Dinoman96
Smash Master
- Joined
- Sep 22, 2013
- Messages
- 3,436
Out of all the special moves Palutena has...I honestly feel like this is probably her worst special by far. Yes, even worse than any of her defaults combined.
At least with her default specials, I can think of some uses for them. Reflect is pretty good against characters with projectiles like Villager. Counter is fairly effective when used against characters with strong attacks like Little Mac, Bowser, Ganondorf, etc. Warp is a nice and fast recovery, and Auto-Reticle, while unreliable, can do some decent damage and irritation.
But I simply just don't understand the point of Heavenly Light. You just sit in one spot and do minor chip damage, and there's lots of endlag after using it. It just seems hugely pointless and useless to me. At least with some of her often criticized specials like AR and Counter, they could simply just be adjusted to make them work better (Give AR more range, have the projectile come out faster, make it less punishable, etc). But with HL, just the entire concept of the move seems fundamentally flawed. Even in free-for-alls, which Sakurai (for the most part) balances these games around, I'd rather be using Explosive Flame or even AR.
One thought I had is to just downright replace the move altogether with some other Uprising power, but I'd kinda hate that honestly. Heavenly Light is definitely the power that fits Palutena's character (The Goddess of Light) the most. I just think the general idea needs to be reworked.
In KI Uprising, when Pit activates Heavenly Light, he could still move around while using it. In fact, this is also a power you can use in SSB 3DS's Smash Run, and it works in the same way. So what I'm thinking is that instead of being a sitting duck, Palutena could move with it activated, just basically adding slightly more damage when attacking someone with your normals, if that makes any sense. Like Super Speed and Lightweight, there would be some cooldown period afterward where Palutena can't use it.
At least with her default specials, I can think of some uses for them. Reflect is pretty good against characters with projectiles like Villager. Counter is fairly effective when used against characters with strong attacks like Little Mac, Bowser, Ganondorf, etc. Warp is a nice and fast recovery, and Auto-Reticle, while unreliable, can do some decent damage and irritation.
But I simply just don't understand the point of Heavenly Light. You just sit in one spot and do minor chip damage, and there's lots of endlag after using it. It just seems hugely pointless and useless to me. At least with some of her often criticized specials like AR and Counter, they could simply just be adjusted to make them work better (Give AR more range, have the projectile come out faster, make it less punishable, etc). But with HL, just the entire concept of the move seems fundamentally flawed. Even in free-for-alls, which Sakurai (for the most part) balances these games around, I'd rather be using Explosive Flame or even AR.
One thought I had is to just downright replace the move altogether with some other Uprising power, but I'd kinda hate that honestly. Heavenly Light is definitely the power that fits Palutena's character (The Goddess of Light) the most. I just think the general idea needs to be reworked.
In KI Uprising, when Pit activates Heavenly Light, he could still move around while using it. In fact, this is also a power you can use in SSB 3DS's Smash Run, and it works in the same way. So what I'm thinking is that instead of being a sitting duck, Palutena could move with it activated, just basically adding slightly more damage when attacking someone with your normals, if that makes any sense. Like Super Speed and Lightweight, there would be some cooldown period afterward where Palutena can't use it.
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