Here's what has annoyed me about this MU without customs:
-Down throw combos
-Autoreticle
-Faster aerials
Here's what I've found out:
D-throw -> Fair only does 12% damage.
D-throw -> full Nair does 16%.
D-throw -> full Uair does 14%.
D-throw -> Uair kills at 105% on FD with no DI. This changes to 109% if DI'ing away from Palutena during the d-throw and the Uair, but the execution of the combo is tight if DI'ing away from the D-throw. Palutena's Uair actually sends you at a vertical angle that is slightly behind her, so the best chance for survival if caught in a D-throw at high percents is to DI away from the throw, trying to jump+air dodge ASAP, and if she hits you with Uair, then start DI'ing behind her. Now, the jump is necessary, because if you were DI'ing away and air dodged without it, you would suffer air dodge landing lag. Good Palutenas like to predict this air dodge and wait for you on ground with a F-smash. With no DI, this will happen to you any % below 108% in training mode. If DI'ing Palutena's d-throw away from her, this landing lag will be suffered even into 140% damage (Again, training mode). If you happened to be in Monado Jump, I'm sure this would be even worse due to the higher fall speed. I'm not a huge fan of the jumping + air dodge thing though, because even this can be predicted.
Instead, what you can do is a Monado Art Landing Lag Cancel to cancel your air dodge's landing lag! If you are at high percents, all you actually need to do is spam B and either Shield or Grab at the same time! You will continue changing arts until you air dodge (and you can't change arts during air dodge), and it happens that this will give you a nice MALLC upon landing. Lucky, right? MALLC's invincibility frames may even do the trick of having you dodge a smash attack, but if unsure, put the shield up. She can't grab you so soon, anyways. Be sure to still DI the throw, though, and try hard to continue drifting away during the rapid pressing B/Shield or Grab. MALLC the air dodge can still be done at low percents, even 0%, but you need to time the pressing of B instead of just doing it rapidly, or you will have the art activate too late. It might be futile to do at low percents, unless the Palutena user is purposefully baiting you to air dodge, because there's not really much you can do to escape the D-throw combos except maybe mixing up your DI to make her go for the wrong aerial.
Monado Shield might be able to save you from her D-throw combos at all percents. Although, I'm not sure, because it's hard to test alone. All I know is the combo counter is not counting the D-throw combos as true combos against Monado Shield, even at high percents. Testing is definitely needed here.
Autoreticle----
Paulutena's neutral B, Autoreticle was very annoying to me. What I did not understand is how easy it is to dodge. Just jump. If she uses it while you're in the air, just fall. If she uses it when you're in the air, close enough to the ground to be hit while standing, but far enough in the air that you will get hit when you try to jump, then shield (or maybe crouch). You aren't forced to approach her. Monado Shield can actually hold its own by shielding the attack, unshielding between the 3 hits of the attack, then shielding again, meanwhile staling the move.
Fast Aerials-----
This is bad if you let Paulutena in your range. So, don't do that. Without lightweight, she actually has a pretty slow air speed (rank 37) despite her fast run speed (rank 10). Her Bair has a little more range than our Nair (less than f-tilt), and her Fair has almost the same range as our Nair. So, air slash, Fair, Bair, F-tilt, and etc. all out-range it.
Maximum Horizontal Range
Note: All of Shulk's moves are listed from farthest to shortest. I used a custom stage I created to help assist with this, & used the Crate item to better determine the results. Not even Wii Fit Trainer was the greatest example to use the first time for this.
Note: I only measured the range of Shulk's moves by the farthest they could reach aka the Beam aka the Sourspot in most cases (Exceptions like NAir are loved & appreciated, because NAir, you break the B & B "rule"<3. I also did not test move techniques like Jump Canceled Vision).
- Back Slash Charge sliding hit-box as Shulk with any Art excluding all 3 Speed Arts
- Back Slash Charge sliding hit-box as Speed Shulk / DSpeed Shulk / HSpeed Shulk
- Dash Vision counterattack (This basically looks like a disjointed Tipper hit-box, but it's the sourspot)
- Advancing Air Slash 2nd hit
- Power Vision counterattack
- Vision counterattack
- Back Slash landing Tipper hit
- Instant Dash Attack as Speed Shulk
- Instant Dash attack as Vanilla Shulk / Jump Shulk / Buster Shulk / Smash Shulk
- Instant Dash Attack as Shield Shulk
- Back Slash Leap landing Tipper hit
- Forwarded Dash Vision counterattack
- Air Slash 2nd hit
- FSmash 2nd hit without angling
- Full Jab Combo (Rapidly tapping A)
- FSmash 2nd hit angled downward & upward
- BAir from behind
- Forwarded Vision counterattack
- Forwarded Power Vision counterattack
- FThrow collateral 3% hit
- Air Slash grounded 1st hit AND Advancing Air Slash grounded 1st hit
- DSmash 3rd hit from the front (It's actually the 5th hit of DSmash)
- DTilt
- FSmash 1st hit angled upward
- FAir
- FSmash 1st hit without angling
- FTilt
- FSmash 1st hit angled downward
- DSmash 2nd hit from the back (it's actually the 4th hit of DSmash)
- DSmash 1st hit from the back (it's actually the 2nd hit of DSmash)
- DSmash 1st hit from the front
- DSmash 2nd hit from the front (it's actually the 3rd hit of DSmash)
- Mighty Air Slash 2nd hit
- Jab-1 > Jab-2
- Ledge Attack from the ledge
- NAir from the front
- BThrow collateral 3% hit from behind
- Mighty Air Slash grounded 1st hit
- Jab-1
- NAir from behind
- UTilt
- USmash Front Ground-Hitting knock-up
- BAir front-facing hit
- Standing Grab
- USmash Back Ground-Hitting knock-up
- DAir
- UAir
Keep in mind her Fair and Bair both auto cancel from short hop, and her Fair can be fastfalled ASAP too. Nair autocancels from full hop with immediate fast fall. Dair autocancels from full hop with a slightly delayed fast fall. Don't be tricked into trying to punish these aerials when they are going to be autocancelled. You will probably be able to punish Uair, though, because it has a very bad autocancel and 24 frames of landing lag. However, if Uair is used shortly after a FH, she can use her second jump before reaching the ground and suffering landing lag.
On ground, she actually has worse frame data than Shulk (wow, that's bad).
http://kuroganehammer.com/Smash4/Palutena
We can get closer than we are used to.
I'm not sure about what to rate the MU.
Customs make it pretty different. I have not had enough experience against custom Paulutena to say much about that. I wonder how decisive Shield Shulk would do against her d-throw combos. I wonder if advancing air slash is susceptible to Explosive Flame neutral move 2. I think lightweight Paulutena would make D-throw -> Uair an easier guaranteed kill at high percents unless already in Monado Shield.