Shulk 101

Palutena

Community Rating:
+0.5 (Slight Advantage)

Professional Rating:
+1 (Advantage)

Neutral

  • Shulk and Palutena are similar since both of them rely spacing and their abilities to camp.
  • Although slow, Jab is a dangerous tool as it is a useful spacing tool due to its range and it can lead to a grab or a variety of combos (if the Palutena decides to do just a single hit).
    • Jab into Jab
    • Jab into Grab
    • Jab into Down tilt (Doesn't work that well)
  • At High Percents (When Shulk is knocked up quite high off the ground)
    • Jab into Up Smash at high percents
    • Jab into Forward Smash at high percents
    • Jab into Up Tilt at high percents
    • Jab into Bair at VERY HIGH PERCENTS (Essentially if the enemy is sent into a falling animation in the air)
  • Jab and Dtilt are Palutena's main methods of spacing, although she will probably use jab more since it is safer.
  • Dash attack has a high amount of priority due to its invincibility frames on Palutena's shield and its small startup, making it a strong yet quick punishing tool. It is a strong stage control tool.
    • However, the attack is very laggy and very punishable, especially if you shield it.
  • Careful when shielding Ftilt as it does a lot of shield damage, potentially breaking your shield if your shield health is not at max. Try to roll behind Palutena when she uses this attack.
    • If you roll behind the attack or if Palutena whiffs the attack, you will have a large opening to punish her.
  • Nair is a strong combo tool at low to mid percents. It can combo even easier at low percents if Palutena has platforms to work with.
  • Good Palutena will mix up SHFFL'd Fairs with tomahawks (empty jump into grab), SHFFL'd bair or other moves to avoid predictable patterns. Be mindful of your shielding habits.
    • Fair can lead into a throw.
  • Bair, like dash attack, has high priority due to its invincibility frames, beating out a lot of aerial attacks if the shield is hit. It has decent killing power, but becomes very dangerous if you at the edge of the stage or offstage, or she has rage.
    • Although Palutena herself isn't invincible during the attack, be careful when challenging this attack
    • You can try grabbing Palutena if she whiffs a grounded bair.
  • Side B can slow or prevent opponents' movements as it pushes them back, but it is not hard to move around it.
    • The move is unshieldable at frame 8, meaning that if you are holding shield against this attack, you will be kicked out of your shield and receive damage and knockback. Although, it is rare to see this attack at close range.
  • Palutena has a 50-50 with Dthrow above 100%. She can either follow you in the air and use up air or dash into Usmash. Avoid being predictable.

Advantage

...

Disadvantage

  • Uair is long lasting, has high priority (it can even beat out Bowser's down B), and can KO around 110%.
    • Fortunately, Palutena will suffer considerable landing lag even after the attack ends.
    • Unfortunately, Palutena can input another attack to suffer less landing lag if she has enough time to do so.
  • When off-stage and Palutena is chasing after you, be most wary of her Bair and Dair.
    • Dair is very quick and potent spike (frame 10), but the hitbox only lasts for 1 frame and requires strict precision. It also takes a while for Palutena to act out of the attack if she remains in the air.
  • When recovering, be wary of Side B. Palutena can use Side B to push Shulk back during Air Slash (if he is above the stage) or if Shulk does not snap to the ledge. As long you are mindful of Side B and know how to snap to the ledge with Air Slash, you should be able to avoid Side B with ease.

Other Notes

  • Palutena's dash attack and bair both have invincibility on the shield, meaning that she will not suffer any damage or hit stun if the shield is hit (although she will suffer hit lag).
  • Invincibility duration
    • Dash attack: invincibility starts before the attack's hitbox begins (invincibility: frame 3, hitbox: frame 6) and ends 2 frames before the attack's hitbox ends (invincibility: frame 15, hitbox frame 17)
    • Bair: invincibility starts before the attack's hitbox begins (invincibility: frame 4, hitbox: frame 8) to when the attack's hitbox ends (invincibility & hitbox: frame 10)
  • While her ground attacks attacks have long start up, (her fastest attacks being a frame 6 dash attack and a frame 8 jab), her aerials have very small startup.
  • Fsmash and Dsmash have windboxes.
  • Dsmash sends opponents more vertically if they are close to Palutena or more horizontally if they are farther away.
  • Usmash is strongest at the base of the attack and weakest at the top of the attack.
  • Her counter is slow (frame 10) and can whiff when it does activate due it its small vertical range.

 

Vanilla Full Hop Buffered Nair hits while Standing? Yes.
Vanilla Full Hop Buffered Fair hits while Standing? Yes.
Vanilla Full Hop Buffered Dair hits while Standing? Yes.
Jump SH/Speed FH Buffered Nair hits while Standing? Yes.
Jump SH/Speed FH Buffered Fair hits while Standing? Yes.

 

Vanilla Full Hop Buffered Nair hits while Crouching? No.
Vanilla Full Hop Buffered Fair hits while Crouching? No.
Vanilla Full Hop Buffered Dair hits while Crouching? No.
Jump SH/Speed FH Buffered Nair hits while Crouching? No .
Jump SH/Speed FH Buffered Fair hits while Crouching? No.

Palutena (91)-

  • Down Throw (C)
    • DI up & away, maybe mix up with down & away. Watch out on heavy characters and fast fallers, she can down throw
  • Back Throw (K)
    • Kills at about 130% from the edge of the stage.
    • Kills at about 200% from the middle of the stage.
  • Up Throw (K)
    • Kills at about 180%, less situational than back throw. (DI back is slightly better than DI forward)


Information from this guide on Smashboards

Notes:

  • Usmash reaches past the top platform of Battlefield and Dreamland.
  • Try going for stages with high ceilings due to how potent Palutena’s uair is.
  • Palutena may opt for stages with platforms for the ability to ledge cancel with Up B, giving her more movement options
    • However, although Lylat Cruise has platforms that Palutena can utilize and allow her to space effectively, the stage also problematic for her. She can easily SD when she is trying to recover with Up B due to how weird stage’s ledges are and stage tilting shenanigans.


Best stages:

  • Battlefield
  • Dream Land 64

Worst Stages:

  • Final Destination
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