Whoa, WTF am I reading? I leave for a day and everyone is freaking out about
Palutena?
Palutena doesn't have 9-1 matchups, that's asinine. I'm super-optimistic about Palutena, but in my customs-on tier list I ranked her at #11. And for the record, I think I've played Palutena the most of the cast.
Super Speed and Lightweight are amazing, but she is still a numerically poor character underneath with one of the slowest movesets in the game:
jab - f7
ftilt - f17
utilt - f10
dtilt - f14
fsmash - f18
usmash - f18
dsmash - f17
Her aerials and grabs are also a bit on the slow side. Meanwhile, her tilts and smashes are all extremely unsafe.
Her damages are trash on tilts and decidedly mediocre on everything else.
Diddy or Sheik, she ain't.
Palutena's core moveset only gets by having unique gimmicks on every move. Her slow, meh-damage jab has the best jab-cancel in the game. Her lackluster tilts all beat spot-dodges and do noteworthy shield damage. Fsmash and dsmash have cute windboxes, while usmash has that range. Dash attack and bair have invincibility during active frames to win all clashes and beat projectiles. Fair has super-low landing lag and a generous AC window to boot. Her dair has crappy damage, range, knockback, cooldown, and can't auto-cancelled, but it is an abnormally fast spike.
All of these tricks are neat, but have to always be viewed in the lens that they are layered on top of
fundamentally mediocre moves.
Spamming Super Speed is not an instant win, as good as it is. You can still block the dash attack or spot-dodge the grab. Projectiles are still a problem for its approach angle, and force Palutena to abort. The cooldown on Super Speed is 5 seconds (the move itself lasts about 0.4-1.2 seconds in most cases), which is enough time to do capitalize.
Lightweight is really good but overrated. It lasts 12 seconds, during which she takes 1.1x damage and knockback. Then she has 6 seconds of penalty, where she is super slow but takes normal damage and has normal jump height; this speed penalty ruins her precious throw-followup game, and reduces both the safety and threat of her BnB aerials. Finally, there is a further 6 seconds before she can use Lightweight again.
The infinite Lightweight glitch is SUPER overrated, very situational in practice.
Since when is it plausible to say, in the middle of a match: "Yo man, it cool if I jump up on this platform, land, and do this ~30-frame animation?" And you want to commit to doing this
every 9-12 seconds?!? This just isn't how Smash Bros. works, mate. I do the glitch whenever I can, but it's legitimately hard to find time to do it. It's certainly a handy (if stupid) trick that will find situational use on Smashville, Duck Hunt, and after KOs, but it's by no means a game-changer.
Finally, Super Speed
does have good synergy with Lightweight. They don't stack per se, but having that one use of Super Speed during Lightweight's penalty time is quite nice. Just keep in mind: It's
only one--better not waste it.
It's not really a big disadvantage, she's so evasive that it's almost impossible to hit her with very strong attacks, and her kill power is so high that she kills you early, too.
I wouldn't really call most of those weaknesses at all, they're just "areas where she's maybe not the absolute best in the game". Considering she has the best mobility, the best recovery, and among the best kill power, I think you can tolerate them.
Are we talking about... Palutena still?
Palutena's kill power is decidedly mediocre except for uair. Fsmash and usmash (sweetspots only for both) are okay for their speed, but do require hard reads.
I'm pretty sure it's not quite that slow. That's like tether grab speed.
Actually that's about normal grab animation, but you're right--Palutena's grab isn't as slow as tether.
It is, however, indeed slower than most characters. (Both standing and dash)
SH Nair or whatever is always available as a safer poke if you need it.
????? SH Nair? Safe? Huh?