Matchup Summary (Win Condition and Game Plan)
Snake can distort the pace with Grenade, C4, and Nikita, then route the forced dodge path into high-damage normals and ledge traps. Palutena has the speed and long aerials to reach him, but if she only spends the matchup dodging explosives, she eventually gives up stage and lets Snake build the exact setup he wants.
The stable plan is to use Auto Reticle and Explosive Flame to rush Snake’s grenade pulls and retreat timing, then hit the real body with Nair, Fair, Bair, or Grab the moment he stops moving. The payoff comes after that first launch, where Palutena can keep narrowing the landing with Uair and Up Smash instead of resetting into another full-screen setup cycle.
The table shows Jab 1, Jab 2, Jab 3, tilts, Dash Attack, every smash attack, Nair, Fair, Bair, Uair, Dair, and Side B are all punishable on shield, starting from OOS Nair (8f). Jab 2 onward, Forward Tilt, Dash Attack, Fair, Bair, and Side B are especially important because those are common places to cut off Snake’s close-range pressure before he can drift back into more explosives.
Kills are more reliable when Palutena keeps Snake above or cornered and closes with Uair, Up Smash, Bair, or Explosive Flame at ledge, rather than drifting around offstage for too long while Nikita becomes a problem. Reflect and counter should stay selective, because overusing them lets Snake punish the read with grab timing or grenade trades.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Palutena OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -8 |
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| Jab 2 | 4 | -16 |
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| Jab 3 | 8 | -32 |
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| Forward Tilt (1) | 4 | -22 |
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| Forward Tilt (2) | 8 | -22/-22/-21 |
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| Up Tilt | 6 | -18/** |
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| Down Tilt | 6 | -13 |
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| Dash Attack | 5 | -26/** |
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| Forward Smash | 41 | -18 |
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| Up Smash | 11/35 | -39/+1 |
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| Down Smash | 8/20 | -28/-14 |
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| Neutral Air | 10/18/26/36 | -14/-11 |
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| Forward Air | 23 | -14/-14 |
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| Back Air | 7 | -13/-14/-15/-15 |
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| Up Air | 10 | -10/-11 |
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| Down Air | 3/10/17/25 | -17/-18/-16 |
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| Neutral B | 1 (Grenade Pull) | — | ||
| Side B | 41 | -19/-14 |
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| Up B | — | — | ||
| Down B | 9 | — | ||
| Grab | 8 | — | ||
| Dash Grab | 11 | — | ||
| Pivot Grab | 9 | — |
Win Condition Checklist
- Use Auto Reticle and Explosive Flame to hurry Snake’s grenade pull and retreat timing, then hit the real body with Nair, Fair, Bair, or Grab before he rebuilds the setup.
- After blocking Jab 1, Jab 2, Jab 3, any tilt, Dash Attack, any smash attack, Nair, Fair, Bair, Uair, Dair, or Side B, prioritize OOS Nair (8f), then use Grab, OOS Bair, OOS Fair, or OOS Uair when spacing allows.
- Do not stop after avoiding one explosive. Dash back in and turn that moment into a juggle or ledge trap before Snake gets another comfortable pull or plant.
- Take stocks more often from Uair, Up Smash, Bair, and Explosive Flame while Snake is landing or cornered than from extended offstage drift where Nikita can reverse the situation.
Actions to Avoid
- Watching only Grenade, C4, and Nikita while giving Snake repeated chances to reset his body position for free.
- Missing the punish on Jab 2 onward, Forward Tilt, Dash Attack, Fair, Bair, or Side B and letting Snake keep his close-range turn alive.
- Drifting offstage too long and volunteering for layered Nikita plus aerial pressure instead of finishing onstage.
- Making Reflect/Counter too obvious and giving Snake easy grab timing or grenade trades that break the read.