User blog:IsGamer13/Palutena Guide

Hey guys, I'd like to create a small guide about Palutena (as the title implies) so that those players who struggle with her can find some easier ways and much funnier ways to play as her, some (if not most) of the following statements are personal oppinions and anybody can leave a suggestion (as long as it's productive and it has to do with her moveset or something of the sort).

Some things to note as well, I don't have the best grammar (english is not my main language), I am not 100% skilled and I have yet to test her full potential (most likely on the Wii U with a GC controller). If you already did and want to help then feel free to do so.

By the way, most of the basic information is found on her own page regarding her attributes and moveset, the guide's structure is also based off from it to make things easier as well.

Without further delay, let's begin!

Normal

 * Neutral Attack: This movement alone (without the neutral combo), when very close to an opponent, can lead you to a free grab if timed correctly.
 * Neutral Combo: Very good as it comes out fast and her ending attack has considerable range
 * Side Tilt: It's fine as a tilt, wide and lingering hitbox, but it leaves her very open to almost any kind of attacks afterwards (specially if the opponent rolled to avoid it).
 * Up Tilt: Just like her side tilt, and it's much harder to pull off since you're left in a disadvantageous position, it doesn't leave you as open to attacks as her side tilt however.
 * Down Tilt: Spins her staff on the ground, comes out pretty fast and recent patches deleted most of the ending lag, making it reliable.
 * Dash Attack: This attack is very good if sweetspotted, it almost guarantees a kill on high percents, otherwise, it has a small lingering hitbox that can still hit the opponent and you're not left open for attacks too much.

Smash

 * Side Smash: The windbox helps with spacing if you couldn't hit the attack, otherwise, hitting it is tricky and, like any other smash attack, leaves you vulnerable before and after, hitting it grants a very good knockback and damage however, it can kill on medium %s.
 * Up Smash: This smash attack alone is almost an anti-air while being on the ground, it comes out almost instantly and it can kill very fast (be it when you hitted the opponent on the ground or on the air), but, since it's "instant" the remaining animation does not hit and therefore you're very vulnerable afterwards.
 * Down Smash: Very decent as a down smash if you predict the opponents rolls, however, it has an odd hitbox and sometimes the windbox it contains won't help much but to set a free dash attack or a grab depending on the character, it also can launch vertically (if close enough, high chance to kill) or horizontally (the rest of the wings, lower chance to kill).

Aerial Attacks

 * Neutral Aerial: This is a good follow-up when doing a down throw, wide lingering hitbox, multiple hits and fair kill potential, it's tricky to pull off however.
 * Forward Aerial: This is one of her best attacks since it's fast, has almost no ending lag and it allows good amount of poking, it's a very good follow-up from a down throw and you should about always do this after the throw, otherwise, you can do the NAir.
 * Back Aerial: This is also a very good aerial because it hits hard and it's not hard to hit, it also kills at high %s without problems.
 * Up Aerial: Another good aerial, sometimes it can be used after a down throw as well but it's unreliable as you might not get to land the final hit (which is the one that actually sends the opponent), the move alone is also great, landing it is rewarding because most of the times you might be close to the blast zone, guaranting a kill with it's good knockback.

Grabs and Throws

 * Pummel: A slow pummel, you should do it sometimes at high %s, otherwise, just down throw.
 * Forward Throw: Lanches the opponent forward, there's not much else to say, you COULD follow with a FAir but it's tricky.
 * Back Throw: Flips the opponent over her head and kicks it, also self-explanatory, sometimes you can land a dash attack at lower %s.
 * Up Throw: Launches the opponent upwards, it has decent kill potential, it also sets up an UAir if the met requirements allow it.
 * Down Throw: Slams the opponent into the ground, this is her bread and butter when it comes to free damage and air combos, since it allows you to set up 1-2 (even 3) forward aerials, a neutral aerial or maybe even an up aerial, you should always do this throw if you are ready to combo the enemy into oblivion, there's no room for mistake however since it leaves you vulnerable to counterattacks, practice combos with this move as a startup and you will have a great time.

(I will list special and custom moves in some minutes, I would like to first receive your oppinion and suggestions before I should continue, also correct my mistakes if you desire, it helps for improving this new guide, thanks in advance!).