sjb.dario
Smash Apprentice
- Joined
- Aug 1, 2015
- Messages
- 188
- NNID
- greatdario
It's been about two years since the release of Smash 4. Quite a long time has passed since then. There have been many changes in tier lists, updates, and such that heavily affected the meta of the game; the game right now looks vastly different from the game when it was first released.
But, the important question here is, what about Palutena?
As someone who did not pay attention to her for a long while, I am not entirely sure how she played in the early early days. But, I know that she was regarded as one of the worst characters in the game. Nearly all of her moves were not safe on shield and very laggy in terms of frames. Her only saving grace was her custom moves (which met a terrible fate in the competitive scenes). The only notable Palutena player during this time was Aerolink, but with his failure to produce significant results with Palutena without customs, the character fell into the void of irrelevance.
Months passed, and with a few major updates that helped Palutena, she gained some popularity. Her moves became more safe on shield (such as her d-tilt), she got a few setups, and she found ways to rack up damage. Players like IceNinja and TLTC showed that Palutena can be more than just a d-throw -> u-air character. During this period of time, people were able to develop Palutena's neutral game to a decent level.
Despite these advancements made to a bottom-dwelling character, however, she is still thought to be unviable in high-level competition. At most, she is thought to be a mid-tier character with clear drawbacks that make her a situational pick.
There have been no significant advancements in her meta since then.
Arguably, Palutena's current position in the tier list is, at the highest, mid-tier. Her meta has evolved to her becoming a decent hit-and-run type of mostly-defensive spacing-heavy character with a decent number of options in the neutral game.
So, what are the things that are holding her back?
1. Lack of ways to deal with fast-fallers.
Palutena's worst MUs are mostly consisted of characters with fast-falling characteristics. Another trait that ties in with this is good frame data. A good example to look at in this case is Fox. Fox is a fast-faller with great frame data. Naturally, he solidly beats Palutena in the MU. The biggest reasons why Palutena struggles against fast-fallers with good frame data are:
-Palutena's lack of reliable confirms against them
-Palutena's moves becoming more punishable due to their end-lag.
-Lack of quick aerials with good start-up frames.
Palutena's jab (which is pretty essential in terms of combos) becomes a relatively useless confirm because fast fallers can land on the ground to immediately punish her with any moves that are faster than her jab's endlag. Her f-air, which is another confirm during the opponent's early % phase, becomes less reliable as well. This leaves her with little-to-no confirms that are safe to use against them.
Due to their significant recovery lag, Palutena's moves require more commitment than ever when she is facing fast-fallers with good frame data. Whiffing them can open her up to significant punishment, which can cause some serious problems for her.
Alot of Palutena's aerials aren't slow, but they aren't exactly fast, either. Obviously, the first thing anyone can say about Palutena lacking a legitimately quick aerial is that she cannot outpace aggressive characters in the neutral game. A bigger issue I want to point out, however, is that Palutena has no moves in the air that allow her to easily get out of pressure or strings of attacks. For example, Luigi has a very quick nair that allows him to escape combos a lot of times. Palutena doesn't have any of these kind of moves. She has a n-air that starts at frame 5, but the hitbox is relatively unreliable for escaping pressure. She has a b-air that enables invincibility at frame 3, but that only covers her backside, so it's very situational when escaping pressure.
These problems plague Palutena when she faces a fast-faller with good frame data, making those MUs very hard.
2. Bad (or lack of) landing options.
It's pretty clear that Palutena's disadvantage state is pretty bad due to her lack of combo-escaping tools as stated earlier. Another thing that makes her disadvantage state bad is her lack of landing options.
Palutena gets juggled to death.
She has a lackluster air-dodge, a not-so-stellar fast-fall, bad air-velocity, and aerials that don't really cover her well when she is landing.
There are a good number of characters who are good at juggling that can hurt Palutena in their MUs (i.e. Cloud, Corrin, Mario, etc.). Ability to juggle and punish landings efficiently is a much bigger factor in MUs than people realize, and Palutena's lack of known options when landing seriously hurts her in the meta.
3. Lack of high-damaging combos
Palutena may have not-so-great-but-existing combos, but her lack of high-damaging combos can be troublesome. Having powerful combos really help characters because that would mean that they could win the neutral a lot less times than their opponents and still win the whole game. A good amount of high-tier characters (and even mid-tiers) have this trait (obvious one being Bayonetta, but also ZSS, Fox, etc.). But, because Palutena doesn't have any of this, she has to win the neutral a lot more times than her opponents most of the time. This leads me to the next point...
4. Lack of hit confirms
Having many hit confirms is awesome. This means that you have many options in the neutral that can be converted to a combo when you land the moves.
Unfortunately, Palutena only has about two or three known reliable hit confirms: Jab, f-air, and b-air. And, of these three confirms, only jab confirms reliably most of the time. This means that, most of the time, you'll be heavily relying on these three moves in the neutral. Kinda sucks when you have to rely on only three options to win the neutral while some of the other high-tier characters have many.
Having little hit confirms also makes the character very stale in terms of versatility. It's hard to get creative with your character in the neutral game when you have only 3 hit confirms. This would mean that you have to mindgame your opponent more, but even that can prove to be very difficult if your opponent catches on to what you are trying to do. Mindgames are not the most reliable way to win neutral for this reason.
5. Lack of killing options
Palutena doesn't have a reliable option to really kill the opponents outside of d-throw -> u-air/b-air/u-smash read (and this is already hard to perform due to Palutena having to read the opponent's movements and moves). Her only other known option is to stack up the opponents' % to about 160 and jab -> n-air/u-air/u-smash read. Other than this, what Palutena can do is b-air when the opponent reaches a very high % or gimp the opponent offstage. A lot of high-tiers, however, have very good recovery options, so beating them out offstage can be a lot more difficult than people realize.
6. Lack of zoning options
Palutena's autoreticle is not as terrible and "unusable" as many people point it out to be, but they're right in that it's definitely not stellar in any way. Due to her lack of effective projectile usage and super-long reaching moves in general, she lacks zone control that can seriously give the high-tier characters a run for their money.
These are the main problems of Palutena that I can think of right now. There may be more; if that is the case, feel free to say them so that I can add them on to this post.
Obviously, it would be very difficult to address all of these problems. But, fixing these problems (or mitigating their effects) will seriously help Palutena's meta. Another thing that can help her is significantly improving her strengths. For instance, her offstage game is decent at the moment, but it still can be unreliable against characters with good recoveries at times. Finding a way to make her offstage game incredibly powerful can still help her meta a bit even if her problems aren't addressed.
Anyways, this is my thoughts on Palutena's meta currently, and the issues that are hindering her from becoming a significant force to be reckoned with in the competitive environment. What are your thoughts on this issue? Any other points that I might have missed?
But, the important question here is, what about Palutena?
As someone who did not pay attention to her for a long while, I am not entirely sure how she played in the early early days. But, I know that she was regarded as one of the worst characters in the game. Nearly all of her moves were not safe on shield and very laggy in terms of frames. Her only saving grace was her custom moves (which met a terrible fate in the competitive scenes). The only notable Palutena player during this time was Aerolink, but with his failure to produce significant results with Palutena without customs, the character fell into the void of irrelevance.
Months passed, and with a few major updates that helped Palutena, she gained some popularity. Her moves became more safe on shield (such as her d-tilt), she got a few setups, and she found ways to rack up damage. Players like IceNinja and TLTC showed that Palutena can be more than just a d-throw -> u-air character. During this period of time, people were able to develop Palutena's neutral game to a decent level.
Despite these advancements made to a bottom-dwelling character, however, she is still thought to be unviable in high-level competition. At most, she is thought to be a mid-tier character with clear drawbacks that make her a situational pick.
There have been no significant advancements in her meta since then.
Arguably, Palutena's current position in the tier list is, at the highest, mid-tier. Her meta has evolved to her becoming a decent hit-and-run type of mostly-defensive spacing-heavy character with a decent number of options in the neutral game.
So, what are the things that are holding her back?
1. Lack of ways to deal with fast-fallers.
Palutena's worst MUs are mostly consisted of characters with fast-falling characteristics. Another trait that ties in with this is good frame data. A good example to look at in this case is Fox. Fox is a fast-faller with great frame data. Naturally, he solidly beats Palutena in the MU. The biggest reasons why Palutena struggles against fast-fallers with good frame data are:
-Palutena's lack of reliable confirms against them
-Palutena's moves becoming more punishable due to their end-lag.
-Lack of quick aerials with good start-up frames.
Palutena's jab (which is pretty essential in terms of combos) becomes a relatively useless confirm because fast fallers can land on the ground to immediately punish her with any moves that are faster than her jab's endlag. Her f-air, which is another confirm during the opponent's early % phase, becomes less reliable as well. This leaves her with little-to-no confirms that are safe to use against them.
Due to their significant recovery lag, Palutena's moves require more commitment than ever when she is facing fast-fallers with good frame data. Whiffing them can open her up to significant punishment, which can cause some serious problems for her.
Alot of Palutena's aerials aren't slow, but they aren't exactly fast, either. Obviously, the first thing anyone can say about Palutena lacking a legitimately quick aerial is that she cannot outpace aggressive characters in the neutral game. A bigger issue I want to point out, however, is that Palutena has no moves in the air that allow her to easily get out of pressure or strings of attacks. For example, Luigi has a very quick nair that allows him to escape combos a lot of times. Palutena doesn't have any of these kind of moves. She has a n-air that starts at frame 5, but the hitbox is relatively unreliable for escaping pressure. She has a b-air that enables invincibility at frame 3, but that only covers her backside, so it's very situational when escaping pressure.
These problems plague Palutena when she faces a fast-faller with good frame data, making those MUs very hard.
2. Bad (or lack of) landing options.
It's pretty clear that Palutena's disadvantage state is pretty bad due to her lack of combo-escaping tools as stated earlier. Another thing that makes her disadvantage state bad is her lack of landing options.
Palutena gets juggled to death.
She has a lackluster air-dodge, a not-so-stellar fast-fall, bad air-velocity, and aerials that don't really cover her well when she is landing.
There are a good number of characters who are good at juggling that can hurt Palutena in their MUs (i.e. Cloud, Corrin, Mario, etc.). Ability to juggle and punish landings efficiently is a much bigger factor in MUs than people realize, and Palutena's lack of known options when landing seriously hurts her in the meta.
3. Lack of high-damaging combos
Palutena may have not-so-great-but-existing combos, but her lack of high-damaging combos can be troublesome. Having powerful combos really help characters because that would mean that they could win the neutral a lot less times than their opponents and still win the whole game. A good amount of high-tier characters (and even mid-tiers) have this trait (obvious one being Bayonetta, but also ZSS, Fox, etc.). But, because Palutena doesn't have any of this, she has to win the neutral a lot more times than her opponents most of the time. This leads me to the next point...
4. Lack of hit confirms
Having many hit confirms is awesome. This means that you have many options in the neutral that can be converted to a combo when you land the moves.
Unfortunately, Palutena only has about two or three known reliable hit confirms: Jab, f-air, and b-air. And, of these three confirms, only jab confirms reliably most of the time. This means that, most of the time, you'll be heavily relying on these three moves in the neutral. Kinda sucks when you have to rely on only three options to win the neutral while some of the other high-tier characters have many.
Having little hit confirms also makes the character very stale in terms of versatility. It's hard to get creative with your character in the neutral game when you have only 3 hit confirms. This would mean that you have to mindgame your opponent more, but even that can prove to be very difficult if your opponent catches on to what you are trying to do. Mindgames are not the most reliable way to win neutral for this reason.
5. Lack of killing options
Palutena doesn't have a reliable option to really kill the opponents outside of d-throw -> u-air/b-air/u-smash read (and this is already hard to perform due to Palutena having to read the opponent's movements and moves). Her only other known option is to stack up the opponents' % to about 160 and jab -> n-air/u-air/u-smash read. Other than this, what Palutena can do is b-air when the opponent reaches a very high % or gimp the opponent offstage. A lot of high-tiers, however, have very good recovery options, so beating them out offstage can be a lot more difficult than people realize.
6. Lack of zoning options
Palutena's autoreticle is not as terrible and "unusable" as many people point it out to be, but they're right in that it's definitely not stellar in any way. Due to her lack of effective projectile usage and super-long reaching moves in general, she lacks zone control that can seriously give the high-tier characters a run for their money.
These are the main problems of Palutena that I can think of right now. There may be more; if that is the case, feel free to say them so that I can add them on to this post.
Obviously, it would be very difficult to address all of these problems. But, fixing these problems (or mitigating their effects) will seriously help Palutena's meta. Another thing that can help her is significantly improving her strengths. For instance, her offstage game is decent at the moment, but it still can be unreliable against characters with good recoveries at times. Finding a way to make her offstage game incredibly powerful can still help her meta a bit even if her problems aren't addressed.
Anyways, this is my thoughts on Palutena's meta currently, and the issues that are hindering her from becoming a significant force to be reckoned with in the competitive environment. What are your thoughts on this issue? Any other points that I might have missed?
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