummel does 3% and is really fast. Up throw does 8%, Fthrow does 9%, Bthrow does 10% and Dthrow does 5%.
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