More actions
While Palutena doesn't really possess any easily-exploitable weaknesses, she lacks the sort of "cheese" options some other characters have that provide early or easy kills. A stock played as Palutena will most likely be a full one - the majority of her kills will only be scored after the opponent reaches a relatively high percent. She also lacks any extremely solid zoning tools, as her two projectiles in Autoreticle and Explosive Flame are both somewhat exploitable in neutral and are usually better suited for after the opponent is already in disadvantage. This can lead to predictability from Palutena players, as despite the versatility of her moveset she can be punished by opponents who are proficient in parrying or otherwise dealing with her aerials or characters who can sufficiently maneuver around them.
While she may be slightly toned down from the huge early-meta threat she was during the first couple years of SSBU, she is still a force to be reckoned with. Her best moves are relatively straightforward, and her gameplan is simple enough to provide accessibility for lower-level players while allowing for creativity and a wide variety of ways to apply and express skill at high level. If you're looking for a character who rewards fundamental expertise and provides a variety of options for any situation, then Palutena might be for you.
Palutena is a mid-range character with top-in-class pokes, great punishes and a simple yet effective advantage state. | |
Pros | Cons |
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Normal Moves
Jab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Jab | 3.0 | 8-9 | 25 | 361/180 | -12 | none |
Rapid Jab | 0.6 | 2/5/8/11/14/17 | 22 | 361 | none | |
Rapid Jab (Finisher) | 3.5 | 3-4 | 40 | 361 | -32 | none |
Not very useful outside of jab-locks due to its slow speed compared to most other jabs.
Rapid Jab (mash )
Palutena's only jab followup. Sends the opponent away and does actually kill at very high percents.
- Will deal no hitstun against Bowser and Kazuya because of Tough GuyA passive, very weak hyper armor that makes rapid jabs worthless
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab | 25/20 | 20 | 4 | ||||||||||
Rapid Jab | 10 | 20 | 5 | ||||||||||
Rapid Jab (Finisher) | 55 | 140 | 4 |
Forward Tilt
/ +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hit 1 (hitbox 1) | 6.0 | 14-16 | 60 | 90/45 | -39 | none |
Hit 1 (hitbox 2) | 6.0 | 17-20 | 60 | 285/100 | -36 | none |
Hit 2 (hitbox 1) | 6.0 | 21-23 | 60 | 20/85 | -32 | none |
Hit 2 (hitbox 2) | 7.0 | 24-35 | 60 | 40 | -28 | none |
Palutena's most active normal. A relatively long-reaching yet committal button. Offers the most leniency when covering things like spotdodges or neutral getups at the ledge, but is unsafe on shield and easily punished if whiffed. Still a somewhat respectable kill move at the ledge.
- Will hit opponents who drop shield after the first hit, potentially preventing over-eager opponents from getting a punish.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 (hitbox 1) | 25 FKB/45 FKB | 100 | 6 | ||||||||||
Hit 1 (hitbox 2) | 25 FKB/40 FKB | 100 | 6 | ||||||||||
Hit 2 (hitbox 1) | 35 FKB/30 FKB | 100 | 6 | ||||||||||
Hit 2 (hitbox 2) | 78 | 80 | 7 |
Up Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Linking Hits | 1.4 | 8-22 | 56 | 367/130/190 | none | |
Final Hit | 4.5 | 24-25 | 56 | 85 | -26 | none |
A very active disjoint with multiple hits that serves as a juggling tool in a pinch. Somewhat committal, and doesn't hit above platforms until the last hit, if at all. Use this to cover landings while staying grounded.
- Will kill off the top at high percents
- Can be confirmed into on grounded opponents after the first hit of Nair
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Linking Hits | 20 FKB/50 FKB/30 FKB | 100 | 3 | ||||||||||
Final Hit | 75 | 136 | 5 |
Down Tilt
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
8.5/5.0 | 14~27 | 40 | 35/75 | -17 | none |
Palutena's safest grounded poke, and a disgusting two-frameHitting someone during the two frames it takes to grab ledge tool thanks to its ridiculous active frames. One of her best ledgetrapping moves. It can also be used as a neutral tool, particularly against small characters who will be less vulnerable to landing aerials such as Kirby. Depending on whether the move hits aerial or grounded, Dtilt has two different trajectories, each with its own use.
- On air hit, including successful two-frame punishes, Dtilt will pop the opponent upwards. Depending on how late the move hits, Palutena can combo into either Fair or Bair to reset advantage or confirm a kill.
- DIInfluence on launch speed and locationing out makes Bair more likely to whiff at high percents.
- On ground hit, Dtilt will send outward, leading to a potential tech chase or even killing outright at high percents.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
40/38 | 100 | 8/6 |
- Lesser damage value occurs on air hit.
Dash Attack
while dashing or running
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 11.0 | 6-9 | 41 | 70/60 | -24 | upper body invincible 5~6 |
Late | 7.0 | 10~17 | 41 | 60 | -23 | arm invincible 7~16 |
Despite its somewhat stubby range, Dash Attack is nonetheless a frame 6 burst option and is one of Palutena's best moves for forcing her way in and/or catching landings. Its upper body invincibility allows her to directly contest most aerial approaches and reset a juggle situation while grounded. Be careful not to rely on this too much as it is very unsafe on shield and does not cross up, leaving Palutena right in front of the opponent for a free punish.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 71 | 76 | 10 | ||||||||||
Late | 61 | 56 | 7 |
Smash Attacks
Forward Smash
/ +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Forward Smash | 16.0/13.024/19.5 charged | 18-20 | 64 | 361 | -34/-36-30/-32 charged | none |
Windbox (early) | 0.00 charged | 21-25 | 64 | 361 | none | |
Windbox (late) | 0.00 charged | 26-31 | 64 | 361 | none |
A fairly standard Fsmash - respectably strong but somewhat slow and laggy. Has a sourspot at the tip of the wings. This move is best suited for hard reads given its poor frame advantage on shield. However Fsmash has a large windbox pushing opponents away from Palutena active for a few frames after the move's hitboxes finish, which can make it harder to punish at max range or used to push opponents away from the stage for gimmicky edgeguards.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forward Smash | 40 | 100/102 | 11/95/5 charged | ||||||||||
Windbox (early) | 60 FKB | 100 | 23 charged | ||||||||||
Windbox (late) | 35 FKB | 100 | 23 charged |
Up Smash
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 16.0/12.0/9.024/18/13.5 charged | 18~29 | 64 | 88 | -34/-37-30/-33 charged | none |
Late | 13.0/9.0/7.019.5/13.5/10.5 charged | 30~35 | 64 | 88 | -24/-26-20/-24 charged | none |
Despite hitting ridiculously high, Usmash isn't really that good of an anti-air as one might think due to it getting weaker the higher up the beam hits. It does remain active for very long, however, allowing it to be a particularly lenient tool for hard-reading getup options at the ledge, or as a two-frameHitting someone during the two frames it takes to grab ledge tool against certain characters.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 53/58/62 | 84/89/92 | 11/8/75/4/4 charged | ||||||||||
Late | 53/58/62 | 84/89/92 | 9/7/65/4/4 charged |
Down Smash
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Close | 15.022.5 charged | 17 | 69 | 60 | -41-36 charged | none |
Far | 13.019.5 charged | 18~19 | 69 | 28 | -41-37 charged | none |
Windbox | 0.00 charged | 20-29 | 69 | 361 | none |
A pretty standard Dsmash that tends not to see much use outside of specific cases. Dsmash has a sweetspot up close and a sourspot at further range that send at very different angles: the sweetspot sends diagonally up and away while the sourspot just sends out. It hits on both sides simultaneously and is slightly stronger than Fsmash at close range, making it a decent tool to catch airdodge landings, however it's much less safe on shield. It also has a windbox, but this one is harder to exploit compared to Fsmash.
- Can result in early stocks on opponents who DI in for the sourspot and are hit by the sweetspot
- Is the easiest reliable punish for ledge regrabs
- Will hit every opponent out of a jab-lock, and is also one frame faster to start up than Fsmash making the timing slightly more lenient. On characters it hits, Fsmash is a stronger punish though due to Dsmash most likely connecting the sourspot on a prone opponent.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close | 52 | 103 | 105 charged | ||||||||||
Far | 30 | 90 | 95 charged | ||||||||||
Windbox | 55 FKB | 100 | 23 charged |
Aerials
Neutral Aerial
Airborne
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Linking Hits (hitbox 1) | 1.4 | 5-23 | 367/100 | -10 | none | |
Linking Hits (hitbox 2) | 1.4 | 5-6 | 95 | -10 | none | |
Linking Hits (hitbox 3) | 1.4 | 7-23 | 100 | -10 | none | |
Linking Hits (hitbox 4) | 1.4 | 24-27 | 367/100 | -10 | none | |
Final hit | 5.1 | 29-30 | 52Landing Lag: 12 | 55 | -9 | none |
One of the most infamous Nairs in the game. This extremely versatile move is Palutena's fastest button at frame 5 and functions as a good air-to-air, OOSOut of Shield option, combo starter, combo filler, edgeguarding tool, and can even start a kill confirm. This move on its own can greatly assist Palutena in advantageous matchups, particularly versus heavier or bigger characters, and can easily overwhelm players who don't know how to play around it. While this is an incredible move, abusing it unnecessarily can lead to whiff punishes and contested attacks by opponents who know what they're doing. Knowing how to use Nair is essential to playing Palutena well.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Linking Hits (hitbox 1) | 0/65 FKB | 100 | ? | 2 | |||||||||
Linking Hits (hitbox 2) | 80 FKB | 100 | ? | 2 | |||||||||
Linking Hits (hitbox 3) | 65 FKB | 100 | ? | 2 | |||||||||
Linking Hits (hitbox 4) | 65 FKB | 100 | ? | 2 | |||||||||
Final hit | 35 | 155 | ? | 3 |
Forward Aerial
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
10.0 | 9-11 | 45Landing Lag: 9 | 45 | -5 | none |
An excellent poke for quickly checking approaches, both grounded and airborne. While it has no invincibility unlike Bair which is used for a similar purpose, Fair can much more reliably confirm into Grab and other aerials at low-mid percents. Can also act as combo filler instead of Nair depending on the opponent's position. A very safe move to throw out in neutral that complements Bair well.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
31 | 92 | ? | 4 |
Back Aerial
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
12.0 | 8-10 | 50Landing Lag: 10 | 361 | -5 | upper body invincible 7, arm invincible 8 - 10 |
One of the best buttons in the entire game. On top of being quite disjointed, Palutena's arm is invincible during active frames, allowing her to directly contest and beat out other moves with proper (or even improper) spacing. Landing with this move is a centerpiece of Palutena's neutral. The invincibility and safety of this move (when spaced well it can be safe even on parry) lets her excel at directly stopping opponent's approaches while forcing her own. Bair is likely also Palutena's most common kill move; while that means her gameplan in neutral doesn't change a whole lot as percents climb higher, it also means that this move will be stale much more often than not, which can contribute to some difficulty securing raw kills.
- Landing Bair will combo into Dash Attack at low-mid percents, but unlike Fair it will not confirm into much more.
- Bair is usually the combo finisher of choice after horizontal combos/strings.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
30 | 95 | ? | 5 |
Up Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hits 1-4 | 1.0 | 10-22 | 105/367 | -12 | none | |
Final Hit | 5.0 | 24-25 | 52Landing Lag: 14 | 88 | -11 | none |
Very generous disjoint that works wonders in combos and juggles. Uair can be used after Nair during combos if the opponent's DI or positioning won't allow for another Nair, or to extend the combo upwards with platforms. Afterwards, Uair is a long-lasting move that covers a large area around Palutena's head, which means it's an excellent tool for juggling and keeping an opponent above Palutena in disadvantage. This move is also a respectable kill move, especially when combined with Palutena's decent jump height and excellent air acceleration which allow her to lock down the air very well.
- Has niche use as a dragdown confirm into grab, as usually landing with an opponent trapped in Uair's multihits will result in the opponent landing in front of Palutena.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hits 1-4 | 40 FKB/20 FKB | 100 | ? | 2 | |||||||||
Final Hit | 50 | 152 | ? | 3 |
Down Aerial
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
11.0 | 10-11 | 59Landing Lag: 11 | 270/55 | -7 | none |
Standard issue spike offstage, and has some use as an OOS tool or landing option onstage. Outside of spiking aerial opponents, Dair sends grounded opponents in a strange angle upward and behind Palutena. Can be used to punish crossups on shield, and a relatively average OOS option in some situations when Nair won't connect. At early percents, Dair can lead into either Dash Attack or confirm into a Grab, and slightly later it will start a two-piece combo into Fair or Bair.
- Only active for 2 frames, but has no weak/sour hit.
- Palutena's next safest aerial on shield after Fair and Bair (both -5).
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
20/30 | 100 | ? | 4 |
Specials
Autoreticle
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
3.5 | 68 | none |
Palutena scans a large area in front of her with a cone of light, setting a target on the nearest opponent in range. If the target is set, Palutena will automatically fire 3 projectiles in that direction. Somewhat useful in neutral at long range, but its long animation makes Neutral B quite committal, especially at mid-range or closer. It can also harass an opponent offstage if they are forced to recover in a specific way.
- The reticle visually won't track the opponent after it's locked in, however Palutena will still track a moving opponent until she starts shooting
- In matches other than 1v1s, Palutena will always shoot at the nearest opponent. Other opponents can still get hit by the projectiles
- Neutral B can lock on to items or trapsThings such as Isabelle's Down-B, although opponents take priority
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
Explosive Flame
/ +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Linking Hits | 1.5 | 28-57 | 73 | 160 | -39 ~ -10 | none |
Final Hit | 5.5 | 60-61 | 73 | 84 | 0 | none |
Palutena summons an expanding multihit circle of fire at one of two set distances, depending on whether the move is input like a tilt attack (closer) or like a smash attack (further). Not very useful in neutral, due to its long startup and endlag, it's mostly used in advantage to catch a landing from far away, or as a surprise hitbox when recovering. Kills decently well.
- After inputting the move, a white flash will appear where the explosion will occur
- Side B can be blocked by walls (natural and artificial ones). Instead, a spark will appear and the move's animation will end prematurely.
- Strangely, the last hit of this move is very safe on shield (only -2). This can lead to some setups while jumping from the ledge, for example, that can be kept safe if the opponent is forced to shield the move.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Linking Hits | 50 | 100 | 2 | ||||||||||
Final Hit | 60 | 141 | 3 |
Warp
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
Until LandingLanding Lag: 22 | all intangible 16-32 |
Standard teleport recovery, has no hitbox but is intangible during the majority of the teleport. However this is also the easiest of the three teleports in the game to cancel on an edge, along with having some other quirks unique to Palutena (see Warp Canceling and Warp Shortening in the Tech section for more details).
- Palutena can control the travel distance depending on her left stick's tilt.
- Palutena can travel in 16 different directions
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Counter
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Whiff | 7~34 Catch | 70 | ||||
Counterattack | 10.0 | 5-7 | 37 | 361 | -21 | all intangible 1-5 |
Reflect | x1.4Damage multiplier on reflect | 1-45 | 35 | 361 | -32 | none |
Standard counterattack special, Palutena assumes a stance where she will stop and counter any incoming attack. Also the first of its kind to double as a reflector which will instead reflect projectiles instead of triggering the melee counter. The physical counter is slightly lackluster in power and range, but the reflector is average and the reflect hitbox lasts a while when triggered, allowing her to win some interactions against other characters with reflectors.
- This move is slow to start up and has high endlag, but the active part of the stance (where Palutena will actually trigger a counter) is deceptively long compared to other counterattacks. This may throw some opponents off who try to punish on reaction
- The counterattack lacks vertical range, causing it to miss opponents below Palutena
- The reflector has a cool animation of the barrier breaking if it attempts to reflect a projectile that does more than 50%
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Whiff | |||||||||||||
Counterattack | 50/30 | 70/65 | 10 | ||||||||||
Reflect | 50 FKB | 100 | 2 |
Grabs & Throws
Grab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Standing Grab | 7-8 | 40 | none | |||
Dash Grab | 10-11 | 48 | none | |||
Pivot Grab | 11-12 | 43 | none | |||
Pummel | 1.3 | 1 | 7 | 361 | -2 | none |
Standing grab ()
Decent grab, lost some of its inexplicable horizontal range after a balance patch. Palutena gets good reward for landing grabs, which may come into play often given how frequently an opponent is forced to shield her aerials.
- None of Palutena's actual throws have collateral hitboxes, although this rarely comes into play other than some situations in doubles.
Dash Grab ( or > )
Palutena's laggiest grab. Will confirm out of things like landing Fair but when using it in neutral remember it's a commitment.
Pivot Grab ( > + )
One of those pivot grabs. Unlike standing grab, this one's range was never nerfed and said range is very generous. Great for catching landings or spotdodges.
Pummel ( > )
Only used to get free damage after a grab before going for a throw. Only do this if you're certain you can do a throw after pummeling the opponent. As with all characters who have kill throws, keep in mind you can instantly throw the opponent instead of pummeling if you think you can catch their incorrect DI.
- As a rule of thumb, you can have one guaranteed pummel every 30%.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Standing Grab | |||||||||||||
Dash Grab | |||||||||||||
Pivot Grab | |||||||||||||
Pummel | 30 FKB | 100 | 3 |
Forward Throw
>
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
9.0 | 20 | 45 | 45 | all invincible 1-20 |
Very simple throw. Generally just used for positioning or keeping advantage.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 | 30 |
Back Throw
>
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
10.0 | 20 | 55 | 361 | all invincible 1-20 |
Respectable kill throw at higher percents, not used for much else other than occasionally throwing an opponent offstage.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
65 | 70 |
Up Throw
>
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
8.0 | 17 | 55 | 92 | all invincible 1-17 |
Very niche throw - it can set up for a juggling situation, and funnily enough it kills at around >200%. Other than that, this is likely Palutena's least-used move.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 | 60 |
Down Throw
>
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
5.0 | 25 | 46 | 73 | all invincible 1-25 |
Dedicated combo throw at low-mid percents, leading into Fair or Bair pretty consistently. At high percents, Dthrow is the instigator of Palutena's infamous Dthrow > Bair kill confirm... sometimes. If nothing else, it puts the opponent in a very precarious situation that can lead into a kill with the right reads or quick reactions. See the Setplay section for more info on how to capitalize off of Dthrow effectively, as it is a valuable tool to take stocks as Palutena.
- Dthrow > Nair is rarely a combo without bad DI from an opponent, try not to get in the habit of using it.
- Dthrow > Uair is similarly ineffective at low percents, but it may see some use at kill percent depending on DI.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 | 30 |
Misc. Attacks
Ledge Attack
while holding the ledge
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
9.0 | 23-25 | 50 | 45 | -17 | all intangible 1-25 |
Like all ledge attacks in SSBU, intangible until hitboxes end.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 | 20 | 9 |
Getup Attack
after getting knocked down
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Up | 7.0 | 16-26 | 46 | 48 | -22/-13 | all intangible 1-26 |
Down | 7.0 | 14-25 | 46 | 48 | -24/-13 | all intangible 1-25 |
Standard issue getup attack. Does a surprising amount of shield damage when both hits connect.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Up | 80 | 48 | 7 | ||||||||||
Down | 80 | 48 | 7 |
Trip Attack
after tripping
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
5.0 | 13-25 | 50 | 361 | -30/-18 | all intangible 1-7 |
Chances are you're rarely going to see this. Functionally, it's the same as a regular getup attack.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60 | 50 | 6 |
To edit frame data, edit values in SSBU/Palutena/Data. |
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
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