What if the move has like 20+ frames start up?
What if the move really has no follow up potential? Doesn't kill?
What if the move has omega amounts of ending lag? Low damage output?
We don't know anything specific yet. I can talk about a "comparable" move
Meta Knight's (grounded) Shuttle Loop.
About 2/3rds or slightly less the height.
It's an Up-Special rather than an Up Smash. Meaning that it has a lot more versatility in being able to be also used in the air. But it still retains the ability to be used out of shield (WHICH in Palutena's case is GOOD)
6-8 frames start up (in other words, very fast). Game play footage hasn't given any indication of it being fast/slow, right?
Came with invincibility. Smash attacks rarely have invincibility (Yoshi is the only one?)
Sent MK into the air but would otherwise auto cancel upon any landing. Varying its ending lag to the point of near non existence, but could be cancelled near instantly and send MK to the ground very quickly, to the point that it was actually a HARD to punish move in that situation. For the most part the vulnerability of the move was extremely low. Smash attacks are not necessarily always laggy, but they tend to be slower than tilts/jabs.
Due to these circumstances it could be comboed out of. We don't know Palutena's mobility, but following up could be hard, Falco shooting a laser at you from the other side of the stage doesn't guarantee any follow up.
It was also a solid kill move. This could be a kill move based around a sweetspot (the higher the stronger?), but that's all speculation, we don't know.
It's damage was quite minor. Smash attacks in comparison tend to do a damage, so we'll see.
Now there's a relatively large list of aspects to Meta Knight's shuttle loop that makes it bona fide b-b-b-b-b-b-rooooken, and we have no indications this Up Smash is anything similar in capabilities (hopefully Sakurai has learned his lesson).