Editing Pit (SSBU)

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Pit possesses a respectable grab game. Forward throw can combo into dash attack at low percentages or KO at high percentages while near the edge, while down throw can be used to combo into up smash or any of his aerials. Back throw can combo into a dash attack at low percentages as well and can be used to setup edgeguards at higher percentages. Finally, up throw is Pit's most damaging, yet least useful throw, since its only utility is to occasionally set up juggles or pressure.
Pit possesses a respectable grab game. Forward throw can combo into dash attack at low percentages or KO at high percentages while near the edge, while down throw can be used to combo into up smash or any of his aerials. Back throw can combo into a dash attack at low percentages as well and can be used to setup edgeguards at higher percentages. Finally, up throw is Pit's most damaging, yet least useful throw, since its only utility is to occasionally set up juggles or pressure.


Pit's air game is also useful, thanks to his aerial attacks' ability to all [[autocancel]] in a short hop and their particular strengths. Neutral aerial has the lowest amount of startup lag out of his entire moveset, a long duration, and an excellent autocancel window. Altogether, these traits make it a decent [[out of shield]] option, decent for edgeguarding and approaching, and similarly to {{SSBU|Palutena}}'s neutral aerial, it is also useful for pressure and combos. Forward and up aerials are reliable followups from down throw, the latter more so at mid to high percentages; in addition, the former is useful for approaching and edgeguarding, whereas the latter is excellent for juggling. Back aerial is Pit's strongest aerial attack when sweetspotted, making it ideal for spacing as well as for outright KOing. Lastly, down aerial has the lowest ending lag of Pit's aerials, and is useful for edgeguarding thanks to it being a [[meteor smash]] during its first frame, and its fairly large range also makes it decent for approaching; the inability to tech grounded meteor smashes in ''Ultimate'' also enables down aerial to serve as a combo starter at higher percents that can combo into an up smash for a reliable KO combo. It's also fast for a meteor smash, coming out on frame 10. Pit's aerial attacks also have low landing lag.
Pit's air game is also useful, thanks to his aerial attacks' ability to all [[autocancel]] in a short hop and their particular strengths. Neutral aerial has the lowest amount of startup lag out of his entire moveset, a long duration, and an excellent autocancel window. Altogether, these traits make it a decent [[out of shield]] option, decent for edgeguarding and approaching, and similarly to {{SSBU|Palutena}}'s neutral aerial, it is also useful for pressure and combos. Forward and up aerials are reliable followups from down throw, the latter more so at mid to high percentages; in addition, the former is useful for approaching and edgeguarding, whereas the latter is excellent for juggling. Back aerial is Pit's strongest aerial attack when sweetspotted, making it ideal for spacing as well as for outright KOing. Lastly, down aerial is  has the lowest ending lag of Pit's aerials, and is useful for edgeguarding thanks to it being a [[meteor smash]] during its first frame, and its fairly large range also makes it decent for approaching; the inability to tech grounded meteor smashes in ''Ultimate'' also enables down aerial to serve as a combo starter at higher percents that can combo into an up smash for a reliable KO combo. It's also fast for a meteor smash, coming out on frame 10. Pit's aerial attacks also have low landing lag.


Pit's special moves are fairly versatile as well, reinforcing his ease of use. He has a great projectile in [[Palutena Bow]] which moves quickly, can be [[charge]]d and easily maneuvered makes it very useful for camping, edgeguarding, winning projectile wars against characters such as {{SSBU|Simon}}, and even [[mindgame]]s. [[Upperdash Arm]] functions very similarly to [[Raptor Boost]]: it propels Pit forward and, upon making contact with something, results in him throwing an uppercut that has a decent damage output and very high base knockback, and can KO at high percentages. Upperdash Arm also has utility outside of offense; it grants [[super armor]], can reflect projectiles, and can function as a horizontal recovery option. However, it is very punishable because of its dash's noticeable startup lag and extreme amount of ending lag, especially when it misses. Upperdash Arm's deflection property is also fairly inconsequential, since it reflects projectiles at an upward diagonal angle instead of directly back at the opponent. [[Power of Flight]] covers an impressive amount of distance, and be angled to propel Pit either vertically, diagonally, or almost horizontally; it also grants Pit brief [[intangibility]] on startup as well. Lastly, [[Guardian Orbitars]] protect Pit on his left and right sides with energy shields that [[reflect]] projectiles. They are also capable of [[Windbox#Pushing attacks|pushing]] opponents back, which makes them capable of edgeguarding. However, the Orbitars are not indestructible: should they end up being destroyed, they cannot be used again for 10 seconds. In addition, their high amount of ending lag makes them highly risky when used on the ground or when landing.
Pit's special moves are fairly versatile as well, reinforcing his ease of use. He has a great projectile in [[Palutena Bow]] which moves quickly, can be [[charge]]d and easily maneuvered makes it very useful for camping, edgeguarding, winning projectile wars against characters such as {{SSBU|Simon}}, and even [[mindgame]]s. [[Upperdash Arm]] functions very similarly to [[Raptor Boost]]: it propels Pit forward and, upon making contact with something, results in him throwing an uppercut that has a decent damage output and very high base knockback, and can KO at high percentages. Upperdash Arm also has utility outside of offense; it grants [[super armor]], can reflect projectiles, and can function as a horizontal recovery option. However, it is very punishable because of its dash's noticeable startup lag and extreme amount of ending lag, especially when it misses. Upperdash Arm's deflection property is also fairly inconsequential, since it reflects projectiles at an upward diagonal angle instead of directly back at the opponent. [[Power of Flight]] covers an impressive amount of distance, and be angled to propel Pit either vertically, diagonally, or almost horizontally; it also grants Pit brief [[intangibility]] on startup as well. Lastly, [[Guardian Orbitars]] protect Pit on his left and right sides with energy shields that [[reflect]] projectiles. They are also capable of [[Windbox#Pushing attacks|pushing]] opponents back, which makes them capable of edgeguarding. However, the Orbitars are not indestructible: should they end up being destroyed, they cannot be used again for 10 seconds. In addition, their high amount of ending lag makes them highly risky when used on the ground or when landing.

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