Editing Pit (SSB4)
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{ArticleIcons|ssb4=y}} | {{ArticleIcons|ssb4=y}} | ||
{{ | {{disambig2|Pit's appearance in ''Super Smash Bros. 4''|the character in other contexts|Pit}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Pit | |name = Pit | ||
|image = [[ | |image = [[Image:Pit SSB4.png|250px|Pit]] | ||
|game = SSB4 | |game = SSB4 | ||
|ssbgame1 = SSBB | |ssbgame1 = SSBB | ||
|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = | |tier = C | ||
|ranking = | |ranking = 30/31 | ||
}} | }} | ||
'''Pit''' ({{ja|ピット|Pitto}}, ''Pit'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced during the [[Electronic Entertainment Expo|E3]] [[Nintendo Direct]] on June 11th, 2013.<ref>[https://www.youtube.com/watch?v=13D1I5s236o Nintendo Direct@E3 2013]</ref> | '''Pit''' ({{ja|ピット|Pitto}}, ''Pit'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced during the [[Electronic Entertainment Expo|E3]] [[Nintendo Direct]] on June 11th, 2013.<ref>[https://www.youtube.com/watch?v=13D1I5s236o Nintendo Direct@E3 2013]</ref> Instead of retaining Lani Minella as his voice actor from the English version of ''[[Super Smash Bros. Brawl]]'', Pit is now voiced by Antony Del Rio in the English version of ''SSB4'', who reprises his role from the English version of ''{{s|icaruspedia|Kid Icarus: Uprising}}''. Minami Takayama, who voiced Pit in the Japanese versions of ''Brawl'' and ''Uprising'', also reprises her role. | ||
Pit is currently ranked 30th/31st out of 58 on the [[tier list]], placing him in the C tier and tying him with his [[clone]], {{SSB4|Dark Pit}}. This is a drop from his placement in ''Brawl'', where he was ranked 17th out of 38. The number of differences between the Pits is extremely small, yet somewhat noticeable: Pit's forward tilt and [[Palutena Bow]] are stronger and significantly more maneuverable than Dark Pit's forward tilt and [[Silver Bow]], respectively. Conversely, Silver Bow is stronger than Palutena Bow, while [[Electroshock Arm]] is a more reliable KOing option compared to [[Upperdash Arm]]. | |||
Outside of these differences, Pit and Dark Pit share the same primary strengths and weaknesses. Their damage racking and [[edge-guarding]] potentials are strong, they boast very good [[approach]]es and [[neutral game]]s, their respective {{s|icaruspedia|bows}} grant them [[Hitbox|disjointed ranges]], and their recoveries are long-distanced. However, both Pits have unimpressive KO potentials, which forces them to be largely reliant on their forward smashes, forward throws, sweetspotted back aerials, Upperdash/Electroshock Arms and aggressive edge-guarding in order to score KOs. | |||
Although Pit has a small playerbase, he has nevertheless managed to achieve a decent level of success: {{Sm|Earth}} has won a number of regional tournaments, while he, {{Sm|Kuro}} and {{Sm|KiraFlax}} have collectively achieved a number of above average placings at the regional and national levels in both singles and [[doubles]] play. | |||
Although Pit has a small playerbase, he has nevertheless managed to achieve a decent level of success | |||
==Attributes== | ==Attributes== | ||
Pit is a [[weight|middleweight]] who has above | Pit is a [[weight|middleweight]] who has above average [[walk]]ing and [[dash]]ing speeds, slightly below average [[traction]], average [[air acceleration]] and [[falling speed]], and below average [[air speed]] and [[gravity]]. Although his [[jump]] and [[double jump]] are both low, this flaw is largely counteracted by his [[Double jump#Multiple double jumps|three double jumps]], which also grant him decent horizontal recovery. These attributes collectively render Pit's overall mobility as average, yet make him adept at adapting to most situations. Unlike most of his fellow middleweights, Pit also has above average height. | ||
Unsurprisingly for a beginner-friendly character, Pit's greatest strength is his fast frame data. Aside from his forward tilt and forward smash, his remaining regular grounded moves and grabs have less than 10 frames of start-up lag. By extension, all of his aerials can [[Auto-canceling|auto-cancel]] with a [[short hop]], while his [[roll]]s and [[sidestep]] have minimal ending lag. When these are coupled with his {{s|icaruspedia|Palutena Bow}}'s [[Hitbox|disjointed range]], Pit ultimately boasts a very good [[approach]] despite his balanced attributes. This is complimented by his neutral special, [[Palutena Bow]], which grants him very good stage control thanks to its arrow's ability to be charged and easily curved, even in mid-flight. All of these traits give Pit one of the most effective [[neutral game]]s among the cast when played properly. His recovery is also one of the longest distanced in the game, thanks to his multiple double jumps and [[Power of Flight]], his new up special move. By extension, these two traits allow Pit to edge-guard noncommittally, and in turn make him rather difficult to [[gimp]] effectively. | |||
Much like his attributes, Pit's moveset is balanced, so much so that it seemingly has no glaring strengths | Much like his attributes, Pit's moveset is balanced, so much so that it seemingly has no glaring strengths of weaknesses. When this is coupled with his great neutral game, Pit's edge-guarding potential, [[punishment]] ability and conversions are all balanced compared to the rest of the cast. His ground game is a prime example of balance: his neutral attack, sweetspotted forward tilt, up tilt, dash attack and smash attacks all have decent damage outputs, and thus allow Pit to deal respectable damage to his opponents when he is grounded. Neutral attack, forward tilt, down tilt, dash attack and down smash are also useful spacing options thanks to their quick start-up, although neutral attack, down tilt and dash attack also have particular strengths. Neutral attack can be [[jab cancel]]ed into a grab, down tilt can combo into dash attack from low to medium percentages when used against middleweights and heavyweights, and dash attack can combo into a dashing up smash, forward aerial and up aerial from low to medium percentages. Up tilt and especially up smash are useful anti-air moves, the latter of which also boasts enough power to score KOs. Lastly, forward smash is Pit's primary KOing option, thanks to being both his longest ranged ground attack and overall strongest attack. | ||
Unlike in ''Brawl'', Pit now possesses a respectable grab game. His grabs' ranges have increased, while his dash grab's decreased start-up and ending lag make it much safer. However, his forward and down throws underwent the most noticeable improvements. Forward throw's increased base knockback enables it to KO at high percentages while near the edge, whereas the changes to [[hitstun]] canceling have made down throw into a very reliable combo starter. With down throw's newfound ability to combo into a dashing up smash and any of his aerials, the latter of which being effective even up to high percentages depending on the opponent, Pit has become even more capable at damage racking. Although his up and back throws have significantly less utility in comparison, they nonetheless deal respectable damage and launch opponents into unfavorable positions. These traits make them useful at keeping Pit's forward throw [[Stale-move negation|fresh]] for a later KO attempt, as well as alleviating the staleness of his other moves. | |||
Pit's air game is also useful thanks to his aerial attacks' ability to auto-cancel, while each one also has particular strengths. Neutral aerial has the lowest amount of start-up lag out of his entire moveset and boasts a long duration, which makes it useful for edge-guarding and as a follow-up from down throw. When coupled with its great auto-cancel window, it is a very useful approaching option and a deceptively useful set-up option when [[Short hop fast fall L-cancel#Short hop fast fall|SHFF]]'d. Forward and up aerials are, like neutral aerial, useful follow-ups from down throw. Forward aerial is also useful for approaching and excellent for edge-guarding, whereas up aerial is excellent for juggling. Back aerial is Pit's strongest aerial attack when sweetspotted, making it ideal for spacing as part of a [[reverse aerial rush]], or for edge-guarding. Lastly, down aerial is also well suited for edge-guarding, thanks to it being a meteor smash at its start and its fairly large range, the latter of which also makes it decent at approaching. | |||
Pit's | In the transition to ''SSB4'', Pit's [[special move]]set underwent numerous changes to reference ''{{s|icaruspedia|Kid Icarus: Uprising}}'': his side and down specials use weapons that debuted in ''Uprising'', his up special references [[Palutena]]'s ability to grant him the {{s|icaruspedia|Power of Flight}}, and his [[Three Sacred Treasures|Final Smash]] uses the {{s|icaruspedia|Three Sacred Treasures}}. These new special moves are rather versatile: [[Upperdash Arm]] consists of a dashing uppercut to any opponents in his path, similarly to [[Raptor Boost]]. It grants super armor, can [[reflection|deflect]] projectiles, function as a horizontal recovery option and is fairly powerful, thanks to its decent damage output and high base knockback. While Upperdash Arm possesses KO potential unlike [[Angel Ring]], it lacks damage racking potential like Angel Ring does. Additionally, it is very punishable because of its noticeable start-up lag and extreme amount of ending lag, especially when it misses. Lastly, its deflection property is largely inconsequential, since it deflects projectiles at a diagonal angle instead of directly back at the opponent. | ||
[[Power of Flight]] covers an impressive amount of distance and be angled to be either directly vertical or nearly horizontal. While it does not boast the versatility and unpredictability of [[Wings of Icarus]], it nevertheless offers better protection. Unlike Wings of Icarus, Pit can immediately reuse it upon being hit. It also briefly grants him [[intangibility]] instead of [[invincibility]], but does so for a longer period of time, and regardless of whether he uses it on the ground or in the air. [[Guardian Orbitars]] protect Pit on his left and right sides with energy shields that [[Reflection|reflect]] projectiles and [[Wind#Pushing attacks|push]] opponents back. While this seems like a direct upgrade of the [[Mirror Shield]], the Orbitars are not indestructible like the Shield; should they end up being destroyed, they cannot be used again for 10 seconds. His neutral special, [[Palutena Bow]], is his only special move that has been retained since ''Brawl'', and while it is still difficult to anticipate, it has been weakened by the universal nerf to camping. Additionally, its overall damage output and range have decreased, to the point that its [[advanced technique]]s and [[mindgame]] potential have been noticeably worsened because of its arrow now vanishing after a short time or when it crosses a [[blast line]]. | |||
Despite his strengths, Pit does have some weaknesses. Like {{SSB4|Mario}}, most characters are able to outperform him in various areas: Mario himself and {{SSB4|Luigi}} have more versatile combo games, {{SSB4|Mewtwo}} has better mobility, {{SSB4|Link}} and {{SSB4|Toon Link}} are better at [[camp]]ing and zoning, {{SSB4|Shulk}} has greater range, and {{SSB4|Charizard}} is overall much stronger. Power, in particular, is Pit's most noticeable weakness, as he suffers from a lack of guaranteed KO set-ups. Like in ''Brawl'', Pit's KO potential is overall unimpressive, as continued use of his strongest attacks can make KOing a difficult task for him if the player uses them because of their respectable damage outputs. This is compounded by stale-move negation, which forces the player to use other attacks to alleviate the staleness of said stronger moves. As a result, Pit must spend a comparatively longer time racking up damage before attempting to score a KO. While [[rage]] helps Pit in this regard, it also offsets his combo game, and his average endurance means that he cannot utilize it as consistently or effectively as heavier characters can. | |||
While it is still long-distanced, Pit's recovery has nevertheless worsened since ''Brawl''. Once renowned for its versatility, Pit's recovery is now linear and predictable: his double jumps are lower, [[Glide|gliding]] has been removed, and Power of Flight is largely inferior to Wings of Icarus because of it functioning much like a traditional recovery move. Additionally, while Upperdash Arm can aid Pit's horizontal recovery, it has an extreme amount of ending lag when performed in the air, making it extremely risky when improperly used as a recovery option. Lastly, Pit's grab game is slightly offset by his slightly below average traction, which can make [[shield grab]]s slightly difficult to use against characters with powerful attacks. | |||
Pit possesses some decent [[Character customization|custom moves]]. Piercing Bow, true to its name, pierces opponents and deals more damage at the cost of sacrificing control, making it very similar to [[Silver Bow]]. Conversely, Guiding Bow grants even more control over the arrow's curvature, though at the cost of a lower damage output. Interception Arm functions similarly to a [[counterattack]] and boasts better KO potential thanks to its higher damage output and knockback, yet it lacks any recovery potential because of it moving Pit very slightly backward upon being used. Breezy Flight makes Pit more difficult to gimp at its start, but at the cost of weakening his long-distanced recovery. Lastly, Amplifying Orbitars are significantly stronger reflectors, making them a better choice against projectile-reliant characters, although they lack pushboxes and have lower durability. | |||
All in all, Pit's strengths are on par with his weaknesses. His great approach and neutral game synchronize well with his impressive damage racking potential, while his multiple jumps and Power of Flight's excellent travel distance make him fairly difficult to KO off-stage. However, Pit's unimpressive KO potential makes him largely reliant on his forward smash, Upperdash Arm and impressive edge-guarding potential in order to score KOs. Pit is commonly perceived by players to be the most balanced character in the game because of his general moveset and attributes, which results in his playstyle being that of an "all-rounder", much like {{SSB4|Mario}}. As such, he has a low learning curve and is quite rewarding when played wisely, which makes him an optimal choice for beginners to learn and adapt to ''SSB4''{{'}}s pace. | |||
However, players may overlook Pit in favor of Mario, due to the latter having better frame data and consistent KO potential. This has also been reflected in his tournament representation, which is minimal outside of Japan, much like in ''Brawl''. Regardless, Pit has managed to achieve a decent level of success in the competitive scene: {{Sm|Earth}} has won a number of regional tournaments, while he, {{Sm|Kuro}} and {{Sm|KiraFlax}} have collectively achieved a number of above average tournament results at the regional and national levels in both singles and [[doubles]] play. | |||
==Changes from ''Brawl''== | |||
Pit received some of the most noticeable changes of any returning [[veteran]], similarly to {{SSB4|Bowser}}, {{SSB4|Dr. Mario}}, {{SSB4|Roy}}, {{SSB4|King Dedede}} and {{SSB4|Charizard}}. Most of his moves have been heavily altered, with his [[special move]]s being the most noticeably changed in order to reference ''{{s|icaruspedia|Kid Icarus: Uprising}}''. As a result, Pit received a mix of [[buff]]s and [[nerf]]s in the transition from ''Brawl'' to ''SSB4'', with his nerfs outweighing his buffs. | |||
Pit | Since his special moveset has been changed to reflect ''Kid Icarus: Uprising'', it has received a mix of both buffs and nerfs. Pit's new side special, Upperdash Arm, provides the most utility out of the three: it has [[Armor|super armor]], can be used for horizontal recovery, and is able to deflect projectiles. His new down special, Guardian Orbitars, provide protection on both sides instead of only his front, but have limited durability. Lastly, Pit's new up special, [[Power of Flight]], is more consistent, as he can use it again even if he gets hit out of it, though it has vastly less versatility because of it propelling him on strictly linear path. | ||
Pit's previously poor grab game has been improved: the changes to [[hitstun]] canceling make his down throw into a very useful combo starter, while his forward throw is now a reliable KOing option at high percentages. The removal of [[Meteor smash#Meteor canceling|meteor canceling]] benefits Pit overall, as he is no longer as vulnerable to meteor smashes relative to the cast. Coincidentally, his down aerial has also become capable of [[meteor smash]]ing, which slightly improves his edge-guarding potential. Pit's ground mobility has become faster, which allows him to extend his combos, apply more grounded pressure to his opponents, and potentially enable him to follow up his weak moves into his KOing options. | |||
However, Pit has received some significant nerfs, most notably to his recovery: it is now hindered by lower and less floaty [[double jump]]s, the removal of [[Glide|gliding]], and Power of Flight's aforementioned lack of versatility. Many of Pit's attacks also have lower damage outputs, shorter hitbox durations, and increased start-up and ending lag. This is most notably evident with [[Palutena Bow]] and his back aerial, which were one of the most reliable projectiles in ''Brawl'' and one of Pit's most reliable KOing options, respectively. In addition to the removal of gliding, other general game mechanic changes of ''SSB4'' have indirectly nerfed Pit. [[Footstool Jump|Phantom footstool jumping]] nerfs his combo game, as it allows his opponents to alleviate pressure that he can apply when edge-guarding or in the neutral game. Additionally, the removal of [[edge-hogging]] in favor of [[Edge-guarding#Ledge trump|edge trumping]] nerfs Pit's edge-guarding potential, which is further compounded by the majority of the cast having improved recoveries. Lastly, the [[rage]] mechanic is a mixed bag for Pit: while it alleviates his unimpressive KO potential, his merely average endurance results in him being unable to utilize it as consistently or effectively as other characters. | |||
Overall, Pit's strengths from ''Brawl'' did not carry over well to ''SSB4'', and his new strengths do not fully compensate for the nerfs to his recovery and overall damage output. As a result of these changes, Pit's position relative to the cast is debatable, considering the fact that most of his fellow veterans, particularly those that were once low-tier or bottom-tier, have also been buffed to varying degrees. | |||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Pit's design has changed. His eyes are | *{{change|Pit's design has changed. His head, eyes, and hands are very slightly larger, his hair is very slightly longer, his nose is slightly smaller, and his eyelashes are shorter. Additionally, Pit's hair is maple brown instead of auburn, his ornaments are metallic gold instead of aureolin, his leg ring is ornate instead of plain, his leotard has a matte finish instead of a satin finish, his [[wikipedia:Fibula (brooch)|plate fibula]] has a thinner plate and a larger gem, and his {{s|wikipedia|buskin}}s are thicker and have larger buckles. Lastly, the aesthetic used in ''SSB4'' has resulted in his {{s|wikipedia|bracer}}s being sleeker, his bracers, buskins, and left hand's [[wikipedia:Gauntlet (glove)|gauntlet]] being slightly more vibrant, and his buskers' fur trim being of a significantly higher visual quality than in ''Brawl''. Altogether, these changes make Pit appear virtually identical to his appearance in ''{{s|icaruspedia|Palutena's Revolting Dinner}}''.}} | ||
*{{change|Pit's eye color is | *{{change|Pit's eye color is slightly subdued and he wears archery gloves on both hands, instead of only wearing one on his left hand. These changes are original to ''SSB4''.}} | ||
*{{change|Pit is significantly more expressive. He now scowls with his mouth open during certain attacks, appears alarmed upon [[tripping]], blushes while being [[grab]]bed, his irises [http://tvtropes.org/pmwiki/pmwiki.php/Main/WideEyesAndShrunkenIrises shrink] while [[teeter]]ing and {{GameIcon|ssb4-3ds}}upon being [[screen KO]]'d, and he {{GameIcon|ssb4-u}}sports a toothy smirk during his new [[victory pose]]. Each of these new expressions are largely based on his expressions used during his conversations in ''{{s|icaruspedia|Kid Icarus: Uprising}}''.}} | |||
*{{change|Pit is significantly more expressive. He now scowls with his mouth open during certain attacks | *{{change|Pit has a new victory pose. He now rears his right arm back before thrusting it forward to strike the {{s|wikipedia|V sign}} and say "Victory!" It is based on the pose he strikes upon defeating {{s|icaruspedia|Hades}} at the end of ''Uprising'', and replaces his kneeling victory pose.}} | ||
*{{change|Pit now has a [[Smash Taunt]] [[Palutena's Guidance|that can be used on]] [[Palutena's Temple]]. It is based on his conversations with [[Palutena]] in ''Uprising''.}} | |||
*{{change|Pit has a new victory pose. He now rears his right arm back before thrusting it forward to strike the {{s|wikipedia|V sign}} and | *{{change|Pit now says "Come on!" during his up taunt, "That all you got?" during his side taunt, and occasionally "I'm finished!" upon being KO'd. These are alternate translations of his respective quotes in Japanese, which are unchanged. Down taunt is also lower pitched.}} | ||
*{{change|Pit now has a [[Smash Taunt]] [[Palutena's Guidance|that can be used on]] [[Palutena's Temple]]. It is based on his conversations with [[Palutena]] in ''Uprising'' | |||
*{{change|Pit now says "Come on!" during his up taunt, "That all you got?" during his side taunt, and occasionally "I'm finished!" upon being KO'd. These are alternate translations of his respective quotes in Japanese, which are unchanged | |||
*{{change|{{s|icaruspedia|Palutena Bow}} is thicker, slightly longer, and its blades' edges and [[wikipedia:Fuller (weapon)|fullers]] are now metallic gold and cerulean respectively, instead of aureolin and ultramarine, respectively. Additionally, its trail is now whitish gold with cerulean accents, instead of whitish amber. Lastly, its bow and blade swings' sound clips are lower pitched.}} | *{{change|{{s|icaruspedia|Palutena Bow}} is thicker, slightly longer, and its blades' edges and [[wikipedia:Fuller (weapon)|fullers]] are now metallic gold and cerulean respectively, instead of aureolin and ultramarine, respectively. Additionally, its trail is now whitish gold with cerulean accents, instead of whitish amber. Lastly, its bow and blade swings' sound clips are lower pitched.}} | ||
*{{change|Palutena Bow no longer emits a sound effect upon being split apart during Pit's [[idle pose]].}} | *{{change|Palutena Bow no longer emits a sound effect upon being split apart during Pit's [[idle pose]].}} | ||
===Attributes=== | ===Attributes=== | ||
*{{change|Pit is [[weight|heavier]] (94 → 96). This slightly improves his endurance, but makes him slightly more susceptible to combos.}} | |||
*{{buff|Pit [[walk]]s faster (1.18 → 1.199).}} | *{{buff|Pit [[walk]]s faster (1.18 → 1.199).}} | ||
*{{buff|Pit [[dash]]es faster (1.583 → 1.66215).}} | *{{buff|Pit [[dash]]es faster (1.583 → 1.66215).}} | ||
*{{nerf|Pit's [[air speed]] is | *{{nerf|Pit's [[air speed]] is slower (0.893 → 0.89).}} | ||
*{{change|Pit [[falling speed|falls]] | *{{change|Pit [[falling speed|falls]] faster (1.42 → 1.48). This slightly improves his vertical endurance, but makes him slightly more susceptible to combos.}} | ||
*{{ | *{{nerf|[[Double jump]]s are lower and less [[Falling speed#Floaty|floaty]].}} | ||
*{{ | *{{change|Dash's animation has changed. It is now based on Pit's running animation in ''Kid Icarus: Uprising''.}} | ||
*{{ | *{{change|[[Roll]], [[sidestep]], and [[air dodge]] have updated sound effects. They now emit the same sound effect as Pit's dodge from ''Uprising''.}} | ||
*{{nerf|The removal of [[Glide|gliding]] hinders Pit's recovery.<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref>}} | |||
*{{nerf|The removal of [[gliding]] hinders Pit's recovery | |||
===Ground attacks=== | ===Ground attacks=== | ||
*{{nerf|Neutral attack's first and second hits deal 1% less damage (3% → 2%). Neutral infinite also deals less damage (1% (near)/2% (far) → 0.8%).}} | |||
*{{buff|Neutral attack's first, second, and third hits have increased knockback (10 (base)/28 (scaling) → 38/30 (hit 1), 0 (base)/28 (scaling) → 30/30 (hit 2), 32 (base)/46 (scaling) → 60/100 (hit 3)). Its last hit also has decreased start-up lag (frame 4 → 3). Altogether, these changes make its hits connect together better, and improve its spacing potential.}} | |||
*{{nerf|Neutral attack's last hit has a shorter duration (frames 4-10 → 3-4).}} | |||
*{{buff|Neutral infinite now has a finisher,<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnly14CnA Pic of the Day: February 26, 2014]</ref> a lunging outward slash.}} | |||
*{{nerf|Pit has a new forward tilt, a scissoring slash while arcing his body. Compared to the previous forward tilt, it deals less damage (12% → 7% (base)/10% (tip)).}} | |||
*{{buff|Forward tilt has more knockback (12 (base)/95 (scaling) → 40/100) compared to the previous forward tilt, making it better for KOing and spacing and in spite of its lower damage output.<ref name="Direct"/>}} | |||
*{{buff|Forward tilt has less start-up (frame 14 → 10) and ending lag (frame 41 → 40), a longer duration (frames 14-16 → 10-14), and a more vertically expansive hitbox compared to the previous forward tilt.}} | |||
*{{nerf|Pit has a new up tilt, a bicycle kick followed by a stretch kick. Compared to the previous up tilt, it deals less damage (3% (hit 1)/6% (hit 2)/7% (hit 3) → 2%/3%/5%), its first hit has more start-up (frame 2 → 6), and its last hit has less knockback scaling (60 → 50), more ending lag (frame 36 → 43) and a shorter duration (frames 15-18 → 15-16).}} | |||
*{{nerf|Down tilt deals 5% less damage (11% → 6%) and has a shorter duration (frames 6-8 → 6-7).}} | |||
*{{buff|Down tilt has increased knockback (50 (base)/32 (scaling) → 70/50), improving its spacing potential.}} | |||
*{{nerf|Due to its body hitbox being removed, down tilt is no longer a [[meteor smash]], hindering its edge-guarding potential.}} | |||
*{{nerf|Down tilt's animation has slightly changed. Pit now leans farther inward to perform the kneeling slash. This new animation increases its ending lag (frame 30 → 32).}} | |||
*{{change|Pit has a new dash attack, a spinning inward slash. Unlike the previous dash attack, it deals consistent damage (11% (body)/12% (arm)/9% (blade) → 11%) because of it having a consistent hitbox instead of multiple hitboxes.}} | |||
*{{buff|Dash attack has different knockback (14 (base)/64 (scaling) → 80/50) and less ending lag (frame 45 → 39) compared to the previous dash attack, making it better at spacing, and capable of starting combos at low to medium percentages.}} | |||
*{{nerf|Forward smash deals less damage (7% (hit 1)/12% (hit 2) → 5%/10%). It also has a shorter duration (frames 6-8 (hit 1)/18-20 (hit 2) → 10/21).}} | |||
*{{buff|Forward smash is stronger,<ref name="Direct"/> improving its KO potential.}} | |||
*{{change|Forward smash's animation has changed. Pit now always splits his Palutena Bow in order to perform a downward slash before quickly reassembling it into its bow form in order to perform a spinning outward slash. This new animation increases its range, but increases its start-up (frame 6 → 10 (hit 1), frame 18 → 21 (hit 2)) and ending lag (frame 48 → 59).}} | |||
*{{buff|Due to receiving a late hitbox, up smash's first hit has a longer duration (frame 6 → 6-7). Additionally, its second hit has decreased start-up lag (frame 11 → 10). Lastly, its last hit is stronger,<ref name="Direct"/> improving its KO potential.}} | |||
*{{change|Up smash's animation has slightly changed. Pit now slightly leans backward while slashing upward. This new animation increases its vertical range, but increases its ending lag (frame 47 → 52) and slightly decreases its horizontal range.}} | |||
**{{nerf| | *{{change|Down smash no longer deals consistent damage (13% (body)/12% (base)/10% (tip) (front), 10% (body)/9% (base)/8% (tip) → 12% (body/base)/10% (tip) (both)).}} | ||
*{{buff|Down smash has increased knockback scaling (90 → 93). Due to its angle being altered (75° → 30°), down smash's back hit is now a [[semi-spike]].}} | |||
*{{buff|Down smash's animation has slightly changed. Pit now leans farther inward to perform each slash. This new animation increases its range.}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{nerf|Neutral aerial's loop hits deal 0.3% less damage (1% → 0.7%), which decreases its overall damage output by 2.1% (11% → 8.9%). It also has increased ending lag (frame 52 → 55).}} | |||
*{{buff|Neutral, up, and down aerials have decreased landing lag (30 frames → 24).}} | |||
*{{change|Neutral aerial's animation has slightly changed. Pit now swings his Palutena Bow slightly behind himself for its last hit.}} | |||
*{{buff|The weakening of [[Smash directional influence|SDI]] makes neutral and up aerials significantly more difficult to escape from.}} | |||
*{{nerf|Pit has a new forward aerial, a buzzsaw-like series of slashes. Compared to the previous forward aerial, it deals less damage (15% (body)/14% (hilt)/13% (blades) → 1.5% (hits 1-2)/4% (hit 3)) and has more ending lag (frame 39 → 47).}} | |||
*{{buff|Forward aerial has less start-up lag (frame 12 → 11) compared to the previous forward aerial. Like the previous forward aerial, it can auto-cancel with a short hop.}} | |||
*{{change|Forward aerial is weaker than the previous forward aerial. This makes it better for combos, but worse at edge-guarding.}} | |||
*{{nerf|Sweetspotted back aerial deals 3% less damage (15% → 12%), hindering its KO potential. Additionally, it has increased start-up (frame 9 → 10), ending (frame 40 → 41), and landing lag (15 frames → 20). Lastly, due to its shorter duration (frames 9-25 → 10-12), it lacks [[sex kick]] properties.}} | |||
*{{buff|Sourspotted back aerial deals 1% more damage (7% → 8%).}} | |||
*{{change|Back aerial's animation has slightly changed. Pit now leans further back while performing the double reverse gripped thrust. This new animation re-positioned its hitbox from a diagonal placement to a slightly more horizontal placement, which makes its sweetspot more apparent, but decreases its range. It also flattens Pit's hurtbox, but horizontally expands it.}} | |||
*{{nerf|Due to consisting of five hits instead of six, up aerial deals 2% less damage (12% → 10%). It also has increased start-up (frame 9 → 12) and ending lag (frame 45 → 50).}} | |||
*{{buff|Up aerial's last hit is stronger,<ref name="Direct"/> improving its juggling potential.}} | |||
*{{nerf|Down aerial deals 2% less damage (12% → 10%).}} | |||
*{{buff|Down aerial has received a sweetspot that is a meteor smash.}} | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{buff|All grabs have increased ranges.}} | |||
*{{buff|Dash grab has decreased start-up (frame 10 → 8) and ending lag (frame 40 → 37).}} | |||
*{{buff|Forward throw has increased base knockback (30 → 50),<ref name="Direct"/> improving its KO potential.}} | |||
*{{nerf|The removal of [[chain grab]]bing hinders forward throw's combo potential.}} | |||
*{{nerf|Up throw has altered knockback (30 (base)/100 (scaling) → 70/72) and its angle has been altered (80° → 90°), significantly hindering its combo potential.}} | |||
*{{bugfix|On some [[stage]]s, down throw's first hit will not hit {{SSB4|Peach}}.}} | |||
*{{buff|The changes to [[hitstun]] canceling significantly improve down throw's combo potential at low to medium percentages.}} | |||
===Special moves=== | ===Special moves=== | ||
*[[Palutena Bow]] | *{{nerf|[[Palutena Bow]] deals less damage (5% (uncharged)/11% (fully charged) → 3.27%/8.6%) and has decreased knockback. Palutena Bow also covers less distance, significantly hindering its [[Advanced technique|advanced technical options]] and [[mindgame]] potential.}} | ||
*{{nerf|Uncharged grounded Palutena Bow has increased ending lag (frame 44 → 59).}} | |||
*{{nerf|Uncharged aerial Palutena Bow has increased start-up lag (frame 20 → 22).}} | |||
*{{change|Palutena Bow's visual effects have sightly changed. Its arrow's outline is now sky blue, instead of blue.}} | |||
*{{change|Palutena Bow's animation has slightly changed. Pit now uses it while leaning slightly forward and having his legs and wings [[wikipedia:Spreadeagle (position)|spread-eagle]], instead of using it while in a {{s|wikipedia|kneeling position}}.<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAADbUgNpdQCiEQ Pic of the Day: November 1, 2013]</ref> It also has updated sound effects.}} | |||
*{{change|Pit has a new side special, [[Upperdash Arm]]. Pit equips the {{s|icaruspedia|Upperdash Arm}} in order to perform a dashing uppercut. Unlike [[Angel Ring]], Upperdash Arm consists of a regular hitbox and an [[inert]] hitbox instead of loop hitboxes (1%-2% → 11% (grounded)/9% (aerial)), and has a set duration (frames 16-35 (grounded dash)/frames 19-35 (aerial dash), frames 2-4 (grounded uppercut)/frames 2-5 (aerial uppercut)) instead of a potentially infinite one. This makes it capable of KOing, but makes it significantly worse at pressuring shields, and unusable for damage racking or disrupting an opponent's [[edge recovery]].}} | |||
*{{buff|Compared to Angel Ring, Upperdash Arm's uppercut has less start-up lag (frame 12 → 2), less ending lag if it hits (frame 64 → 50 (grounded)/58 (aerial)), and it propels Pit much farther in the air, making it better for recovery. Like Angel Ring, it can [[Reflection|reflect]] projectiles. Unlike Angel Ring, it grants [[Armor|super armor]].<ref>[https://miiverse.nintendo.net/posts/AYMHAAABAADbUgNoPEoADA Pic of the Day: September 6, 2013]</ref>}} | |||
*{{nerf|Compared to Angel Ring, Upperdash Arm's dash has more start-up lag (frame 12 → frame 16 (grounded)/19 (aerial)), more ending lag if it misses (frame 64 → 83 (grounded)/121 (aerial)), and its reflection damage multiplier is lower (1.5x → 1x).}} | |||
*{{nerf|Pit has a new up special, [[Power of Flight]]. Pit quickly flies in a given direction by using the {{s|icaruspedia|Power of Flight}}. Unlike [[Wings of Icarus]], Power of Flight functions like a traditional recovery move because of its linear trajectory,<ref name="Direct"/> and thus does not allow Pit to attack while using it or perform [[wing dash]]ing. Compared to Wings of Icarus, it has a shorter maximum duration (195 frames → 145.2).}} | |||
*{{buff|Unlike Wings of Icarus, Power of Flight can be reused immediately after Pit is hit while using it.}} | |||
*{{buff|Power of Flight grants [[intangibility]] regardless of whether or not Pit is on the ground, whereas Wings of Icarus grants [[invincibility]] only if he is on the ground. Compared to Wings of Icarus, its intangibility lasts longer than Wings of Icarus' invincibility (frames 1-4 → 9-19 (grounded)/15-19 (aerial)).}} | |||
*{{change|Unlike Wings of Icarus, Power of Flight lacks a [[wind]]box.}} | |||
*{{buff|Pit has a new down special, [[Guardian Orbitars]]. Pit wields the {{s|icaruspedia|Guardian Orbitars}} near his arms in order to protect himself. Like [[Mirror Shield]], Guardian Orbitars block both melee attacks and projectiles, while reflecting the latter with 1.5x the damage and 1.7x the speed that they originally had.<ref>[https://miiverse.nintendo.net/posts/AYMHAAABAAAYUKk9tXsolg Pic of the Day: July 8, 2013]</ref> Unlike Mirror Shield, they shield Pit in front of and behind him, and [[Wind#Pushing attacks|push]] away opponents near him when wielded, making them safer and capable of edge-guarding.}} | |||
*{{nerf|Unlike Mirror Shield, Guardian Orbitars are breakable, as they will be destroyed upon blocking any attack that deals at least 50% and will regenerate after 10 seconds. Compared to Mirror Shield, they have more start-up lag (frame 6 → 9) and lack super armor on start-up.}} | |||
*{{change|Pit has a new [[Final Smash]], [[Three Sacred Treasures]]. Pit wields the {{s|icaruspedia|Three Sacred Treasures}} (the {{s|icaruspedia|Arrow of Light}}, the {{s|icaruspedia|Mirror Shield}}, and the {{s|icaruspedia|Wings of Pegasus}}) in order to fire a barrage of ethereal arrows, energy blasts, and energy pillars. Compared to [[Palutena's Army]], Three Sacred Treasures fire more projectiles at a faster rate, making them better at damage racking and pressuring.<ref name="Direct"/> Like Palutena's Army, they have accuracy issues, which is especially evident with their concluding energy pillars appearing in random locations, similarly to how [[PK Starstorm]] functioned in ''Brawl''. Unlike Palutena's Army, they render Pit completely immobile, yet also invincible, throughout their duration.}} | |||
==Update history== | ==Update history== | ||
Like {{SSB4|Mario}}, Pit has received a very small number of minor changes from game updates. His only noteworthy buff was | Like {{SSB4|Mario}}, Pit has received a very small number of minor changes from game updates. His only noteworthy buff was brought about by update [[1.1.0]], which decreased the ending lag for [[Palutena Bow]] and its [[Character customization|custom variations]]. The changes to shield mechanics brought about by updates 1.1.0 and [[1.1.1]] also indirectly benefit Pit to a small degree, thanks to [[Upperdash Arm]]'s decent damage output and very high base knockback, as well as a number of his moves having multiple hits. | ||
'''{{GameIcon|ssb4}} [[1.0.6]]''' | '''{{GameIcon|ssb4}} [[1.0.6]]''' | ||
*{{bugfix|Fixed a glitch where Pit would clip through sloped terrain while using his edge attack as | *{{bugfix|Fixed a glitch where Pit would clip through sloped terrain while using his edge attack as someone else grabbed the edge.}} | ||
'''{{GameIcon|ssb4}} [[1.1.0]]''' | '''{{GameIcon|ssb4}} [[1.1.0]]''' | ||
{{ | *{{buff|Neutral infinite finisher's hitbox size increased|5u|6u.}} | ||
*{{change|Neutral infinite finisher's [[Hitbox#Hitboxes in three dimensions|z-axis]] displacement decreased|9u|8.5u.}} | |||
*{{buff|All variations of [[Palutena Bow]] have had their ending lag decreased by 3 frames.}} | |||
==Moveset== | ==Moveset== | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB4 | |game=SSB4 | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutral2dmg=2% | |neutral2dmg=2% | ||
|neutral3dmg=5% | |neutral3dmg=5% | ||
|neutralinfdmg= | |neutralinfdmg=1% (loop), 2% (last) | ||
|neutraldesc=A reverse gripped downward slash, followed by a reverse gripped inward slash, followed by an upward slash. If [[button mash]]ed, Pit will spin the {{s|icaruspedia|Palutena Bow}} repeatedly to perform an undulating, buzzsaw-like series of slashes, which concludes with a lunging outward slash. Its | |neutraldesc=A reverse gripped downward slash, followed by a reverse gripped inward slash, followed by an upward slash. If [[button mash]]ed, Pit will spin the {{s|icaruspedia|Palutena Bow}} repeatedly to perform an undulating, buzzsaw-like series of slashes, which concludes with a lunging outward slash. Its can also be [[jab cancel]]ed into a dash grab or down tilt. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=7% (base), 10% (tip) | |ftiltdmg=7% (base), 10% (tip) | ||
|ftiltdesc=Arcs his body forward to perform a scissoring slash. It is decent for spacing and | |ftiltdesc=Arcs his body forward to perform a scissoring slash. It is decent for spacing and powerful for a tilt attack when sweetspotted. Its sweetspot is located at the tips of the blades, and is strong enough to KO middleweights at 134% while near the edge of {{SSB4|Final Destination}} in {{for3ds}}, and at 122% in {{forwiiu}}. Due to it hitting on frame 10, however, it is Pit's slowest tilt attack. Despite having the same knockback values as its tip, its base's lower damage output makes it unsuited for KOing. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=2% (hit 1), 3% (hit 2), 5% (hit 3) | |utiltdmg=2% (hit 1), 3% (hit 2), 5% (hit 3) | ||
|utiltdesc=A bicycle kick followed by a stretch kick. Compared to up smash, its lower ending lag makes it safer at harassing an opponent on a platform directly above Pit. | |utiltdesc=A bicycle kick followed by a stretch kick. Compared to up smash, its lower ending lag makes it safer at harassing an opponent on a platform directly above Pit. It can also combo into a neutral or up aerial at low percentages, although these combos are heavily dependent on the opponent's DI. Although its last hit has very high knockback scaling, it lacks KO potential because of said hit's low damage output. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=6% | |dtiltdmg=6% | ||
|dtiltdesc=A kneeling outward slash. Its minimal | |dtiltdesc=A kneeling outward slash. Its minimal start-up and ending lag make it Pit's best grounded spacing option. When coupled with its average base knockback and low knockback scaling, it is capable of starting combos into a dash attack against middleweights and heavyweights until around 50%. It also has a slight chance of [[tripping]] the opponent. However, its body hitbox has been removed since ''Brawl'', which removes its ability to [[meteor smash]] opponents in the air or hanging on the edge. | ||
|dashname= | |dashname= | ||
|dashdmg=11% | |dashdmg=11% | ||
|dashdesc=A spinning inward slash. It has low knockback scaling and launches at 60°, which | |dashdesc=A spinning inward slash. It has low knockback scaling and launches at 60°, which allow it to combo into a dashing up smash, a forward aerial and an up aerial from low to medium percentages. However, its moderate ending lag makes it punishable on shield. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|10}} (hit 2) | |fsmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|10}} (hit 2) | ||
|fsmashdesc=Performs a reverse gripped inward slash with a blade, then quickly reassembles the Palutena Bow in order to perform an outward slash with the Palutena Bow. Its first hit has low | |fsmashdesc=Performs a reverse gripped inward slash with a blade, then quickly reassembles the Palutena Bow in order to perform an outward slash with the Palutena Bow. Its first hit has low weight-based knockback, which allows it to connect reliably into its second hit, which has very high knockback scaling. Its second hit KOs middleweights at 107% while near the edge of Final Destination in the ''3DS'' version, and at 92% in the ''Wii U'' version. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hit 2), {{ChargedSmashDmgSSB4|8}} (hit 3) | |usmashdmg={{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hit 2), {{ChargedSmashDmgSSB4|8}} (hit 3) | ||
|usmashdesc=Jumps to perform three upward slashes. It hits on frame 6, which is very fast for a smash attack, and its long vertical range makes it a useful anti-air attack. Its last hit's very high knockback scaling enables it to KO middleweights from anywhere on Final Destination | |usmashdesc=Jumps to perform three upward slashes. It hits on frame 6, which is very fast for a smash attack, and its long vertical range makes it a useful anti-air attack. Its last hit's very high knockback scaling enables it to KO middleweights at 130% from anywhere on Final Destination in the ''3DS'' version, and at 119% in the ''Wii U'' version. However, its very minimal horizontal range results in it only hitting grounded opponents if they are at point-blank range in front of Pit. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|12}} (base), {{ChargedSmashDmgSSB4|10}} (tip) | |dsmashdmg={{ChargedSmashDmgSSB4|12}} (base), {{ChargedSmashDmgSSB4|10}} (tip) | ||
|dsmashdesc= | |dsmashdesc=A downward angled reverse gripped thrust with one blade in front of himself, followed by a downward angled reverse gripped thrust behind himself with the other blade. It hits on frame 5, which ties it with {{SSB4|Dark Pit}}, {{SSB4|Mario}}, {{SSB4|Dr. Mario}}, {{SSB4|Zelda}} and {{SSB4|Ryu}}'s down smashes as the second fastest smash attack of any kind in the game, being surpassed only by {{SSB4|Meta Knight}}'s [[buffer]]ed down smash. It is very useful for punishing rolls and both hits have equal knockback scaling, although its front hit has higher base knockback. Despite this, its front hit KOs much later than its back hit base because of the latter being a [[semi-spike]]. Its back hit's base KOs middleweights at 125% while near the edge of Final Destination in the in the ''3DS'' version, and at 116% in the ''Wii U'' version. In comparison, its front hit's base KOs them at 155% in the ''3DS'' version, and at 144% in the ''Wii U'' version. | ||
|nairname= | |nairname= | ||
|nairdmg=0.7% (hits 1-7), 4% (hit 8) | |nairdmg=0.7% (hits 1-7), 4% (hit 8) | ||
|nairdesc=A buzzsaw-like series of slashes in front of himself. It hits multiple times, with its last hit having high knockback scaling, though it has a smaller hitbox behind Pit that connects less reliably. It has the ability to nullify weak projectiles and its last hit has very high knockback scaling, which make it ideal approaching or edge-guarding. | |nairdesc=A buzzsaw-like series of slashes in front of himself. It hits multiple times, with its last hit having high knockback scaling, though it has a smaller hitbox behind Pit that connects less reliably. It has the ability to nullify weak projectiles and its last hit has very high knockback scaling, which make it ideal approaching or edge-guarding. Due to its ability to auto-cancel, it is also a decent set-up option when [[Short hop fast fall L-cancel#Short hop fast fall|SHFF]]'d. | ||
|fairname= | |fairname= | ||
|fairdmg=1.5% (hits 1-2), 4% (hit 3) | |fairdmg=1.5% (hits 1-2), 4% (hit 3) | ||
|fairdesc=Lunges forward to perform a buzzsaw-like series of slashes | |fairdesc=Lunges forward to perform a buzzsaw-like series of slashes. It hits multiple times, with its last hit having the second highest knockback scaling out of his entire moveset. Despite this, it is best suited for edge-guarding, spacing, or approaching because of its last hit's low damage output. It can also auto-cancel, but has a very short duration and minimal vertical range. | ||
|bairname= | |bairname= | ||
|bairdmg=8% (base), 12% (tip) | |bairdmg=8% (base), 12% (tip) | ||
|bairdesc=A double reverse gripped thrust. It is Pit's longest ranged aerial and can auto-cancel | |bairdesc=A double reverse gripped thrust. It is Pit's longest ranged aerial and can auto-cancel, which make it a fairly useful spacing option, especially when used as part of a [[reverse aerial rush]]. It is also Pit's most reliable aerial in regard to KOing on-stage opponents, as its tip KOs middleweights at 148% while near the edge. While its base is largely ineffective, it nonetheless has very minimal follow-up potential at certain percentages. However, it has noticeable landing lag and a very small hitbox, which can make it difficult to land it sweetspot, especially on small opponents. | ||
|uairname= | |uairname= | ||
|uairdmg=2% (hits 1-5) | |uairdmg=2% (hits 1-5) | ||
|uairdesc=An overhead, buzzsaw-like series of slashes. It hits multiple times, with its last hit launching at 68° and having the highest knockback scaling out of his entire moveset. These traits make it a useful juggling option. Even though it KOs middleweights beginning at 153% while near the upper [[blast line]], it only does so if all of hits connect because of its last hit's very low damage output. It can also auto-cancel. | |uairdesc=An overhead, buzzsaw-like series of slashes. It hits multiple times, with its last hit launching at 68° and having the highest knockback scaling out of his entire moveset. These traits make it a useful juggling option. Even though it KOs middleweights beginning at 153% while near the upper [[blast line]], it only does so if all of hits connect because of its last hit's very low damage output. It can also auto-cancel. | ||
|dairname= | |dairname= | ||
|dairdmg=10% | |dairdmg=10% | ||
|dairdesc=A downward arcing reverse gripped slash. | |dairdesc=A downward arcing reverse gripped slash. Its sweetspot is a meteor smash that is active on start-up, while its fairly large range allows it to function as an approach option. However, it has noticeable landing lag and while it can auto-cancel near its final frames, it cannot do so with a short hop. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out with his free hand. | |grabdesc=Reaches out with his free hand. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=2% | |pummeldmg=2% | ||
|pummeldesc=A knee strike. A fairly fast pummel. | |pummeldesc=A knee strike. A fairly fast pummel. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=6% (hit 1), 4% (throw) | |fthrowdmg=6% (hit 1), 4% (throw) | ||
|fthrowdesc=An upward slash. Due to having the highest knockback scaling out of his throws, it is Pit's only throw with KO potential. | |fthrowdesc=An upward slash. Due to having the highest knockback scaling out of his throws, it is Pit's only throw with KO potential. It KOs middleweights until 163% while near the edge of Final Destination in the ''3DS'' version, and at 148% in the ''Wii U'' version. Although it is used for KOing, it also has minimal combo potential: it can combo into a dash attack at 0%, or into [[Palutena Bow]] at low percentages. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=8% | |bthrowdmg=8% | ||
|bthrowdesc=Grabs the opponent by their head, spins around with them in tow, and them slams them onto the ground headfirst. It is best suited for spacing, but it can also combo into a dash attack at low | |bthrowdesc=Grabs the opponent by their head, spins around with them in tow, and them slams them onto the ground headfirst. It is best suited for spacing, but it can also combo into a dash attack at low percentages, or act as a set-up into Palutena Bow at medium to high percentages. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=4% (hit 1), 7% (throw) | |uthrowdmg=4% (hit 1), 7% (throw) | ||
|uthrowdesc=A handstand kick, similar to {{SSB4|Sheik}}'s up throw. It is Pit's most damaging throw, but its throw hitbox's average base knockback and knockback scaling make it unsuited for KOing or combos. As a result, its only utility is dealing damage and initiating aerial pressure alongside Palutena Bow. | |uthrowdesc=A handstand kick, similar to {{SSB4|Sheik}}'s up throw. It is Pit's most damaging throw, but its throw hitbox's average base knockback and knockback scaling make it unsuited for KOing or combos. As a result, its only utility is dealing damage and initiating aerial pressure alongside Palutena Bow. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=2% (hit 1), 4% (throw) | |dthrowdmg=2% (hit 1), 4% (throw) | ||
|dthrowdesc=Pins the opponent to the ground and then slashes their back. It is Pit's best combo starter, as it can combo into a dashing up smash at 0%-10%, and into a neutral, forward and up aerial at low to medium | |dthrowdesc=Pins the opponent to the ground and then slashes their back. It is Pit's best combo starter, as it can combo into a dashing up smash at 0%-10%, and into a neutral, forward and up aerial at low to medium percentages. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
|floorfdesc= | |floorfdesc=Gets up and slashes on either side of himself. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=7% | |floorbdmg=7% | ||
|floorbdesc= | |floorbdesc=Gets up and then slashes in front of himself, then thrusts behind himself. | ||
|floortname= | |floortname= | ||
|floortdmg=5% | |floortdmg=5% | ||
|floortdesc=Spins the Palutena Bow behind himself and then in front of himself | |floortdesc=Spins the Palutena Bow behind himself and then in front of himself. | ||
|edgename= | |edgename= | ||
|edgedmg=7% | |edgedmg=7% | ||
Line 459: | Line 234: | ||
|nsc1name=Piercing Bow | |nsc1name=Piercing Bow | ||
|nsc1dmg=5.1% (uncharged), 11.7% (fully charged) | |nsc1dmg=5.1% (uncharged), 11.7% (fully charged) | ||
|nsc1desc=Shoots a larger | |nsc1desc=Shoots a larger and much stronger arrow. However, it takes longer to charge, travels slower, has less range, and lacks the ability to be curved. | ||
|nsc2name=Guiding Bow | |nsc2name=Guiding Bow | ||
|nsc2dmg=2.1% (uncharged), 6% (fully charged) | |nsc2dmg=2.1% (uncharged), 6% (fully charged) | ||
|nsc2desc=Shoots an arrow that stays on-screen longer, has longer range, and can be curved to the point of forming two complete circles. However, its damage output and knockback are both lower. | |nsc2desc=Shoots an arrow that stays on-screen longer, has longer range, and can be curved to the point of forming two complete circles. However, its damage output and knockback are both lower. | ||
|ssdefname=Upperdash Arm | |ssdefname=Upperdash Arm | ||
|ssdefdmg=11% (grounded), 9% (aerial), | |ssdefdmg=11% (grounded), 9% (aerial), 1x (reflected projectiles) | ||
|ssdefdesc=Wields the {{s|icaruspedia|Upperdash Arm}} to perform a dashing uppercut. Despite having below | |ssdefdesc=Wields the {{s|icaruspedia|Upperdash Arm}} to perform a dashing uppercut. Despite having below average knockback scaling, its decent damage output and very high base knockback enable its grounded version to KOs middleweights at 142% from anywhere on Final Destination in the ''3DS'' version, and at 130% in the ''Wii U'' version. Upperdash Arm also grants [[Armor|super armor]] during the dash, and [[Reflection|reflects]] projectiles at roughly 45°. Its aerial version deals slightly less damage and has less knockback scaling, but is still strong enough to KO middleweights at 148% while near the upper blast line of Final Destination in ''3DS'' version, and at 132% in the ''Wii U'' version. However, Upperdash Arm is an overall laggy attack, regardless of whether it is used on the ground or in the air. This is especially evident in regard to its aerial version, as missing it results in Pit enduring a lengthy ending animation that can easily cause a [[self-destruct]] if it is used unwisely. | ||
|ssc1name=Interception Arm | |ssc1name=Interception Arm | ||
|ssc1dmg=13% (grounded), 11% (aerial) | |ssc1dmg=13% (grounded), 11% (aerial) | ||
|ssc1desc=Pit | |ssc1desc=Functions similarly to a [[counterattack]], with Pit assuming a defensive stance and retaliating against any opponent who attacks him. Uniquely, the counterattack will still activate so long as the opponent is simply in very close proximity. In addition, the uppercut itself is overall stronger; its grounded version KOs middleweights at 119% while near the edge of Final Destination in the ''3DS'' version, whereas its aerial version KOs them at 136% while near the upper blast line of Final Destination in the ''3DS'' version. Like Upperdash Arm, it grants super armor. However, it completely lacks recovery potential, as Pit will only move very slightly backward after using it before tumbling downward with the move's usual aerial ending lag. There is also a slight delay until Pit throws the uppercut, which can allow opponents to shield it. | ||
|ssc2name=Quickdash Arm | |ssc2name=Quickdash Arm | ||
|ssc2dmg=9% (grounded), 7% (aerial) | |ssc2dmg=9% (grounded), 7% (aerial) | ||
|ssc2desc=The dash is faster, which makes it better suited for horizontal recovery. Pit also plows through opponents after hitting the uppercut, | |ssc2desc=The dash is faster, which makes it better suited for horizontal recovery. Pit also plows through opponents after hitting the uppercut, while the uppercut itself launches the opponent diagonally like [[Electroshock Arm]]. As a result, Pit can either chase after an opponent for a potential follow-up, or avoid being punished by a shielding opponent. However, there is a slight delay until Pit performs the dash, while the uppercut's slightly lower damage output and significantly lower knockback make it unsuited for KOing. | ||
|usdefname=Power of Flight | |usdefname=Power of Flight | ||
|usdefdmg=— | |usdefdmg=— | ||
Line 477: | Line 252: | ||
|usc1name=Striking Flight | |usc1name=Striking Flight | ||
|usc1dmg=9% (clean), 6% (late) | |usc1dmg=9% (clean), 6% (late) | ||
|usc1desc=Deals damage, which makes it safer against edge-guards. However, it has more start-up | |usc1desc=Deals damage, which makes it safer against edge-guards. However, it has more start-up and covers very minimal horizontal distance. | ||
|usc2name=Breezy Flight | |usc2name=Breezy Flight | ||
|usc2dmg=— | |usc2dmg=— | ||
|usc2desc=The flight is faster and Pit emits a tornado upon start-up that [[ | |usc2desc=The flight is faster and Pit emits a tornado upon start-up that [[Wind#Pushing attacks|pushes]] away opponents in the opposite direction of his ascent. However, it covers less distance. | ||
|dsdefname=Guardian Orbitars | |dsdefname=Guardian Orbitars | ||
|dsdefdmg=1. | |dsdefdmg=1.5x (reflected projectiles) | ||
|dsdefdesc=Wields the {{s|icaruspedia|Guardian Orbitars}} to create twin energy shields that protect his left and right sides. They reflect projectiles with 50% more power and 70% more speed than they originally had, and can block | |dsdefdesc=Wields the {{s|icaruspedia|Guardian Orbitars}} to create twin energy shields that protect his left and right sides. They reflect projectiles with 50% more power and 70% more speed than they originally had, and can block melee attacks. However, they will break if they block a total of at least 50% while active, after which they require 10 seconds to regenerate. Guardian Orbitars also push away opponents who are near Pit when he wields them, which makes them capable of edge-guarding. In the air, Pit can also strafe while using them, even if they are broken. Guardian Orbitars have a minimum duration of 0.3 seconds (20 frames) and a maximum duration of 1.3 seconds (80 frames), and have moderate ending lag when deactivated. However, they leave Pit open to attacks above and below him, and have moderate ending lag unless they are broken; in the latter case, ending lag is significantly reduced and allows Pit to react almost immediately. | ||
|dsc1name=Impact Orbitars | |dsc1name=Impact Orbitars | ||
|dsc1dmg=5% | |dsc1dmg=5% | ||
|dsc1desc=Offensive variations that generate two semi-spike hitboxes on each side of Pit. They also grant super armor. However, they have a much shorter duration, and are unable to reflect projectiles or block melee attacks. | |dsc1desc=Offensive variations that generate two semi-spike hitboxes on each side of Pit. They also grant super armor. However, they have a much shorter duration, and are unable to reflect projectiles or block melee attacks. | ||
|dsc2name=Amplifying Orbitars | |dsc2name=Amplifying Orbitars | ||
|dsc2dmg= | |dsc2dmg=2x (reflected projectiles) | ||
|dsc2desc=Variations that have an increased reflection multiplier for both damage and speed. They also have less start-up lag, a minimum duration of 0.27 seconds (16 frames), and a maximum duration of 2.5 seconds (150 frames). However, they are more fragile and cannot push opponents. | |dsc2desc=Variations that have an increased reflection multiplier for both damage and speed. They also have less start-up lag, a minimum duration of 0.27 seconds (16 frames), and a maximum duration of 2.5 seconds (150 frames). However, they are more fragile and cannot push opponents. | ||
|fsname=Three Sacred Treasures | |fsname=Three Sacred Treasures | ||
|fsdmg=2% (small arrows, energy blasts), 12% (large arrows), 15% (energy pillars) | |fsdmg=2% (small arrows, energy blasts), 12% (large arrows), 15% (energy pillars) | ||
|fsdesc=Wields the {{s|icaruspedia|Three Sacred Treasures}} to perform an automatic assault by using the {{s|icaruspedia|Arrow of Light}} and the {{s|icaruspedia|Mirror Shield}} interchangeably for combat, while the {{s|icaruspedia|Wings of Pegasus}} are used for hovering in midair. Pit initially fires three types of projectiles: numerous small, whitish orange arrows are fired rapidly in a fanning motion; large, whitish yellow arrows that home in on opponents are fired one at a time; and a quartet of whitish green energy blasts home onto the opponent's location (similarly to [[Autoreticle]]) are fired in an intersecting pattern. The barrage concludes with Pit firing a quartet of whitish sky blue arrows into the sky, which cause energy pillars to rain down in random locations, similarly to [[PK Starstorm]] in ''Brawl''. Its small arrows can easily rack up damage, but only its large arrows and energy pillars have KO potential.}} | |fsdesc=Wields the {{s|icaruspedia|Three Sacred Treasures}} to perform an automatic assault by using the {{s|icaruspedia|Arrow of Light}} and the {{s|icaruspedia|Mirror Shield}} interchangeably for combat, while the {{s|icaruspedia|Wings of Pegasus}} are used for hovering in midair. Pit initially fires three types of projectiles: numerous small, whitish orange arrows are fired rapidly in a fanning motion; large, whitish yellow arrows that home in on opponents are fired one at a time; and a quartet of whitish green energy blasts home onto the opponent's location (similarly to [[Autoreticle]]) are fired in an intersecting pattern. The barrage concludes with Pit firing a quartet of whitish sky blue arrows into the sky, which cause energy pillars to rain down in random locations, similarly to [[PK Starstorm]] in ''Brawl''. Its small arrows can easily rack up damage, but only its large arrows and energy pillars have KO potential.}} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
{{appearance | {{appearance | ||
|desc=Slowly descends onto the stage while surrounded by | |desc=Slowly descends onto the stage while surrounded by a ray of sparkling light shining down from the sky. | ||
|char=Pit | |char=Pit | ||
|game=SSB4}} | |game=SSB4}} | ||
Line 547: | Line 279: | ||
|char=Pit | |char=Pit | ||
|desc-up=Separates the Palutena Bow and crouches down, then twirls its blades before standing up, crossing them over his head and saying "Come on!" ({{ja|勝負だ!|Shōbu da!}}, ''Let's battle!'') | |desc-up=Separates the Palutena Bow and crouches down, then twirls its blades before standing up, crossing them over his head and saying "Come on!" ({{ja|勝負だ!|Shōbu da!}}, ''Let's battle!'') | ||
|desc-side=Separates the Palutena Bow and then | |desc-side=Separates the Palutena Bow and then slashes with its blades before striking a pose while saying "That all you got?" ({{ja|まだまだ!|Mada mada!}}, ''Not just yet!'') Similar to the animation Pit performs in ''Brawl'' during a [[Skyworld (SSE)|Skyworld]] cutscene in the [[Subspace Emissary]]. | ||
|desc-down= | |desc-down=Holds the Palutena Bow/its blades in one hand/each hand and spreads out his arms and wings, as a few feathers are loosed from his wings. | ||
|desc-smash=Activates [[Palutena's Guidance]]. Kneels down before contacting [[Palutena]], [[Viridi]], [[Dark Pit]] (when fighting against him) and even [[Chrom]] (when fighting against {{SSB4|Robin}}). Pit then receives information on one of his opponents; this | |desc-smash=Activates [[Palutena's Guidance]]. Kneels down before contacting [[Palutena]], [[Viridi]], [[Dark Pit]] (when fighting against him) and even [[Chrom]] (when fighting against {{SSB4|Robin}}). Pit then receives information on one of his opponents; this goes for every character in the game, including himself, with altered conversations for the [[Koopalings]] and the male {{SSB4|Wii Fit Trainer}}. There is a specific conversation reserved for the [[downloadable content|downloadable]] characters, but the dialogue remains the same regardless of what downloadable character Pit is facing. Palutena's Guidance can be used only on [[Palutena's Temple]], and is performed by rapidly pressing the button which activates Pit's [[Taunt|down taunt]]. Pit will hold a pose for a few seconds prior to the conversation starting. This can only be done once per match. If Pit gets hit while holding his pose before the conversation starts, it will be canceled. If Pit is KO'd, the conversation will end. Lastly, if there is more than one opponent on-screen when the conversation begins, one of the opponents will be randomly chosen to be discussed.}} | ||
===[[Idle pose]]s=== | ===[[Idle pose]]s=== | ||
{{Idle | {{Idle | ||
|desc-1=Briefly fiddles with his Palutena Bow. Pit will split it into its blades if it is in its bow form. | |desc-1=Briefly fiddles with his Palutena Bow. Pit will split it into its blades if it is in its bow form. | ||
|desc-2=Taps the tips of his buskins on the ground and then impatiently hops in place. | |desc-2=Taps the tips of his buskins on the ground and then impatiently hops in place. | ||
|image-1=PitIdlePose1WiiU.jpg | |image-1=PitIdlePose1WiiU.jpg | ||
|image-2=PitIdlePose2WiiU.jpg}} | |image-2=PitIdlePose2WiiU.jpg}} | ||
Line 571: | Line 303: | ||
|victory-theme=PitTheme.ogg | |victory-theme=PitTheme.ogg | ||
|victory-desc=An orchestral excerpt of ''Kid Icarus''{{'}} title screen theme. | |victory-desc=An orchestral excerpt of ''Kid Icarus''{{'}} title screen theme. | ||
|desc-1=Descends from the sky and | |desc-1=Descends from the sky and slashes his blades while saying "It's game over for you!" In Japanese, he yells "{{ja|撃破ー!|Gekiha-!}}" (''Struck down-!''). It is very similar to his side taunt. | ||
|desc-2=Slightly turns to his right side while rearing his right arm back, then thrusts it forward to strike the {{s|wikipedia|V sign}} while saying "Victory!" and sporting either {{GameIcon|ssb4-3ds}}a neutral expression, or {{GameIcon|ssb4-u}}a toothy smirk. In Japanese, he yells "{{ja|ピース!|Pīsu!}}" (''Peace!'') It is very similar to the pose he strikes after defeating Hades in ''Kid Icarus: Uprising''. | |desc-2=Slightly turns to his right side while rearing his right arm back, then thrusts it forward to strike the {{s|wikipedia|V sign}} while saying "Victory!" and sporting either {{GameIcon|ssb4-3ds}}a neutral expression, or {{GameIcon|ssb4-u}}a toothy smirk. In Japanese, he yells "{{ja|ピース!|Pīsu!}}" (''Peace!'') It is very similar to the pose he strikes after defeating Hades in ''Kid Icarus: Uprising''. | ||
|desc-3=Slowly spins the Palutena Bow in front of himself, then strikes a pose while saying "That was easy!" or "What's up now?!" In Japanese, he says "{{ja|楽勝楽勝!|Rakushō rakushō!}}" (''Easy win easy win!/Easy peasy!''). | |desc-3=Slowly spins the Palutena Bow in front of himself, then strikes a pose while saying "That was easy!" or "What's up now?!" In Japanese, he says "{{ja|楽勝楽勝!|Rakushō rakushō!}}" (''Easy win easy win!/Easy peasy!''). It is very similar to his pose in his official artwork for ''Brawl''. | ||
|char=Pit}} | |char=Pit}} | ||
==In [[ | ==In competitive play== | ||
{{Pit and | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | |||
|char=Pit | |||
|set1=3111 | |||
|set2=3112 | |||
|set3=1113 | |||
|set4=2113 | |||
|set5=3113 | |||
|set6=2111 | |||
|set7=2112 | |||
|set8=1112 | |||
|set9=3311 | |||
|set10=3121 | |||
}} | |||
===Notable players=== | |||
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | |||
====Active==== | |||
*{{Sm|Chompy|USA}} - He has wins over players such as {{Sm|JJROCKETS}} and {{Sm|Hoenn}}. | |||
*{{Sm|Earth|Japan}} - The best Pit player in the world. Ranked 35th on the [[Panda Global Rankings|Panda Global Rankings v3]]. | |||
*{{Sm|KiraFlax|USA}} | |||
*{{Sm|Kuro|Japan}} | |||
*{{Sm|Len|Canada}} | |||
== | ====Inactive==== | ||
{{ | *{{Sm|Nairo|USA}} | ||
| | *{{Sm|Paseriman|Japan}} | ||
| | *{{Sm|Pink Fresh|USA}} | ||
| | ===Tier placement and history=== | ||
| | Pit has been perceived as a mid-tier character since ''SSB4''{{'}}s release. While players pointed out the nerfs to his defense, they also pointed out the buffs to his offense. Despite his playerbase and tournament results being among the most sparse in competitive play, players such as {{Sm|Chompy}}, {{Sm|Earth}}, {{Sm|KiraFlax}}, {{Sm|Kuro}}, and {{Sm|Plastic Poptart}} spearheaded his metagame and proved he is still a rather viable character in competitive play, with this consensus also being applied to {{SSB4|Dark Pit}}. Earth's efforts in competitive play, most notably his 13th placing at [[GENESIS 3]], further cemented Pit's viability, and resulted in him being ranked 18th on the first [[tier list]], only one spot below his clone. | ||
| | |||
| | Although impressive, Pit's tournament results, however, have never been as outstanding as other mid-tier characters. Despite Earth's better placing of 9th at [[EVO 2016]], Pit's tier placement would drop on the second tier list, where he was ranked 24th and three spots above Dark Pit. While Earth had another strong showing at [[GENESIS 4]] by placing 25th, Pit continued to lack of widespread success because of his very small playerbase. As a result, his tier placement dropped yet again, this time to 30th/31st on the third and current tier list. In addition to sharing this ranking with his clone, this drop is also tied with {{SSB4|Yoshi}} and {{SSB4|Kirby}}'s for the second largest between the second and third lists. | ||
| | ==Trophies== | ||
{{ | :'''Pit''' | ||
::{{flag|ntsc}} ''Pit is the captain of Palutena's royal guard. Despite the wings on his back, Pit needs the Power of Flight from Palutena in order to truly fly. In Smash Bros., he can still get more air than most, with four jumps and a special move that boosts him higher. He has a new reflect move—it protects both sides!'' | |||
::{{flag|pal}} ''Despite being an angel with wings and all that jazz, Pit can't fly without a little bit of help from his favourite goddess, Palutena. In this game, he's good at both close and ranged combat, and can even deflect projectiles. On top of that, with a high-flying up special and the ability to jump four times in mid-air. He's also got great recovery skills.'' | |||
{{Trophy games|console1=NES|game1=Kid Icarus (08/1987)|console2=3DS|game2=Kid Icarus: Uprising (03/2012)}} | |||
:'''Pit (Alt.)''' | |||
::{{flag|ntsc}} ''Pit's side special Upperdash Arm delivers an uppercut so strong, it can send foes flying for a KO. If you miss and fall off the stage, Pit's up special can bring him soaring back. Another of Pit's specials is Palutena Bow, which fires arrows Pit can aim even after they've left the bow.'' | |||
::{{flag|pal}} ''Pit's Upperdash Arm special launches him forwards to strike with an uppercut. It's so powerful, it can deliver an instant KO! If you accidentally dash off the stage with it, one of his up special will get you back on easily. His Palutena Bow special can be charged up, shot straight up into the air, and you can even guide the arrows mid-flight!'' | |||
{{Trophy games|console1=NES|game1=Kid Icarus (08/1987)|console2=3DS|game2=Kid Icarus: Uprising (03/2012)}} | |||
:'''Three Sacred Treasures''' | |||
::{{flag|ntsc}} ''The Arrow of Light, the Wings of Pegasus and the Mirror Shield-three legendary artifacts that Pit once used to defeat the evil Medusa. When you activate Pit's Final Smash, he can use them in this game, too! After firing a barrage of different bow attacks, his final shot will cause powerful light pillars to rain down on the battlefield.'' | |||
{{ | ::{{flag|pal}} ''The Arrow of Light, the Wings of Pegasus and the Mirror Shield - three legendary artifacts that Pit once used to defeat the evil Medusa. And when you activate his Final Smash, he can use them in this game too! After firing a medley of different bow attacks, his final shot makes powerful light pillars rain down on the battlefield.'' | ||
| | |||
<center> | |||
| | <gallery> | ||
PitTrophy3DS.png|Classic (3DS) | |||
| | PitAllStarTrophy3DS.png|Alt. (3DS) | ||
| | PitTrophyWiiU.png|Classic (Wii U) | ||
| | PitAltTrophyWiiU.png|Alt. (Wii U) | ||
ThreeSacredTreasuresTrophyWiiU.png|[[Three Sacred Treasures]] | |||
</gallery> | |||
</center> | |||
==In [[Event Match]]es== | ==In [[Event Match]]es== | ||
Line 675: | Line 434: | ||
*Of all the characters who made the transition from ''Brawl'' to ''SSB4'', Pit underwent the most changes to his [[special move]]s, with his previous [[Angel Ring|side special]], [[Wings of Icarus|up special]], [[Mirror Shield|down special]] and [[Palutena's Army|Final Smash]] being replaced. | *Of all the characters who made the transition from ''Brawl'' to ''SSB4'', Pit underwent the most changes to his [[special move]]s, with his previous [[Angel Ring|side special]], [[Wings of Icarus|up special]], [[Mirror Shield|down special]] and [[Palutena's Army|Final Smash]] being replaced. | ||
**Despite this, Mirror Shield has technically remained a part of his moveset, albeit now as a part of his [[Three Sacred Treasures|new Final Smash]]. | **Despite this, Mirror Shield has technically remained a part of his moveset, albeit now as a part of his [[Three Sacred Treasures|new Final Smash]]. | ||
*Pit and Dark Pit are the only characters with two [[Reflection|reflectors]] in their default movesets. | *Pit and Dark Pit are the only characters with two [[Reflection|reflectors]] in their default movesets. | ||
*In {{for3ds}}, Pit and Dark Pit's wings will not be outlined if outlines are turned on. | *In {{for3ds}}, Pit and Dark Pit's wings will not be outlined if outlines are turned on. | ||
*Both Pit and Dark Pit, akin to the former in ''Brawl'', have some of their moves not applying to their respective bows being in their bow forms or being split into blades. The moves that fit this are their down tilts, dash attacks, up specials, down taunts (despite both of them being different), rolls and sidesteps (only if the latter two are done at the frame before their shielding animation properly occurs). | *Both Pit and Dark Pit, akin to the former in ''Brawl'', have some of their moves not applying to their respective bows being in their bow forms or being split into blades. The moves that fit this are their down tilts, dash attacks, up specials, down taunts (despite both of them being different), rolls and sidesteps (only if the latter two are done at the frame before their shielding animation properly occurs). | ||
{{SSB4Characters}} | {{SSB4Characters}} | ||
{{Kid Icarus universe}} | {{Kid Icarus universe}} | ||
[[Category:Pit (SSB4)]] | [[Category:Pit (SSB4)| ]] | ||
[[Category:Trophies (SSB4-3DS)]] | [[Category:Trophies (SSB4-3DS)]] | ||