Editing Pit (SSB4)

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{{Disambig2|Pit's appearance in ''Super Smash Bros. 4''|the character in other contexts|Pit}}
{{disambig2|Pit's appearance in ''Super Smash Bros. 4''|the character in other contexts|Pit}}
{{Infobox Character
{{Infobox Character
|name = Pit
|name         = Pit
|image = [[File:Pit SSB4.png|250px]]
|image       = [[Image:Pit SSB4.png|250px|Pit]]
|game = SSB4
|game         = SSB4
|ssbgame1 = SSBB
|ssbgame1     = SSBB
|ssbgame2 = SSBU
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = D
|ranking = 32
}}
}}
'''Pit''' ({{ja|ピット|Pitto}}, ''Pit'') is a playable character in ''[[Super Smash Bros. 4]]''. He was confirmed on June 11th, 2013 during the E3 2013 Nintendo Direct. His moveset was given an extensive overhaul with implementation of the weapons and powers he could use in ''Kid Icarus: Uprising''.


'''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 is now voiced by Antony Del Rio (who voiced him in ''Kid Icarus: Uprising''), replacing Lani Manella who voiced him in ''Brawl''. Minami Takayama reprises Pit's voice in the Japanese version as well.
 
Rather than retaining Lani Minella as his voice actor from the English version of ''[[Super Smash Bros. Brawl]]'', Pit is now voiced by Antony Del Rio, who reprises his role from the English version of ''{{s|icaruspedia|Kid Icarus: Uprising}}''. However, he remains uncredited, possibly due to being a union-based voice actor. Minami Takayama, who voiced Pit in the Japanese versions of ''Brawl'' and ''Uprising'', also reprises her role, with new voice clips.
 
Pit, alongside his [[clone]] {{SSB4|Dark Pit}}, is ranked 32nd out of 54 on the [[tier list]], placing him in the D tier. This is a moderate drop from his placement in ''Brawl'', where he was ranked 17th out of 38, making this Pit's worst tier placement yet. Pit's frame data is deceptively fast, as almost the entirety of his moveset has less than 10 frames of start-up lag. On a related note, all of his aerial attacks are capable of [[auto-canceling]] with a [[short hop]]. When these traits are coupled with his disjointed range and [[projectile]], [[Palutena Bow]], Pit boasts a very effective [[neutral game]].
 
Pit is also among the handful of characters who possesses [[Double jump#Multiple double jumps|multiple double jumps]], which not only assists his recovery and landing options, but also makes him very capable at [[edge-guarding]]. Lastly, Pit's grab game has improved considerably: his forward throw now possesses KO potential, and the changes to [[hitstun canceling]] have made his down throw into a very reliable combo starter.
 
However, Pit's KO potential is unimpressive: aside from edge-guarding and his forward/up smashes, his other KOing options are only effective when sweetspotted (forward tilt and back aerial), or at very high percentages (forward throw and [[Upperdash Arm]]). Changes to game mechanics have also nerfed Pit in certain ways: the removal of [[gliding]] hinders his recovery, while [[Edge-guarding#Ledge trump|edge trumping]] hinders his edge-guarding potential.
 
Although Pit has a small playerbase, he has nevertheless managed to achieve a decent level of success, thanks to the likes of {{Sm|Earth}}, {{Sm|Kuro}} and {{Sm|KiraFlax}}. Earth, in particular, has demonstrated Pit's viability: he has won a number of regional tournaments; achieved a number of above-average placings at the regional and national levels in both singles and [[doubles]] play; and was ranked 35th on [[Panda Global Rankings]]' v3 list.


==Attributes==
==Attributes==
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]]. Pit's [[jump]] and [[double jump]] are both low, although this flaw is largely offset by his [[Double jump#Multiple double jumps|three double jumps]]. 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.
{{incomplete}}
 
As in ''Brawl'', Pit is a middleweight, well-equipped warrior. His weapon, [[Palutena's Bow]], can shoot guided ethereal arrows or can be separated into twin swords for melee combat. Pit has an abundance of options for racking up the opponent's damage percentage, from his neutral infinite (now buffed to end in a finishing slash) to his neutral, forward, and up aerials. The majority of his attacks have been adjusted in varying ways, from having less startup to doing less damage or hits, meaning that Pit can execute attacks quicker but will have to wait longer before attempting to KO his adversary. With the release of ''Kid Icarus Uprising'', all but one of his special moves have been completely changed, for better or worse. [[Upperdash Arm]], Pit's new side special, consists of a dash, then a powerful uppercut to any foes in his path. The move has super armor and can lead to relatively early vertical KOs. While it is a much better offensive option than [[Angel Ring]], it can neither rack up damage nor [[reflect]] projectiles. Additionally, it has noticeable endlag when it misses, especially if performed in the air, making it extremely risky to use as a recovery. Pit's new up special, [[Power of Flight]], allows him to soar a reasonably far distance in any upward direction chosen by the player. While it isn't nearly as versatile or unpredictable as [[Wings of Icarus]], it protects Pit better from being [[gimp]]ed off-stage, because he can simply use it again in midair, unlike Wings of Icarus. Replacing Pit's [[Mirror Shield]] from ''Brawl'' is the [[Guardian Orbitars]], which protect his back as well as his front with energy barriers. While it may seem like a direct upgrade of the Mirror Shield, it has one key flaw: The Orbitars can break from sustaining heavy damage. If that happens, the move cannot be used again for 10 seconds, compared to the Shield's ability to block any attack any number of times. The only special not changed from ''Brawl'' is Pit's neutral special, Palutena's Bow. However, it has been vastly nerfed, having less damage, range, and recovery. These changes remove the mindgame potential it once had, but it is still difficult to anticipate. Finally, Pit has received a completely new Final Smash, [[Three Sacred Treasures]]. It releases a blizzard of arrows and energy shots to overwhelm his rivals, but Pit is completely immobile (albeit invincible) while he is attacking and also cannot manually aim the Final Smash, which may lead to some of the assaults (especially the concluding light beams) failing to hit their targets.
As a beginner-friendly character, Pit has a low learning curve, yet is quite rewarding when played wisely. His ease of use is probably best exemplified by his frame data: aside from six moves (forward tilt, forward smash, and forward, back, up and down aerials), the rest of Pit's normal moveset has less than 10 frames of start-up lag. Pit's neutral special, [[Palutena Bow]], reinforces his ease of use: its ability to be [[charge]]d and easily maneuvered makes it very useful for zoning, edge-guarding, and even [[mindgame]]s. When these traits are coupled with his {{s|icaruspedia|Palutena Bow}}'s disjointed range, Pit's [[neutral game]] is among the most effective in ''SSB4'' when utilized properly.
 
Much like his attributes, Pit's moveset is balanced, so much so that it seemingly has no glaring strengths or weaknesses. When 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. Pit's ground game overall possesses a decent level of utility. Neutral attack, down tilt and down smash are decent spacing options, thanks to their quick start-up and moderate ending lag in proportion to their range.
 
Neutral attack is also useful for [[jab cancel]]ing, while dash attack can punish landings and whiffed attacks very effectively, and down smash's back hit is a moderately strong [[semi-spike]]. Up tilt and especially up smash are useful anti-air moves, while the latter also boasts enough power to score KOs. Lastly, forward smash is Pit's strongest KOing option, and is tied with {{SSB4|Marth}}, {{SSB4|Lucina}}, and {{SSB4|Samus}}' forward smashes as the fastest smash attack of its kind in the game.
 
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. Although Pit's up and back throws have less utility in comparison, they have decent damage outputs and launch opponents into unfavorable positions. These traits make them useful at keeping his 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]] and their particular strengths. Neutral aerial has the lowest amount of startup lag out of his entire moveset, a long duration, and an excellent auto-cancel window. Altogether, these traits make it useful for edge-guarding, approaching and, when [[SHFF]]'d, starting combos. Forward and up aerials are reliable followups from down throw; in addition, the former is useful for approaching and edge-guarding, whereas the latter 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 KOing outright. Lastly, down aerial is useful for edge-guarding, thanks to it being a meteor smash during its first frame, and its fairly large range also makes it decent for approaching.
 
In the transition to ''SSB4'', almost the entirety of Pit's [[special move]]set underwent numerous changes in reference to ''{{s|icaruspedia|Kid Icarus: Uprising}}''. His new side and down specials use weapons that debuted in ''Uprising''; his new up special references [[Palutena]]'s ability to grant him the {{s|icaruspedia|Power of Flight}}; and his [[Three Sacred Treasures|new Final Smash]] uses the {{s|icaruspedia|Three Sacred Treasures}}. [[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. As a result, it boasts KO potential unlike [[Angel Ring]], at the cost of damage racking potential. 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 start-up 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 offers better protection compared to [[Wings of Icarus]]: Pit can immediately reuse it upon being hit, and it grants [[intangibility]] that lasts slightly longer than Wings of Icarus' [[invincibility]]. However, Power of Flight's linearity results in it lacking the unpredictability and impressive versatility that Wings of Icarus possesses. Lastly, [[Guardian Orbitars]] protect Pit on his left and right sides with energy shields that [[Reflection|reflect]] projectiles. They are also capable of [[Windbox#Pushing attacks|pushing]] opponents back, which makes them capable of edge-guarding. While these traits make them seem like a direct upgrade of [[Mirror Shield]], the Orbitars are not indestructible like the Shield: 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.
 
Despite his strengths, Pit does have some weaknesses. Like {{SSB4|Mario}}, most characters are able to outperform him in various areas: as examples, 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; {{SSB4|Cloud}} has greater range; and {{SSB4|Charizard}} is overall much stronger. Pit's KO potential, however, is his most noticeable weakness. Despite possessing a serviceable amount of KOing options, only his forward smash and up smash are consistently effective, and even these are highly unsafe on shield. In comparison, his other KOing options are only effective when sweetspotted (forward tilt and back aerial), or at very high percentages (down smash, forward throw and [[Upperdash Arm]]). This, in turn, is further compounded by his lack of guaranteed KO set-ups.
 
Although [[rage]] alleviates Pit's KO potential, his average endurance means that he cannot utilize it as consistently or effectively as heavier characters can. In addition, rage also hinders Pit's combo game out of down throw and neutral aerial, which are two of Pit's most effective combo starters. As a result, Pit will typically spend a comparatively longer time racking up damage before attempting to score a KO, and will often give the opponent high amounts of rage in the process.
 
Each of Pit's aerials also come with noticeable drawbacks. Neutral aerial has notoriously small loop hitboxes which opponents can SDI out of; forward aerial has small initial hitboxes; up aerial is among the slowest in the game relative to its power; and down aerial is inconsistent because its multiple hitboxes launch at different angles. Although all of Pit's aerials auto-cancel with a short hop, none of them auto-cancel with a short hop buffered fast fall. This means that all Pit players must manually delay their fast fall perfectly in order to use neutral, back and forward aerials effectively. This can also make Pit's combos and pressure game difficult to execute.
 
Despite the fact that most of Pit's aerials are relatively weak, each has large amounts of landing lag. When coupled with Pit's slow air speed and his forward aerial's very small initial hitboxes, Pit noticeably struggles to both land and contest other aerial opponents. In the end, Pit's aerials are helpful in his advantage state and supplement his grounded neutral game, but are much less useful when he is disadvantaged.
 
Although 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; [[gliding]] has been removed; and Power of Flight is largely inferior to Wings of Icarus because of it functioning 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 when blocking powerful attacks.
 
Pit possesses some decent [[Character customization|custom moves]]. Guiding Bow grants even more control over the arrow's curvature, albeit 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. However, it lacks any recovery potential because of it moving Pit very slightly backward upon being used, and also forces him into his lengthy aerial ending lag while in midair. 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. However, they lack pushboxes and have less durability.
 
All in all, Pit's strengths are on par with his weaknesses. His moveset consists of many moves with either long ranges (his grounded moves and back aerial); long durations (neutral/forward/up aerials and forward tilt); low ending lag (auto-canceled neutral/forward aerials, down smash and Palutena Bow); or quick movement (dash attack, dash grab and Upperdash Arm). This combination of traits, along with his good grounded mobility, allows Pit to reliably keep opponents in a disadvantage state, either stuck trying to land or getting off the edge.
 
In the end, this is arguably Pit's saving grace: he can cover enough options and retain advantage long enough to rack up more damage than a character of his limited combo potential should. However, he suffers from unimpressive KO potential similarly to lightweights, yet lacks the extended combo options and safe pressuring options that they typically possess for damage racking. Conversely, Pit also has a poor disadvantage state like many heavyweights, yet his overall damage output is considerably lower than most of theirs.
 
Despite being a very balanced character, players often overlook Pit in favor of his fellow all-rounder 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''. However, Pit has nevertheless managed to achieve a decent level of success in the competitive scene: {{Sm|Earth}} has won a number of regional tournaments, while {{Sm|Chompy}}, {{Sm|Len}}, {{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 ''[[Super Smash Bros. 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's transition from ''Brawl'' to ''Smash 4'' saw him receive a mix of [[buff]]s and [[nerf]]s, but due to his key weaknesses being more exploitable, he has been overall nerfed.


Due to Pit's special moveset being 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 possesses KO potential and super [[armor]]; can be used for horizontal recovery; and can deflect projectiles. His new down special, Guardian Orbitars, provide protection on both sides, but have limited durability. Lastly, Pit's new up special, [[Power of Flight]], can be immediately reused even if he is hit during its usage, though it has vastly less versatility because of its strictly linear path as well as lacking the windbox and advanced techniques [[Wings of Icarus]] had.
Overall, Pit is still a very well-rounded character who can perform well in many situations, but may have problems KOing, and must spend a comparatively longer time chipping away at his foe's health. The new [[rage]] mechanic helps him in this regard, but it will often leave Pit at critical condition before the effects start to make a difference. His recovery, although greatly hindered by the removal of [[gliding]], is still superb and can keep him alive much longer than other characters of his weight.


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 has KO potential at very high percentages. The removal of [[Meteor smash#Meteor canceling|meteor canceling]] benefits Pit more than other returning veterans, as he is no longer more vulnerable to meteor smashes than most of the rest of the cast and he has gained a new meteor smash with his down aerial. Pit's grounded mobility has improved, which allows him to extend his combos and apply more grounded pressure to his opponents.
Pit doesn't gain much benefit from his custom specials, as only his neutral special gains any significant benefit. Piercing Bow sacrifices control for more damage and the ability to pass through opponents. Guiding Bow gives Pit even more control over the arrow at the cost of damage.


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 [[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 notably obvious with [[Palutena Bow]] and his back aerial, with the former being laggier, travelling much slower and being less maneuverable while the latter has drastically reduced KO potential going from one of the most powerful back aerials to a back aerial with below average power.
Pit has relatively poor tournament representation, though players like {{Sm|Nairo}} and {{Sm|Pink Fresh}} are noted to receive above average tournament results with him, and like in ''Brawl'', he has higher representation in Japan.


In addition to the removal of gliding, other game mechanic changes within ''Smash 4'' have indirectly nerfed Pit. The removal of [[edge-hogging]] in favor of [[ledge trump]]ing nerfs Pit's edge-guarding potential (although it greatly benefits Power of Flight), which is further compounded by the majority of the cast having improved recoveries. Additionally, [[rage]] 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. As a result, Pit generally has more trouble KOing effectively while becoming easier to KO himself.
==Changes from ''Brawl''==
 
It is ambiguous as to whether Pit has been nerfed or buffed overall. His offensive game has improved, but at the cost of his recovery being worse due to the loss of gliding, as well as his midair jumps being noticeably shorter. His throws are stronger, his attacks in general have more range, and his forward and up smash also deal more knockback, all of which contribute to his improved KO ability compared to ''Brawl''. However, despite these buffs, Pit's aforementioned ability to KO opponents still lacks in comparison to that of most of the roster.
Overall, Pit's strengths and weaknesses are more balanced out as while he has no detrimental weaknesses, he also lacks any highly notably strengths or options putting him at a disadvantage compared to the rest of the cast who either have much more prevalent strengths or they posses moves with far more utility. As a result of these changes, Pit is worse overall as his weaknesses were not properly addressed while his strengths were toned down. The general changes to the game's mechanics also benefit him less than other returning veterans. Pit's position relative to the cast is debatable, as while a majority of the veterans ranked above him in ''Brawl'' were either nerfed to some degree or were outright removed, some of the veterans who were once low-tier or bottom-tier, have been buffed to varying degrees and most of the rest of the returning veterans benefit from ''Smash 4''{{'}}s mechanics more than he does to the point where some characters are far more effective in ''Smash 4'' regardless of if the character was directly buffed or nerfed overall.


===Aesthetics===
===Aesthetics===
*{{change|Pit's design has changed. His eyes are now slightly larger; his nose is now slightly smaller; and his hair is now slightly longer and maple brown, instead of auburn. Additionally, Pit's ornaments are now metallic gold, instead of aureolin; his leg ring is now ornate, instead of plain; his leotard now has a matte finish, instead of a satin finish; his [[wikipedia:Fibula (brooch)|plate fibula]] has a thinner plate and a larger gem; his {{s|wikipedia|bracer}}s and {{s|wikipedia|buskin}}s are thicker; and his buskins have larger buckles. Lastly, the aesthetic used in ''Smash 4'' has resulted in his bracers being sleeker; his bracers, buskins, and [[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|Kid Icarus: Uprising}}''.}}
*{{change|Aside from general graphical enhancements, he retains the anime-esque design he has in ''{{s|icaruspedia|Kid Icarus: Uprising}}''.}}
*{{change|Pit's eye color is now slightly subdued. He also now wears archery gloves on both hands, instead of only wearing one on his left hand. These changes are unique to ''Smash 4''.}}
*{{change|Pit's [[roll]]s, [[sidestep]] and [[air dodge]] include the sound effect from ''Kid Icarus: Uprising'' when attacks are dodged.}}
*{{change|Pit has received two new [[alternate costume]]s.}}
*{{change|Pit's running animation is now identical to how it appears in ''Kid Icarus: Uprising''.}}
*{{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 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 Pit's expressions used during his conversations in ''{{s|icaruspedia|Kid Icarus: Uprising}}''.}}
*{{change|Pit now says "Come on!" for his up taunt and "That all you got?" for his side taunt. These are alternate translations of his taunts in Japanese, which are unchanged.}}
*{{change|Pit's on-screen appearance has an updated sound taken directly from ''Kid Icarus: Uprising'', which plays when he descends onto the ground after starting missions or reviving from tall heights.}}
*{{change|Pit's aerial jump animation is different.}}
*{{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 saying "Victory!" It is based on the pose he strikes upon defeating {{s|icaruspedia|Hades}} at the end of ''Uprising''. This replaces his victory pose from ''Brawl'' where he would kneel in prayer and raise his bow upward while saying, "Great Palutena, victory is ours!"}}
*{{change|Pit now has a [[Smash Taunt]] that can be [[Palutena's Guidance|used]] on [[Palutena's Temple]]. The animation when used is similar to one of his victory animations from ''Brawl''.}}
*{{change|Dash's animation has changed. It is now based on Pit's running animation in ''Kid Icarus: Uprising''.}}
*{{change|Pit's blade trails are now gold with blue accents, whereas in ''Brawl'' they were a solid gold color.}}
*{{change|[[Roll]]s, [[spot dodge]] and [[air dodge]] have updated sound effects. They now emit the same sound effect as Pit's dodge from ''Uprising''.}}
*{{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''. The animation he performs to access it is identical to his previous victory pose from ''Brawl'', where he kneels and raises his bow victoriously, the latter which happens if the input is successful.}}
*{{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. The lattermost being quoted directly from the English releases of ''Kid Icarus'' games, makes having the reference in both Japanese and English. Down taunt is also 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]].}}


===Attributes===
===Attributes===
*{{buff|Pit [[walk]]s faster (1.18 1.199).}}
*{{buff|Pit is slightly heavier than in ''Brawl'' (94 96).}}
*{{buff|Pit [[dash]]es faster (1.583 → 1.66215).}}
*{{nerf|Pit's midair jumps are significantly shorter.}}
*{{nerf|Pit's [[air speed]] is slightly slower (0.893 → 0.89), going from the 15th slowest out of 39 characters to the 8th slowest out of 58.}}
*{{nerf|Pit can no longer [[glide]].}}
*{{change|Pit [[falling speed|falls]] slightly faster (1.42 → 1.48), although he falls slower relative to the cast. This improves his vertical endurance, but makes him more susceptible to combos.}}
*{{buff|Pit [[walk]]s slightly faster (1.18 → 1.199).}}
*{{change|Pit's [[gravity]] is slightly higher (0.075 0.081).}}
*{{buff|Pit [[dash]]es slightly faster (1.583 1.66215).}}
*{{nerf|Pit's mid air jumps have a lower relative height multiplier (1.05x → 1x) and Pit's third and fourth jumps have less vertical momentum (2 (jump 3)/1.73 (jump 4) → 1.8/1.6). When combined with Pit's higher gravity, this noticeably reduces the height of his jumps.}}
*{{nerf|Pit's [[air speed]] is slightly slower (0.893 0.89).}}
*{{buff|Pit is slightly [[weight|heavier]] (94 → 96), improving his endurance.}}
*{{nerf|Pit's item throw is weaker (1 → 0.9866667). When combined with the removal of [[glide toss]]ing, this considerably hinders his item game.}}
*{{buff|Air dodge has less startup (frame 4 2) and ending lag (FAF 40 → 32).}}
*{{nerf|Air dodge has a shorter duration (frames 4-29 → 2-26).}}
*{{buff|Back roll has less ending lag (FAF 33 → 28), now matching Pit's forward roll.}}
*{{nerf|Rolls have a shorter duration (frames 4-17 → 4-15).}}
*{{nerf|Spot dodge has a shorter duration (frames 2-20 → 2-16).}}
*{{nerf|The removal of [[gliding]] hinders Pit's recovery. This also means that he no longer has a glide attack removing one of his strongest and safest KO options.<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref>}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*{{buff|Neutral attack now leads into a finisher, where Pit step-lunges forward into an outward swat.}}
**{{nerf|Neutral attack's first two hits have more ending lag (FAF 20 (hit 1)/21 (hit 2) → 27/30).}}
*{{change|Forward tilt has a changed animation, from a clamp via a horizontal angle, to instead from a vertical angle, and Pit rears back from it more. He also still holds his blades as he does in his idle stance for this attack.}}
**{{nerf|The first two hits transition into the next hit later (frame 9 12).}}
*{{buff|Forward tilt comes out 4 frames faster and has longer duration (10 → 14) instead of (14 16). It also deals more knockback (12 base/95 growth) → (40 base/100 growth).}}
**{{nerf|The first two hits deal less damage (3% → 2%).}}
*{{nerf|Forward tilt deals less damage (12%) (7%/10%) and has 1 more frame of ending lag.}}
**{{buff|The first hit deals more knockback (10 (base), 40 (scaling) → 38/30), which prevents certain characters from escaping the second hit at lower percents as well as improving its [[jab cancel]]ing potential (despite its higher ending lag).}}
*{{change|Up tilt animation now has Pit back-somersault kick upward, ending in an upward final kick with three hits in a single leap, as opposed to doing an upward vault kick.}}
**{{buff|The first hit's angles have been altered (80° → 50°/90°), which overall makes it connect more reliably into the second hit.}}
*{{buff|Up tilt's main hitbox comes out 2 frames faster, and is stronger.}}
**{{buff|The first hit now uses static extended hitboxes, which overall gives it more horizontal range.}}
*{{nerf|Up tilt has 8 frames more endlag and no longer has a small hitbox that comes out at frame 2. It also deals noticeably less damage, dealing 10% instead of 16%, due to having three hits instead of four.}}
***{{nerf|However, this also gives it less range below Pit.}}
*{{change|Down tilt's new animation is now an outward sweeping-swipe forward, and now can be done with both either his bow being split or put-together.}}
**{{nerf|The first hit's hitboxes are smaller compared to the previous far hitboxes (3.5u/3.84u → 3.3u/3.8u).}}
*{{nerf|Down tilt has shorter hitbox duration (6 7) instead of (6 → 8), 3 frames longer endlag, and can no longer meteor smash.}}
**{{buff|The second hit's near hitbox is larger (2.88u 3u).}}
*{{change|Dash attack has an altered animation with Pit slashes inward in a braking turn, and now can be done with both either his bow being split or put-together.}}
**{{change|The second hit now uses static extended hitboxes. This gives it more range during its second active frame but this also reduces its range above and behind Pit during this frame.}}
*{{buff|Dash attack takes 2 less frames to interrupt (IASA: 41 39).}}
**{{change|The second hit's far hitbox launches opponents at a lower angle (140° 120°).}}
*{{buff|Forward and up smashes are stronger.}}
**{{nerf|The second hit deals more knockback (0 (base), 70/85 (set), 40 (scaling) → 30/0/30). This makes it connect less reliably into the third hit or loop hits (especially at higher percents) and while this would improve its jab canceling potential, this is offset by its higher ending lag, hindering its jab canceling potential overall.}}
*{{buff|Second hit of forward smash has much more reach, making it easier to hit opponents who shield the initial hit and get pushed back.}}
**{{nerf|The second hit's far hitboxes are smaller (3.2u/4.32u 3u/3u).}}
*{{nerf|Forward smash has 3 more frames of start up and both hits have their duration reduced to one frame (6-8 first/18-20 second 10 first/21 second). It also has 12 more frames of ending lag.}}
**{{buff|The third hit deals more knockback (50 (base), 70 (scaling) → 60/100).}}
*{{nerf|Forward and down smashes deal less damage.}}
**{{buff|The third hit has a new animation where Pit stretches further forward and now immediately swings his staff upwards. This along with the far hitbox being moved further away from Pit (y offset: 4.9 → 6) improves its range.}}
*{{change|Forward smash has a new animation where Pit slashes inward and forward with his right-handed blade, then assembles his bow quickly for an outward clearing turn slash.}}
**{{buff|The third hit's near hit now consists of one static extended hitbox, giving it more consistent range below Pit.}}
*{{buff|Up smash is slightly faster, the first hit lasts for longer (6/11/18 → 6→7/10/18), and its hitboxes have more vertical range.}}
**{{change|The third hit now launches opponents vertically ([[Sakurai angle|361°]] → 70°). This allows it to set up juggles or platform [[tech chase]]s but hinders its edgeguarding potential.}}
*{{nerf|Up smash has 5 more frames of endlag, and less range behind Pit.}}
**{{nerf|The third hit has a shorter duration (frames 3-7 → 3-4).}}
*{{change|Pit leans back in the air more for his up smash's animation.}}
**{{nerf|The third hit's far hitboxes are smaller (4.5u/3.84u → 3.8u/2.9u).}}
*{{change|Down smash's knockback and angle properties have been reversed (back hit is stronger than the front hit).}}
**{{buff|The infinite has a lower [[SDI]] multiplier (1.5x/1.3x → 1x) which along with the weakening of the mechanic, makes the infinite more difficult to escape from.}}
*{{change|Down smash has a slightly different animation, where Pit leans more in the directions he slashes.}}
**{{buff|The infinite's near hitbox now has consistent set knockback (25/30 (base), 0 (set), 130/100 (scaling) → 0/18/100) and it now has the highest priority, which makes it connect more reliably (although it is still unreliable).}}
**{{buff|The infinite's far hitbox is larger (3.8u → 4u), it is extended and it extends further away from Pit (z offset: 16 → z strectch: 17), giving it more range.}}
**{{change|The infinite's angles have been altered (110°/20°/10°/361° → 25°/120°).}}
**{{change|The infinite now has weight independent knockback.}}
**{{nerf|The infinite deals less damage (1% (near/far)/2% (mid) → 0.8%).}}
**{{nerf|The infinite's near hitbox is smaller (5u/5u/4.5u → 3.4u) and it does not extend as far inside of Pit (z offset: 2 → 5).}}
**{{nerf|The infinite's far hitbox has lower set knockback (10 → 4), making it connect less reliably.}}
**{{nerf|As with other infinites, the infinite now pushes Pit away from his opponent after a few hits. This significantly hinders its damage racking potential, especially at walls.}}
***{{change|If Pit uses the infinite near an edge, this property can potentially push Pit off the edge and cancel the move. This improves its safety but hinders its reliability.}}
**{{buff|Neutral infinite has received an updated finisher, a lunging outward slash. This finisher possesses a hitbox, improving its safety and utility.}}
**{{nerf|The finisher has more ending lag (FAF 12 → 40).}}
*[[Forward tilt]]:
**{{buff|Forward tilt has a new animation where Pit performs a scissoring slash while arcing his body. Pit now moves his body forwards which gives the move more range, despite its hitboxes not extending nearly as far from Pit (z offset: 21 → z stretch: 14).}}
***{{nerf|However, this forwards movement also causes the move to whiff against close opponents as its position inside of Pit has not been changed.}}
**{{buff|Forward tilt has less startup with a longer duration (frames 14-16 → 10-14).}}
***{{nerf|However, its total duration was unchanged, giving it more ending lag.}}
**{{buff|Forward tilt deals more knockback (12 (base), 95 (scaling) → 40/100), improving the far hit's KO potential despite its lower damage.}}
**{{change|Forward tilt's hitboxes are positioned slightly higher (y offset: 7.2 → 7.5).}}
**{{change|Forward tilt now always launches opponents in the direction Pit is facing.}}
**{{nerf|Forward tilt deals less damage (12% → 7% (near)/10% (far)), hindering the near hit's KO potential despite its higher knockback.}}
**{{nerf|Forward tilt no longer deals extra [[shield damage]] (1 → 0).}}
**{{nerf|Forward tilt has smaller hitboxes (5.2u/4.8u/3.84u/4.8u → 3.5u/3.5u).}}
*[[Up tilt]]:
**{{change|Pit's up tilt has a new animation where he performs a bicycle kick followed by a stretch kick.}}
**{{nerf|Up tilt has more startup lag (frame 2 → 6) and ending lag (FAF 36 → 43).}}
**{{nerf|Up tilt deals much less damage (3% (hit 1)/6% (hit 2)/7% (hit 3)/16% (total) → 2%/3%/5%/10%).}}
**{{buff|The first hit is larger (3.5u → 4.5u) and it has been moved further away from Pit (z offset: 0 → 8.5), giving it much more range.}}
***{{nerf|However, this removes its ability to hit opponents behind Pit.}}
**{{buff|The first hit now launches opponents towards Pit (90° → 100°). When considering its altered positioning, this allows it to connect more reliably into the second hit.}}
**{{nerf|The first hit is positioned much higher (y offset: 1.6 → 7), hindering its ability to hit characters below Pit.}}
**{{buff|The second hit has altered angles (115°/75°/90° → [[Autolink angle|365°]]/90°) and knockback (90/0/0 (set), 50/60/70 (scaling) → (60/80)/100). When combined with the weakening of [[SDI]], this allows the second hit to connect more reliably into the third hit.}}
**{{buff|The second hit now has static extended hitboxes on Pit's fit, giving it more consistent range throughout its duration.}}
**{{nerf|The second hit has smaller hitboxes (3.84u/3.84u/5.76u/5.76u → 3u/3u) and its lower hitboxes have been removed, giving it less range.}}
**{{nerf|The second and third hits have a higher hitlag multiplier (1× → 1.2×), making them easier to [[DI]].}}
**{{buff|The third hit deals more knockback (60 (base), 70 (scaling) → 50/120), improving its KO potential despite its lower damage.}}
**{{buff|The third hit has a larger hitbox (3.84u/3.84u/5.76u/5.76u → 7.5u), which is now extended, giving it more range above Pit.}}
**{{change|The third hit now launches opponents at a consistent angle (90°/115°/75° → 83°).}}
**{{nerf|The third hit has a shorter duration (frames 15-18 → 15-16).}}
**{{nerf|The third hit's lower hitboxes have been removed, giving it less range below Pit.}}
*[[Down tilt]]:
**{{buff|Down tilt has an updated animation where Pit now leans farther inward to perform the kneeling slash. This overall gives the move more range despite its hitboxes not extending nearly as far from Pit (z offset: 20 → z stretch: 16).}}
***{{nerf|However, the hitbox does not extend as far inside of Pit (z offset: 3.2 → 7) which along with its new animation, reduces its range inside of him.}}
**{{nerf|Down tilt has a shorter duration (frames 6-8 → 6-7).}}
**{{nerf|Down tilt has more ending lag (FAF 30 → 32).}}
**{{nerf|Down tilt deals much less damage (11% → 6%) and has less base knockback (80 → 70), greatly hindering its KO potential.}}
**{{nerf|Down tilt now launches opponents at an upwards horizontal angle, rather than a vertical or downwards [[meteor smash]] angle (80° (far)/280° (near) → 55°). This removes its ability to set up juggles (despite its lower knockback) as well as greatly hindering its edgeguarding potential.}}
**{{nerf|Down tilt has a smaller hitbox (4.32u/3.84u/2.88u/2.88u → 2.5u).}}
*[[Dash attack]]:
**{{buff|Pit's dash attack has an altered animation where Pit performs a spinning inward slash. The move covers a considerably higher amount of distance, making it much better as an approach, punishment or followup option.}}
**{{buff|Dash attack has less ending lag (FAF 42 → 39).}}
**{{change|Dash attack now deals consistent damage due to now having one extended hitbox (11% (body)/12% (arm)/9% (blade) → 11%).}}
**{{change|Dash attack has more base knockback but less knockback scaling (20 (base), 100 (scaling) → 80/50). This improves its safety on hit at lower percents and improves its ability to lead into mixups (especially when combined with its higher distance/lower ending lag) but this also hinders its KO potential.}}
**{{nerf|Dash attack has a smaller hitbox (4.8u/4.32u/3.36u/2.4u → 3.5u) which does not extend as far vertically or horizontally (y/z offsets: (2.8/7.2)/(2/16.8) → 4.5/7, y/z stretch: 7/16).}}
**{{nerf|Dash attack retains the lower launch angle from its previous near hitbox (80°/70°/60° → 60°) which overall hinders its ability to set up juggles.}}
*[[Forward smash]]:
**{{buff|Forward smash has a new animation where Pit now steps a considerable distance forward when performing the move. This new animation considerably improves its range, especially the second hit.}}
**{{buff|Forward smash has larger hitboxes which are now extended (4u/4.3u/3.3u/2.8u (hit 1)/4.1u/4.5u/3.5u/3.1u → (6u/6u/6u/6u)/6u).}}
**{{buff|The first hit launches aerial opponents at a much lower angle (110°/90° → 70°/0°), allowing it to connect more reliably into the second hit against them.}}
**{{change|The first hit launches grounded opponents at a lower angle (110°/90° → 70°/35°) and it has higher set knockback (40 → 43/53) against them. This would make it connect less reliably into the second hit although this is compensated by the second hit's longer range.}}
**{{buff|The second hit deals more knockback (30 (base), 108 (scaling) → 42/122), improving its KO potential despite its lower damage.}}
**{{nerf|Forward smash has more startup lag with a shorter duration (frames 6-8 (hit 1)/18-20 (hit 2) → 10/21), now being tied for being the fastest forward smash (rather than being the sole fastest by multiple frames).}}
***{{nerf|The shorter hitbox duration combined with the hitboxes now being static also means that the move has less vertical range, both above and below Pit.}}
**{{nerf|Forward smash has more ending lag (FAF 48 → 59).}}
**{{nerf|Forward smash deals less damage (7% (hit 1)/12% (hit 2)/19% (total) → 5%/10%/15%).}}
**{{nerf|The first hit has lower set knockback against aerial opponents (40 → 5/15). The near hit in particular (which has higher priority) no longer has enough hitstun to lead into the second hit, which allows some characters to avoid the second hit, hindering its reliability against aerial opponents.}}
*[[Up smash]]:
**{{buff|Up smash has a new animation where Pit jumps up much higher. The move's hitboxes have been moved upwards to compensate for this change (y offset: 23 (hits 1 and 2)/23.6 (hit 3) → 28/34), giving it considerably more range above Pit.}}
**{{buff|Up smash starts charging later (frame 1 → 2). This means that the move now have consistent startup lag, regardless of if it is [[buffer]]ed or not.}}
***{{nerf|However, the move retains its startup lag from the non buffered version, giving it more startup lag when buffered (frame 5 → 6).}}
**{{buff|The first hit now has a late hit, giving it a longer duration (frame 6 (non buffered) → 6 (clean)/7 (late)).}}
***{{buff|This new late hit is positioned lower and further forwards than the previous side hitboxes (y/z offsets: 18/6.6 → 14/10), giving it more range below and in front of Pit.}}
**{{buff|The first hit's angles (270°/90°/110° → 365°/365°/105° (clean)/365°/365°/110° (late)) and set knockback (12/40/33 → 40/33/33) have been altered, allowing it to connect more reliably into the second hit.}}
**{{buff|The second hit has less startup lag compared to its previous non buffered counterpart (frame 11 → 10).}}
**{{change|The second hit's side hitboxes have higher set knockback (35 → 50).}}
**{{buff|The third hit launches at a higher angle (80° → 89°) and it deals more knockback (75 (base), 83 (scaling) → 66/102), significantly improving its KO potential.}}
**{{buff|The third hit's lowest hitbox is larger (4u → 5u).}}
**{{buff|The third hit's side hitboxes are positioned slightly further away from Pit (z offset: 6.4/-6.4 → 7/-8), giving it more horizontal range.}}
**{{nerf|Up smash has more ending lag (FAF 47 (non buffered) → 52).}}
**{{nerf|The first two hits have smaller hitboxes (5u/7u/6.2u/6.2u (hit 1)/5u/5u/6.2u/6.2u (hit 2) → (4.5u/4u/4u)/(4u/5.2u/5.2u)) and their lowest hitbox has been removed.}}
***{{nerf|This especially hurts the first hit as shorter characters in front of Pit can now low profile under the move while the move flat out no longer works against almost the entire cast if they are grounded and behind Pit.}}
***{{nerf|This also gives the early first hit and the second hit less horizontal range despite their hitboxes being moved slightly further away from Pit (z offset: 6.6/-6.6 → 7/-7).}}
**{{nerf|The third hit's highest hitbox is smaller (6.5u → 5.8u).}}
**{{nerf|The third hit has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.}}
*[[Down smash]]:
**{{buff|Down smash has a new animation where Pit now leans farther inward to perform each slash. This new animation improves its range (especially the back hit), despite its furthest hitboxes being moved closer to Pit (z offset: 18/-18 → 17.4/-17).}}
**{{buff|The mid and far hitboxes are larger (3.3u/3u → 3.6u/3.4u).}}
**{{buff|The first hit's far hitbox deals more knockback (18 (base), 90 (scaling) → 35/93), improving its KO potential despite its less favorable launch angle (361° → 55°).}}
**{{buff|The second hit deals more damage (10% (body)/9% (base)/8% (tip) → 12%/10%) and knockback (20 (base), 90 (scaling) → 25/93), and it is now a [[semi-spike]] (75° → 30°), significantly improving its edgeguarding and KO potential.}}
**{{nerf|The first hit's near hitbox deals less damage (13% (body) → 12%) and the first hit launches opponents at a higher angle (361° → 55°), hindering its KO potential (especially the near hit and excluding the far hit), as its knockback was not fully compensated (30/25 (base), 90 (scaling) → 35/93).}}
**{{nerf|The nearest hitbox has been removed on both hits, giving down smash less range inside of Pit despite the new nearest hitbox being moved closer to Pit (z offset: 4/-4 (nearest)/9/-9 (mid near) → 6.4/-6).}}


===Aerial attacks===
===Aerial attacks===
*[[Neutral aerial]]:
*{{nerf|All of Pit's aerials deal less damage.}}
**{{buff|Neutral aerial has less landing lag (30 frames → 24).}}
*{{buff|[[Neutral aerial]]'s last hit has stronger knockback launching opponents away, making the attack safer on hit. It also has increased range, 6 less frames of landing lag, and a more clear autocancel timing when done immediately from a short hop.}}
**{{buff|The loop hits have lower SDI multipliers (1.4× → 0.8×), which along with the weakening of the mechanic, makes them more difficult to escape from (although they are still fairly unreliable).}}
*{{change|[[Neutral aerial]] has a new finishing animation.}}
**{{buff|The final hit has a larger hitbox (8u → 9.2u).}}
*{{buff|[[Forward aerial]] has 1 less frame of startup and can autocancel in a short hop.}}
**{{nerf|Neutral aerial has an updated animation where Pit now swings his Palutena Bow slightly behind himself for its last hit. This new animation is longer (51 frames → 67), increasing the amount of time Pit cannot grab ledges after performing the move.}}
*{{change|Pit has a new [[forward aerial]], a horizontal bow spin that hits multiple times similar to his neutral aerial.}}
**{{nerf|Neutral aerial has more ending lag (FAF 52 → 55).}}
*{{nerf|[[Back aerial]] has more startup, significantly decreased duration (9-25 → 10-12) and 5 more frames of landing lag.}}
**{{nerf|The loop hits deal less damage (1% → 0.7%), which reduces the move's overall damage output (11% → 8.9%).}}
*{{change|[[Back aerial]] has a new animation where Pit thrusts both blades behind him in a backward lean.}}
**{{nerf|The loop hits' far hitboxes are positioned closer to Pit (z offset: 8.8 → 7.8), while the upper hitboxes have been moved downwards (y offset: 13.5 → 12.5), reducing their range.}}
*{{buff|[[Up aerial]] has 6 less frames of landing lag and its last hit deals more knockback.}}
**{{nerf|The final hit has a higher hitlag multiplier (1× → 1.8×). This makes it easier to DI and as neutral aerial cannot be [[frame cancel]]ed, this hinders the move overall.}}
*{{nerf|Up aerial has 3 more frames of startup (8 11).}}
*[[Forward aerial]]:
*{{buff|[[Down aerial]] now has a sweetspot in the first active frame that can [[meteor smash]], and has 6 less frames of landing lag.}}
**{{change|Pit has a new forward aerial, a buzzsaw-like series of slashes. Instead of being a single hitting move, it is a multi hitting move with three hits.}}
**{{buff|Forward aerial has less startup lag with a longer duration (frames 12-15 → 11-12/14-15/18-19).}}
**{{buff|Forward aerial extends further away from Pit (z offset: 16 → z stretch: 18 (hits 1-2)/19 (hit 3), giving the final hit more range.}}
**{{change|Forward aerial's hitboxes are positioned lower (y offset: 7/8 → 5).}}
**{{nerf|Forward aerial has more ending lag (FAF 38 → 47).}}
**{{nerf|Forward aerial has a longer animation (37 frames → 55).}}
**{{nerf|Forward aerial has more landing lag (15 frames → 20).}}
**{{nerf|Forward aerial deals much less damage (13%/14%/15% → 1.5% (hits 1-2)/4% (hit 3)/7% (total)). The final hit's knockback was mostly compensated compared to the previous 13% hitbox (10 (base), 82 (scaling) → 20/180).}}
**{{nerf|Due to its multi hit nature, forward aerial has become less reliable overall.}}
**{{nerf|Forward aerial has smaller hitboxes (3.8u/5.5u/4.5u → 1.5u (hits 1-2)/4u (hit 3)). The first two hits in particular now have deceptively tiny hitboxes, giving them less range in front of Pit, despite extending further forwards.}}
**{{nerf|Forward aerial does not extend nearly as far inside of Pit (z offset: 4.8 → 11), giving it much less range inside of him (especially the loop hits).}}
**{{nerf|The final hit has a much higher hitlag multiplier (1× → 2.2×). This makes it easier to DI (despite its much lower damage) and as forward aerial cannot be frame canceled, this hinders the move overall.}}
*[[Back aerial]]:
**{{buff|Back aerial has an altered animation where Pit now leans farther backwards while performing the double reverse gripped thrust. The move now uses static extended hitboxes which extend much further backwards to accommodate this new animation, giving it considerably more range.}}
***{{nerf|However, this animation also makes Pit much more vulnerable and it is considerably longer (38 frames → 51).}}
***{{nerf|Additionally, the hitboxes do not extend as far inside of Pit, giving it less range in front of him.}}
**{{nerf|Back aerial has more startup lag (frame 9 → 10) and ending lag (FAF 39 → 41).}}
**{{nerf|Back aerial no longer has a late hit, greatly shortening its duration (frames 9-10 (clean)/11-25 (late) → 10-12).}}
***{{buff|However, its duration is longer than the previous clean hit (2 frames → 3).}}
**{{nerf|Back aerial has more landing lag (15 frames → 20).}}
**{{nerf|Back aerial has smaller hitboxes (4u/4u/4u → 3.4u/3.2u).}}
**{{nerf|The far hit deals less damage (15% → 12%), launches opponents at a higher angle (361° → 46°) and it has lower knockback scaling (100 → 96), greatly hindering its KO potential, going from the third strongest back aerial to a back aerial with below average power.}}
**{{nerf|The near hit deals much less damage (15% → 8%) and has lower knockback scaling (100 → 96), immensely hindering its KO potential (although it is still stronger than the previous late hit).}}
**{{change|The near hit launches opponents at a higher angle (361° → 66°). This removes its locking potential, but grants it combo potential.}}
*[[Up aerial]]:
**{{buff|Up aerial has less landing lag (30 → 24 frames).}}
**{{buff|Up aerial has lower SDI multipliers (1.3× → 0.7× (loop)/1× (final)), which along with the weakening of the mechanic, makes it considerably more difficult to escape from.}}
**{{buff|The loop hits' highest hitbox has been moved higher upwards (y offset: 17 → 19), giving it more range above Pit.}}
**{{buff|The loop hits' highest hitbox has higher hitbox priority (ID# 3 → 1), which overall makes up aerial connect more reliably.}}
**{{change|The final hit launches opponents at a higher angle (361° → 68°). This allows it to set up juggles but this also hinders its edgeguarding potential.}}
**{{nerf|Up aerial has more startup (frame 9 → 12) and ending lag (FAF 45 → 50).}}
**{{nerf|Up aerial has a longer animation (44 frames → 59).}}
**{{nerf|Up aerial now only has five hits instead of six, which shortens its duration (frames 9-10/12-13/15-16/18-19/21-22/24-25 12-13/15-16/18-19/21-22/24-25) and reduces its total damage output (12% → 10%).}}
**{{nerf|The loop hits have smaller hitboxes (3.36u/4.8u/4.8u/4.8u → 2.8u/3.8u/3.8u/3.8u).}}
**{{nerf|The final hit has a much higher hitlag multiplier (1× → 2×). This makes it easier to DI and as up aerial cannot be frame canceled, this hinders the move overall.}}
*[[Down aerial]]:
**{{buff|Down aerial has less landing lag (30 → 24 frames).}}
**{{buff|The clean hit's middle hitbox is now a meteor smash (80° → 270°). This grants its edgeguarding potential as well as improving its followup potential, especially out of a missed [[tech]].}}
**{{nerf|Down aerial deals less damage (12% → 10%), hindering its KO potential.}}
**{{nerf|The clean hit's middle hitbox has much lower base knockback (50 → 0) which along with its lower damage and launch angle, greatly hinders its KO potential, especially on stage.}}
***{{buff|However, this also grants it locking potential along with its new angle.}}
**{{nerf|The clean hit's middle hitbox is smaller (6u → 3u), giving it less range despite being positioned further below Pit (y offset: -2.4 → -4).}}


===Throws/other attacks===
===Grabs and throws===
*[[Grab]]s:
*{{buff|[[Forward throw]] is stronger to the point where it can KO near edges reliably.}}
**{{buff|Dash grab has less startup (frame 10 → 8) and ending lag (FAF 40 → 37).}}
*{{buff|[[Up throw]] is stronger.}}
**{{buff|Pivot grab has less ending lag (FAF 36 → 35).}}
*{{buff|The removal of hitstun canceling benefits Pit's [[down throw]], which can now be reliably comboed into a neutral air, forward air or up air from zero to middle percentages depending on the foe's [[DI]].}}
**{{buff|All grabs extend further away from Pit (z offset: 9 (standing/dash)/-13 (pivot) → z stretch: 9.9 (standing)/11.8 (dash).-16.4 (pivot)), improving dash and pivot grabs' range.}}
**{{buff|Standing grab extends further inside of Pit (z offset: 5 → 4), giving it marginally more range inside of him.}}
**{{nerf|All grabs have smaller grabboxes (4u → 3.1u (standing/pivot)/2.5 (dash)).}}
**{{nerf|Dash and pivot grabs do not extend as far inside of Pit (z offset: 2 (dash)/-3 (pivot) → 4/-4).}}
*[[Forward throw]]:
**{{buff|Forward throw has higher base knockback (30 → 50), improving its KO potential.}}
***{{nerf|However, this combined with the removal of [[chain grab]]bing hinders its followup potential at lower percents.}}
**{{buff|The hitbox has a longer duration (frame 12 → 12-13).}}
**{{change|Pit releases his opponent from forward throw one frame later (frame 13 → 14).}}
*[[Back throw]]:
**{{buff|Back throw has higher base knockback (50 → 65), improving its KO potential.}}
*[[Up throw]]
**{{nerf|The hitbox has more startup lag (frame 12 → 13).}}
**{{buff|The hitbox has a longer duration (frame 12 → 13-14).}}
**{{buff|The hitbox is now extended, giving it more range inside of Pit.}}
**{{change|Pit releases his opponent from up throw slightly later (frame 13 → 15).}}
*[[Down throw]]:
**{{change|Down throw has an altered animation which overall slightly alters the position of the hitbox. On certain stages in certain positions, the hitbox will now whiff against {{SSB4|Peach}} because of this change.}}
**{{buff|The changes to hitstun canceling and DI significantly improve down throw's combo potential despite its lower launch angle (80° → 70°).}}
*[[Floor attack]]s:
**{{buff|Floor attacks have less startup lag (frame 16 → 14 (front)/13 (back)).}}
***{{buff|Back floor attack's second hit also has less startup lag (frame 27 → 24).}}
**{{buff|Floor attacks have less ending lag (FAF 50 → 46).}}
**{{buff|Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).}}
**{{buff|Floor attacks now uses one larger extended hitbox (3.84u → 5u), giving them more range.}}
**{{nerf|Floor attacks have less intangibility (frames 1-27 → 1-26 (front)/1-25 (back).}}
**{{nerf|Floor attacks launch opponents at a higher angle (361° → 48°).}}
*Front Floor Attack:
**{{buff|Front floor attack's second hit extends further away from Pit (z offset: -13.2 → 16), improving its range.}}
**{{nerf|The front hit does not extend as far away from Pit (z offset: 15.2 → 16) and both hits do not extend as far inside of Pit (z offset: 3.2/-1.2 → z stretch: 4/-4). While the first hit does have more range due to its larger hitbox, this gives the second hit less range inside of Pit.}}
*Back floor attack:
**{{buff|Front floor attack's first hit extends further away from Pit (z offset: -13.2 → -15), improving its range.}}
**{{nerf|The first hit does not extend as far inside of Pit (z offset: -1.2 → z stretch: -4), giving it less range inside of Pit.}}
*[[Edge attack]]:
**{{buff|As with other edge attacks, edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}}
**{{buff|Edge attack extends further inside of Pit (z offset: 0 → z stretch: -5), giving it more range inside of him.}}
**{{nerf|Edge attack has a shorter duration (frames 25-29 → 25-27).}}
**{{nerf|Edge attack has less intangibility (frames 1-23 → 1-22).}}
**{{nerf|Edge attack deals less damage (8% → 7%) and launches opponents at a less favorable angle (361° → 45°).}}
**{{nerf|Edge attack now uses one extended hitbox rather than four normal hitboxes which is smaller (5u → 4.5u) and it does not extend as far away from him (z offset: 15 → 11), giving it less range.}}
**{{nerf|As with other edge attacks, edge attack can no longer send opponents behind Pit, removing its ability to set up edgeguards.}}
*[[Trip attack]]:
**{{buff|Trip attack deals more shield damage (1 → 8) per hit.}}
**{{buff|Trip attack now uses an extended hitbox which is larger than the previous near hitboxes (4u/4u → 5u), giving it more vertical range at close range.}}
***{{nerf|However, its hitbox is smaller than the previous far hit (6u → 5u), giving the first hit less range.}}
**{{buff|The second hit has less startup lag (frame 30 → 29).}}
**{{buff|The second hit extends further away from Pit (z offset: 11 → 14), giving it more range.}}
**{{nerf|Trip attack has less intangibility (frames 1-8 → 1-7).}}
**{{nerf|Trip attack does not extend as far inside of Pit (z offset: 0 → z stretch: -5/5), giving it less range inside of Pit.}}


===Special moves===
===Special moves===
*[[Palutena Bow]]:
*{{nerf|[[Palutena's Arrow]] deals less damage, has 16 more frames of endlag and travels less distance as the arrows produced vanish after a short time or when they cross a blast zone, removing techniques and mindgames that involve shooting arrows into the blast zones and then sending them back. The arrows also deal less knockback.}}
**{{change|Palutena's Arrow has been renamed to Palutena Bow.}}
*{{change|Pit's pose when charging and firing Palutena's Arrow has been slightly altered to look sharper.}}
**{{change|Palutena Bow's visual effects have slightly changed. Its arrow's outline is now sky blue, instead of blue.}}
*{{buff|[[Upperdash Arm]] replaces [[Angel Ring]] as Pit's side special move. Upperdash Arm is a forward lunging attack with an uppercut, similar to {{SSB4|Captain Falcon}}'s [[Raptor Boost]]. It produces good vertical knockback (KOing around 130%), reflects projectiles, has [[launch resistance]] while attacking, and is useful to travel horizontally from off the stage. In addition, this move can sweetspot the edge, making it useful as an alternate recovery option.}}
**{{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}}. It also has updated sound effects.}}
*{{nerf|The loss of Angel Ring means Pit can no longer use it to disrupt enemies returning to the edge, or for shield pressure. Upperdash Arm also has considerably more ending lag, especially in midair.}}
**{{buff|Palutena's Bow has less ending lag in the air if the arrow is shot forwards (FAF 44/30 (instantly shot/from release) → 43/27).}}
*{{nerf|[[Power of Flight]] replaces [[Wings of Icarus]] as Pit's up special move. While it can be used again after Pit is hit, it follows a linear trajectory instead of letting him move around freely, cannot sweetspot edges during the initial frames of the ascent, and Pit can no longer attack during the move, going into [[helpless]] state as it ends. As such, Power of Flight makes Pit's recovery significantly less versatile and thus easier to gimp, worsening his recovery potential.}}
**{{nerf|Palutena Bow has more ending lag on the ground if the arrow is shot forwards (FAF 44/30 (instantly shot/from release) → 59/45).}}
*{{buff|Pit now uses the [[Guardian Orbitars]] as his new down special move, which shield Pit and [[reflect]] projectiles from both directions compared to the [[Mirror Shield]].}}
**{{nerf|Palutena Bow has one more frame of ending lag if the arrow is shot upwards (FAF 26 (from release) → 27).}}
*{{nerf|Guardian Orbitars has 3 more frames of startup than Mirror Shield, and they can be broken if they take enough damage, forcing Pit to wait 10 seconds for them to regenerate. In addition, the move lacks super armor at its earliest frames unlike Mirror Shield.}}
**{{nerf|Palutena Bow has more startup lag in the air (frame 20 → 22).}}
*{{change|Pit has a completely new [[Final Smash]], [[Three Sacred Treasures]]. The attack produces more projectiles than [[Palutena's Army]], pressuring opponents more effectively, but is still inaccurate (especially the ending light pillars, which appear in random places similar to the stars of [[PK Starstorm]] in ''Brawl'') and Pit is completely immobile, albeit invincible while the move is in effect.}}
**{{nerf|The arrows deal less damage (5% (uncharged)/11% (fully charged) → 3.27%/8.6%) and knockback (4 (base), 80 (scaling) → 11/65), and their damage increases less per frame (0.1% → 0.09%).}}
**{{nerf|The arrows travel much slower (8 → 3.5).}}
***{{buff|The arrows now increase in speed as they are charged, although they still travel slower than the ''Brawl'' arrows when fully charged (8 → 7.7).}}
**{{nerf|The arrows now only have a duration of 44 frames, rather than lasting until they hit something/go off screen.}}
***{{nerf|In addition to this, Pit can now only have one arrow out at a time, even if he can act before the arrow disappears.}}
**{{nerf|Due to their reduced speed, the arrows cannot be curved as quickly.}}
*[[Upperdash Arm]]:
**{{change|Pit has a new side special, Upperdash Arm, which functions very differently to [[Angel Ring]]. Pit equips the {{s|icaruspedia|Upperdash Arm}} where he proceeds to dash forward and if he comes into contact with an opponent, he will perform an uppercut (similar to [[Raptor Boost]]).}}
**{{buff|Upperdash Arm consists of a one strong hitbox, instead of loop hitboxes, which makes it a much more reliable move that can potentially KO.}}
***{{nerf|However, its set duration significantly hinders its ability at pressuring shields or covering an opponent's ledge options.}}
**{{buff|As Pit moves forwards when using Uppderdash Arm, it can be used for recovering.}}
**{{buff|Pit now gains some super [[armor]] when he performs Upperdash Arm.}}
**{{nerf|Upperdash Arm has more startup (frame 11 (reflector)/12 (hitbox) → 16 (grounded)/19 (aerial)) and it is overall a laggier move, especially in the air.}}
**{{nerf|Upperdash Arm now deflects projectiles rather than reflecting them, meaning that the projectiles can no longer hit the opponent after they have been reflected. This considerably hinders the move's effectiveness against projectiles.}}
**{{change|Reflected projectiles are launched at a much higher angle (0° → 50°). As they can no longer hit the opponent, this has no impact on gameplay.}}
*[[Power of Flight]]:
**{{change|Pit has a new up special, Power of Flight, which functions very differently from [[Wings of Icarus]]. Pit quickly flies in a given direction by using the {{s|icaruspedia|Power of Flight}}.}}
**{{nerf|Power of Flight possesses a linear trajectory, which overall makes it much more predictable and exploitable than Wings of Icarus, in addition to it not being able to cover as much distance (although it still covers a large amount of distance).}}
**{{nerf|Pit cannot cancel Power of Flight with an attack. This significantly hinders the safety and mixup potential of Power of Flight and when combined with its altered functionality, this also removes advanced techniques such as [[wing dash]]ing.}}
**{{nerf|Power of Flight no longer has a [[windbox]] on startup, hindering its safety and utility.}}
***{{nerf|Altogether, these changes make Power of Flight a considerably more linear and exploitable recovery move with less utility than Wings of Icarus.}}
**{{buff|Pit covers much more distance in a shorter period of time, which can make it easier for Pit to make it back to the stage in some situations compared to Wings of Icarus.}}
**{{buff|Power of Flight can now be reused if Pit is hit or [[grab release]]d out of it.}}
**{{buff|Power of Flight grants more [[intangibility]] (frames 1-5 (grounded)/N/A (aerial) → 9-19/15-19).}}
***{{nerf|However, it grants intangibility on the ground much later (frame 1 → 9). When combined with its altered functionality, this greatly hinders its use as an escape option on the ground.}}
*[[Guardian Orbitars]]:
**{{buff|Pit has a new down special, Guardian Orbitars where Pit wields the {{s|icaruspedia|Guardian Orbitars}} near his arms in order to protect himself. It is functionally similar to [[Mirror Shield]] but unlike Mirror Shield, Guardian Orbitars cover both sides of Pit and they are much taller, making them better at protecting Pit.}}
**{{change|Guardian Orbitars have a [[push]] effect, instead of a [[reverse]] effect.}}
**{{nerf|Unlike Mirror Shield, Guardian Orbitars are breakable, possessing 18 [[hit points]] with gradual regeneration similar to [[shield]]s, and the move cannot be used for 10 seconds if broken.}}
**{{nerf|Guardian Orbitars have more startup lag (frame 6 → 9).}}
**{{nerf|Guardian Orbitars have much more ending lag on release (FAF 15 → 36).}}
**{{nerf|Guardian Orbitars no longer has super armor on startup.}}
**{{nerf|Guardian Orbitars cannot be held for nearly as long (600 frames → 80).}}
*[[Three Sacred Treasures]]:
**{{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' projectiles travel faster than the Centurions, making them better at damage racking and pressuring.<ref name="Direct"/> Like Palutena's Army, they do not have set accuracy. Unlike Palutena's Army, they render Pit invincible, yet completely immobile, 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 from update [[1.1.0]], which decreased the ending lag for [[Palutena Bow]] and its [[Character customization|custom variations]]. Similarly to Mario, Pit is both helped and hindered by the changes to shield mechanics brought about by updates 1.1.0 and [[1.1.1]]. Although these changes make his multiple hitting moves and [[Upperdash Arm]] slightly safer on shield, they also make it slightly harder for him to punish [[out of shield]] because of his slightly below-average traction.
Pit hasn't been buffed notably in updates so far, but the changes to shielding mechanics in [[1.1.0]] and [[1.1.1]] are beneficial to him due to his multi-hit moves and his side special, Upperdash Arm, having better shield damaging capabilities. Overall, Pit seems to be slightly better than he was in the game's release.


'''{{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 another character grabbed the edge.}}
*{{bugfix|No longer clips through sloped terrain while using ledge attack as someone else grabs the ledge.}}


'''{{GameIcon|ssb4}} [[1.1.0]]'''
'''{{GameIcon|ssb4}} 1.1.0'''
{{UpdateList/1.1.0|char=Pit}}
*{{buff|Jab's rapid finisher hitbox size (5.0u → 6.0u).}}
*{{change|Jab's rapid Finisher Z-axis displacement (9.0u → 8.5u).}}
*{{buff|[[Palutena's Arrow]] has 3 less frames of ending lag.}}


==Moveset==
==Moveset==
''For a gallery of Pit's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|neutralcount=3
|neutralcount=3
|neutralinf=y
|neutralinf=y
|neutralname=Forehand Slice ({{ja|フォアハンドスライス|Foahando Suraisu}}) / Backhand Slice ({{ja|バックハンドスライス|Bakkuhando Suraisu}}) / Upper Swing ({{ja|アッパースイング|Appā Suingu}}) / Spinning Cutter ({{ja|スピニングカッター|Supiningu Kattā}}) / Upper Cutter ({{ja|アッパーカッター|Appā Kattā}})
|neutralname=&nbsp;
|neutral1dmg=2%
|neutral1dmg=2%
|neutral2dmg=2%
|neutral2dmg=2%
|neutral3dmg=5%
|neutral3dmg=5%
|neutralinfdmg=0.8% (loop), 2% (last)
|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 first hit can also be [[jab cancel]]ed reliably, which is more effective at higher percents and if Pit has [[rage]], with its most notable followups being down tilt, down smash, dash grab, and neutral aerial.
|neutraldesc=A quick triple slash. If the attack button is mashed, Pit will spin his bow instead, hitting multiple times and ending in an upwards swipe.
|ftiltname=Cross Chop ({{ja|クロスチョップ|Kurosu Choppu}})
|ftiltname=&nbsp;
|ftiltdmg=7% (base), 10% (tip)
|ftiltdmg=10% (tip), 7% (base)
|ftiltdesc=Arcs his body forward to perform a scissoring slash. It is decent for spacing and quite powerful for a tilt attack when sweetspotted. Its sweetspot is located at the tips of the blades. While near the edge of {{SSB4|Final Destination}}, the sweetspot KOs middleweights at 134%/122% (''3DS''/''Wii U''). 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.
|ftiltdesc=Pit closes his blades onto the opponent in a scissor slash, while still holding his blades in the usual fashion (right: normal grip, left: reverse grip). Has a sweetspot on the tip that can KO near the edge at 122%, while the rest of the attack can do the same at 170%.
|utiltname=Anti-Air Kick ({{ja|アンチエアキック|Anchi Ea Kikku}})
|utiltname=&nbsp;
|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. However, it lacks any guaranteed followups due to its high launch point and ending lag, and although its last hit has very high knockback scaling, it lacks KO potential because of said hit's low damage output.
|utiltdesc=Pit flip kicks upwards, before correcting himself and kicking again for two hits. At low percentages, it can combo into a neutral or up aerial depending on the opponent's DI.
|dtiltname=Leg Cutter ({{ja|レッグカッター|Reggu Kattā}})
|dtiltname=&nbsp;
|dtiltdmg=6%
|dtiltdmg=6%
|dtiltdesc=A kneeling outward slash. Its minimal startup and moderate ending lag make it Pit's best grounded spacing option. However, despite its high base knockback, its mostly horizontal angle prevents it from having any guaranteed followups, with the closest being dash attack at low percents. Because of its angle and low knockback scaling, it is also ineffective for edgeguarding and KOing.
|dtiltdesc=Pit swipes one blade across the ground in front of him. Relatively high chance of tripping the enemy, while being relatively quick. Can combo with a dash attack until around 50% with middleweights and higher.
|dashname=Dash Slice ({{ja|ダッシュスライス|Dasshu Suraisu}})
|dashname=&nbsp;
|dashdmg=11%
|dashdmg=11%
|dashdesc=A spinning inward slash. It has low knockback scaling and launches at 60°, which allows it to combo into an up smash at low percents, depending on the opponent's DI. Its long range also makes it excellent for punishing landings. However, its moderate ending lag makes it punishable on shield.
|dashdesc=A sweeping slash downwards with his bow with both blades in a braking turn. Sends foes upward which allows it to combo with a forward aerial at mid percents, but has moderate ending lag making it punishable on shield.
|fsmashname=Dual Attack ({{ja|デュアルアタック|Duaru Atakku}})
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|10}} (hit 2)
|fsmashdmg={{ChargedSmashDmgSSB4|7}} (hit 1), {{ChargedSmashDmgSSB4|14}} (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 set knockback to connect reliably into its second hit. However, against aerial targets, the first hit's set knockback on its innermost hitbox deals insufficient hitstun to lead into the second hit, allowing opponents with fast air dodges to avoid the second hit altogether if they are hit offstage, unless Pit has a high amount of rage. On the edge of Final Destination, the second hit KOs middleweights at 107%/92% (''3DS''/''Wii U'').
|fsmashdesc=Pit slashes his right-handed blade inward, before quickly assembling both blades and slashing again in a wide outward clearing turn. The second hit carries all of the knockback, and has more reach than the first slash. Relatively high knockback that can KO near the edge at 90%.
|usmashname=Angel Spin ({{ja|エンジェルスピン|Enjeru Supin}})
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hit 2), {{ChargedSmashDmgSSB4|8}} (hit 3)
|usmashdmg={{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|3}} (hit 2), {{ChargedSmashDmgSSB4|11}} (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 at 130%/119% (''3DS''/''Wii U''). However, its deceptively horizontal range results in it hitting grounded opponents only if they are at point-blank range in front of Pit.
|usmashdesc=A leaping triple slash to the sky as Pit turns in midair. Similar to [[Link|Link's]] up smash but is noticeably faster and weaker, KOing Mario at 125%. Has low horizontal range despite its looks, unable to hit behind Pit and only able to drag point blank opponents into the attack.
|dsmashname=Low Attack Combination ({{ja|ローアタックコンビネーション|Rō Atakku Konbinēshon}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSB4|12}} (base), {{ChargedSmashDmgSSB4|10}} (tip)
|dsmashdmg={{ChargedSmashDmgSSB4|16}} (base), {{ChargedSmashDmgSSB4|14}} (tip)
|dsmashdesc=Performs a kneeling outward slash with a blade, followed by a squatting reverse gripped thrust behind himself with the other blade. Its sweetspot is located at the base of each 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 thus very useful for punishing rolls. While the first hit has higher base knockback and both hits have equal knockback scaling, the back hit's sweetspot KOs earlier thanks to its [[semi-spike]] angle. At the edge of Final Destination, the back hit's sweetspot KOs middleweights at 125%/116% (''3DS''/''Wii U''), while the front hit's sweetspot KOs at 155%/144% (''3DS''/''Wii U'').
|dsmashdesc=Pit stabs the ground in front of himself with one blade, then behind him with the other. The first hit is fast for a smash attack, although its diagonal knockback angle makes its KO potential relatively low, KOing at 145% near the edge. The second hit deals [[semi spike]] knockback and KOs earlier at 111% near the edge.
|nairname=Spinning Cycle ({{ja|スピニングサイクル|Supiningu Saikuru}})
|nairname=&nbsp;
|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. Auto-cancels from a short hop, making it a decent set-up option when [[SHFF]]'d.
|nairdesc=Pit uses his bow as a buzz saw, hitting rivals multiple times before a final hit sends them flying with weak knockback. Can nullify weak projectiles. Has a smaller hitbox behind Pit that connects less reliably. Useful for offstage edgeguarding or for combos. All of Pit's aerials, including this move, auto cancel from a short hop.
|fairname=Front Cycle ({{ja|フロントサイクル|Furonto Saikuru}})
|fairname=&nbsp;
|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 that hits multiple times. The last hit has the second highest knockback scaling out of his entire moveset, although the final hitbox's low damage output makes the move best suited for edge-guarding, spacing, or approaching. Auto-cancels from a short hop, but has a very short duration and minimal vertical range.
|fairdesc=Pit spins his bow horizontally in front of him, slashing foes multiple times before launching them diagonally. Lasts for a very short amount of time and has low vertical range, but is dangerous offstage at 100% or more due to its moderate knockback.  
|bairname=Air Stab ({{ja|エアスタッブ|Ea Sutabbu}})
|bairname=&nbsp;
|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 in a short hop, which make it a fairly useful spacing option, especially when used as part of a [[reverse aerial rush]]. When sweetspotted, it is also Pit's most damaging aerial. While its base is largely ineffective, it nonetheless has follow-up potential at certain percents. While near the edge of Final Destination, its sweetspot KOs middleweights at 137%/125% (''3DS''/''Wii U''). However, it has noticeable landing lag and a very small hitbox, the latter of which can make it difficult to land its sweetspot.
|bairdesc=A reverse dual-bladed thrust. Has the longest range of Pit's aerials, and has very good KO potential if tipped. However, the move has a very small hitbox and deals less damage and knockback at point blank range, making it difficult to land the sweetspot reliably. Has noticeable landing lag.
|uairname=Lightning Rotor ({{ja|ライトニングローター|Raitoningu Rōtā}})
|uairname=&nbsp;
|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=Spins his bow above him like helicopter blades, with the final hit dealing upwards diagonal knockback. Useful for aerial protection or as a KO option near the top blast line, especially after multiple jumps.  
|dairname=Under-Arc Slash ({{ja|アンダースラッシュ|Andā Surasshu}}, ''Under Slash'')
|dairname=&nbsp;
|dairdmg=10%
|dairdmg=10%
|dairdesc=A downward arcing reverse gripped slash. It has a sweetspot on the first hit frame that is a meteor smash, while its fairly large range allows it to function as an approach option. However, it has noticeable landing lag and takes longer to auto-cancel after the hitboxes cease compared to Pit's other aerials.
|dairdesc=Pit swipes a blade below him in a wide arc. Has a large hitbox that can easily catch opponents, although it has noticeable landing lag. Gains the ability to meteor smash if sweetspotted in the middle of the swing arc.  
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=Reaches out with his free hand.
|grabdesc=
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummelname=&nbsp;
|pummeldmg=2%
|pummeldmg=2%
|pummeldesc=A knee strike. A fairly fast pummel.
|pummeldesc=A quick knee jab. Relatively quick.
|fthrowname=Upper Swing ({{ja|アッパースイング|Appā Suingu}})
|fthrowname=&nbsp;
|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. While near the edge of Final Destination, it KOs middleweights at 163%/148% (''3DS''/''Wii U''). Although it is best suited for KOing, it is decent at setting up edge-guards, and even has minimal combo potential, leading into a dash attack or up smash at low percents.
|fthrowdesc=Slashes away the opponent. Pit's KO throw, which can KO near the edge at 155%.
|bthrowname=Behind Throw ({{ja|ビハインドスルー|Bihaindo Surū}})
|bthrowname=&nbsp;
|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 percents, or act as a set-up into Palutena Bow at medium to high percents.
|bthrowdesc=Pit spins around with the opponent trailing behind and slams them on the ground behind him. At low percents, it can lead into a dash attack.
|uthrowname=Stand Shoot ({{ja|スタンドシュート|Sutando Shūto}})
|uthrowname=&nbsp;
|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=Pit rolls on his back and handstand kicks the enemy. Can combo into an up aerial if the opponent does not react at low percents.
|dthrowname=Bone Divide ({{ja|ボーンディバイド|Bōn Dibaido}})
|dthrowname=&nbsp;
|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 percents.
|dthrowdesc=Pit quickly pins the enemy to the ground before bringing his bow down on their back like an axe. Pit's best combo starter than can lead into almost any aerial or an up smash at low percents, and up or forward aerial at higher percents.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Slashes on either side of himself while getting up.
|floorfdesc= Pit gets up and slashes on either side of himself.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Slashes in front of himself, then thrusts behind himself while getting up.
|floorbdesc= Gets up, then slashes forward and stabs behind himself.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
|floortdesc=Spins the Palutena Bow behind himself and then in front of himself before getting up.
|floortdesc= Spins his bow behind, then in front of him.
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=7%
|edgedmg=7%
|edgedesc=Performs a hook kick while climbing up.
|edgedesc=Pit flips onto the stage and delivers a sweep kick.
|nsdefname=Palutena Bow
|nsdefname=Palutena's Bow
|nsdefdmg=3.27% (uncharged), 8.6% (fully charged)
|nsdefdmg=3.3-8.6%
|nsdefdesc=Shoots a whitish sky blue, ethereal arrow from his Palutena Bow. The arrow can be aimed left, right, or directly upward while charging, and the arrow itself can be curved in any direction in mid-flight, which make it very useful for edge-guarding and [[gimp]]ing.
|nsdefdesc=Pit shoots a bluish-white arrow that can be curved in any direction. Can be aimed to the sides and up while charging.
|nsc1name=Piercing Bow
|nsc1name=Piercing Bow
|nsc1dmg=5.1% (uncharged), 11.7% (fully charged)
|nsc1dmg=5.1-11.7%
|nsc1desc=Shoots a larger, stronger arrow that pierces through enemies. However, it takes longer to charge, travels slower, has less range, and lacks the ability to be curved. Startup and end lag are increased.
|nsc1desc=Pit unleashes a bigger and stronger arrow that bypasses his rivals. This arrow is slower, has less range, and cannot be angled.
|nsc2name=Guiding Bow
|nsc2name=Guiding Bow
|nsc2dmg=2.1% (uncharged), 6% (fully charged)
|nsc2dmg=2.1-6%
|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=Pit fires an arrow that stays onscreen longer, has greater range, and can be curved to the point of two complete circles, but is weaker.  
|ssdefname=Upperdash Arm
|ssdefname=Upperdash Arm
|ssdefdmg=11% (grounded), 9% (aerial), 1× (reflected projectiles)
|ssdefdmg=11% (ground), 9% (air)
|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 on Final Destination at 142%/130% (''3DS''/''Wii U''). Upperdash Arm also grants super [[armor]] during the dash, and [[reflect]]s projectiles at a 50° angle. Its aerial version deals slightly less damage and has less knockback scaling, but is still strong enough to KO middleweights while near the upper blast line of Final Destination at 148%/132% (''3DS''/''Wii U''). 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.
|ssdefdesc=Pit brings out his Upperdash Arm and dashes forward, gaining [[super armor]] during the dash and delivering a swift uppercut to anyone in his way. It also deflects projectiles at a roughly 45 degree angle. Deals strong upwards knockback.
|ssc1name=Interception Arm
|ssc1name=Interception Arm
|ssc1dmg=13% (grounded), 11% (aerial)
|ssc1dmg=13% (ground), 11% (air)
|ssc1desc=Pit assumes a defensive stance and retaliates against any opponent who gets in front of him. 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.
|ssc1desc=Pit enters a defensive stance with the Upperdash Arm, countering opponents who attack him and/or get too close. No dash, but has higher knockback and speed in exchange. Has [[super armor]].
|ssc2name=Quickdash Arm
|ssc2name=Quickdash Arm
|ssc2dmg=9% (grounded), 7% (aerial)
|ssc2dmg=9% (ground), 7% (air)
|ssc2desc=The dash is faster, which makes it better suited for horizontal recovery. Pit also plows through opponents after hitting the uppercut, whereas 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.
|ssc2desc=Pit dashes quicker and further, but slides a bit when attacking and the uppercut itself is weaker.  
|usdefname=Power of Flight
|usdefname=Power of Flight
|usdefdmg=
|usdefdmg=0%
|usdefdesc=Soars through the air by using the {{s|icaruspedia|Power of Flight}}. It covers a significant amount of distance, and the flight's direction can be angled in any way except downward, making it capable of being a purely vertical and nearly horizontal recovery option. With a maximum duration of 2.42 seconds (145.2 frames), Power of Flight also lasts much longer than the majority of other recovery moves. It also grants [[intangibility]] on frames 9-19 when used on the ground, and on frames 15-19 when used in the air.
|usdefdesc=Using Palutena's Power of Flight, Pit soars into the air. The flight's direction can be altered in any way except downwards.
|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, cannot be angled as much, and covers very minimal horizontal distance.
|usc1desc=Pit utilizes a more focused flight that inflicts damage at the start and ascent. Longer startup and less range.
|usc2name=Breezy Flight
|usc2name=Breezy Flight
|usc2dmg=
|usc2dmg=0%
|usc2desc=The flight is faster and Pit emits a tornado upon start-up that [[push]]es away opponents in the opposite direction of his ascent. However, it covers less distance.
|usc2desc=A tornado envelops Pit as he takes off. The tornado pushes away foes in the opposite direction of the flight, and limits the range of it.
|dsdefname=Guardian Orbitars
|dsdefname=Guardian Orbitars
|dsdefdmg=1.(reflected projectiles)
|dsdefdmg=1.5x damage (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 physical attacks. However, they have 18 HP for physical attacks, with 0.07 HP regenerated every frame (4.2 HP per second), and break if it is fully depleted, 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 drift while using them, even if they are broken. Guardian Orbitars have a minimum duration of 0.33 seconds (20 frames) and a maximum duration of 1.33 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.
|dsdefdesc=Pit sends out his Guardian Orbitars which create twin energy shields that protect his front and back. These shields reflect projectiles with 50% more power and 70% more speed than they originally had. They also block melee attacks but can break with enough damage, requiring 10 seconds to regenerate. Additionally, they push back foes who touch it. Pit is vulnerable from above, even though the Orbitars defend against damage if hit anywhere else. Minimum duration: 20 frames. Max duration: 80 frames.
|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=Pit attacks with Orbitars that have damaging shields which knock opponents back. In return, they don't reflect projectiles nor block physical strikes. This does mean, however, that they cannot break.  
|dsc2name=Amplifying Orbitars
|dsc2name=Amplifying Orbitars
|dsc2dmg=(reflected projectiles)
|dsc2dmg=2x damage (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=Pit utilizes stronger Orbitars that have more fragile shields but power up reflected shots to double their strength and speed. Does not push  back. Minimum duration: 16 frames. Max duration: 150 frames.
|fsname=Three Sacred Treasures
|fsname=Three Sacred Treasures
|fsdmg=2% (small arrows, energy blasts), 12% (large arrows), 15% (energy pillars)
|fsdmg=2% (arrows, energy blasts), 12% (charged shots), 15% (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=Pit equips the Three Sacred Treasures and unleashes a storm of arrows on his foes. He occasionally looses green homing shots in between volleys, as well as charged arrows with high knockback. Pit finishes the assault with powerful beams of light from the sky. Only the charged arrows and light beams have KO potential.}}
 
===Stats===
{{Attributes
|cast = 58
|weight = 96
|rweight = 27-29
|dash = 1.5
|rdash = 25-41
|run = 1.66215
|rrun = 24-25
|walk = 1.199
|rwalk = 17-18
|trac = 0.0505
|rtrac = 38-39
|airfric = 0.008
|rairfric = 37-42
|air = 0.89
|rair = 50-51
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.065
|raddaccel = 30-34
|gravity = 0.081
|rgravity = 39-40
|fall = 1.48
|rfall = 36-37
|ff = 2.368
|rff = 35-36
|jumpsquat = 5
|rjumpsquat = 14-41
|jumpheight = 31
|rjumpheight = 43-44
|shorthop = 14.955608
|rshorthop = 44-45
|djump = 23.70148302, 19.110125, 15.01259414
|rdjump = 54-55
}}
 
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Pit English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
{{appearance
Appears onstage from a beam of light from the heavens.
|desc=Slowly descends onto the stage while surrounded by rays of sparkling light that shine down from the sky.
|char=Pit
|game=SSB4}}


===[[Taunt]]s===
===[[Taunt]]s===
{{Taunt/SSB4
{{Taunt/SSB4
|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 his bow and crouches down, then spins his blades in either hand before standing up and crossing them over his head, saying: "Come on!" ({{ja|勝負だ!|Shōbu da!}}, ''Battle!'')
|desc-side=Separates the Palutena Bow and then flourishes its blades before striking a pose while saying "That all you got?" ({{ja|まだまだ!|Mada mada!}}, ''Not just yet!'') It is similar to Pit's animation during the end of [[Skyworld (SSE)|Skyworld]]'s first cutscene in [[Adventure Mode: The Subspace Emissary|The Subspace Emissary]].
|desc-side=Separates his blades and slashes at the air, mocking his foe before striking a pose: "That all you got?" ({{ja|まだまだ!|Mada Mada!}}, ''Not over yet!'')
|desc-down=Spreads out his arms and wings, during which a few feathers are loosed from his wings. This is the only taunt that does not split his Bow into blades if it was in bow form beforehand.
|desc-down=Holds his swords in either hand and spreads them to either side, making an angelic pose with a wing flourish.
|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 applies to 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 which DLC character Pit is fighting. Palutena's Guidance can be used only on [[Palutena's Temple]], and is performed by rapidly pressing the button which activates Pit's down [[taunt]]. Pit will hold a pose for a few seconds prior to the conversation starting. Palutena's Guidance can only be done once per match, and 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.}}
|desc-smash=Activates [[Palutena's Guidance]]. Kneels down before contacting [[Palutena]], [[Viridi]], [[Dark Pit]] (when in a match against him), and even [[Chrom]] (when in a match against {{SSB4|Robin}}). Pit then receives information on one of his opponents; this goes for every fighter 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 DLC characters, but the dialogue remains the same, no matter what DLC character Pit is facing. This is possible only on Pit's home stage, [[Palutena's Temple]], and is performed by rapidly pressing the button which activates the [[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 cancelled. If Pit is KO'd, the conversation will end. If there is more than one opponent onscreen when the conversation begins, the game will randomly choose one of them to talk about.}}


===[[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=Impatiently hops in place.
|desc-2=Taps the tips of his buskins on the ground and then impatiently hops in place.
|desc-2=Briefly fiddles with his bow, splitting them into blades if it is in bow form.
|image-1=PitIdlePose1WiiU.jpg
|image-1=PitIdlePose1WiiU.jpg
|image-2=PitIdlePose2WiiU.jpg}}
|image-2=PitIdlePose2WiiU.jpg}}
Line 563: Line 242:
|game=SSB4
|game=SSB4
|desc-us=Pit! Pit! This is it!
|desc-us=Pit! Pit! This is it!
|desc-jp=Pit-to!
|desc-jp=Pit-too
|pitch-us=Group chant
|pitch-us=Group chant
|pitch-jp=Female}}
|pitch-jp=Group chant}}


===[[Victory pose]]s===
===[[Victory pose]]s===
{{incomplete|Japanese victory quotes with translations}}
{{Victory/SSB4
{{Victory/SSB4
|victory-theme=PitTheme.ogg
|victory-theme=PitTheme.ogg
|victory-desc=An orchestral excerpt of ''Kid Icarus''{{'}} title screen theme.
|victory-desc=A small excerpt of the title screen theme of ''Kid Icarus'', with an original ending. This is also shared with {{SSB4|Palutena}}.
|desc-1=Descends from the sky and flourishes 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-1=Strikes the V sign and says "Victory!"
|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=Slashes his swords (which form his bow) and says, "It's game over for you!"
|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!''). Pit's concluding pose is very similar to the one he sports in his official artwork for ''Brawl''.
|desc-3=Slowly spins his bow in front of himself, then stops in his ''Brawl'' pose and says "That was easy!" or "What's up now!?"
|char=Pit}}
|char=Pit}}


==In [[competitive play]]==
==In [[Competitive play|Competitive Play]]==
{{Pit and Dark Pit in competitive play (SSB4)}}
===[[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===
*{{Sm|Earth|Japan}}
*{{Sm|KiraFlax|USA}}
*{{Sm|Nairo|USA}}
*{{Sm|Pink Fresh|USA}}
*{{Sm|Plastic Poptart|UK}}
 
==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)}}


==In Solo Modes==
:'''Three Sacred Treasures'''
===[[All-Star Mode]]===
::{{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.''
In All-Star Mode, Pit is fought in Stage 3 in the 3DS version or Stage 5 in the Wii U version alongside {{SSB4|Yoshi}}, {{SSB4|Captain Falcon}}, {{SSB4|Dr. Mario}}, {{SSB4|Marth}}, {{SSB4|Mega Man}}, {{SSB4|Palutena}}, and {{SSB4|Ryu}}.


==={{GameIcon|SSB4-U}}[[Event Match]]es===
::{{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.''
====Solo Events====
* '''[[All-Star Battle: Brawl]]''': Pit is one of the opponents fought in this event. All of the opponents debuted in ''Brawl''.
* '''[[Doppelgänger Duel]]''': As {{SSB4|Dark Pit}}, the player must defeat Pit in a [[Stamina Mode|Stamina Battle]].
* '''[[The Break of Day]]''': Pit must defeat three Dark Pits using the [[Daybreak]].
====Co-op Events====
* '''[[An Offering of Coins]]''': Pit and Dark Pit must collect 1000G from a shadow Pit and a shadow Dark Pit in a [[Coin Battle]].
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.


===[[Congratulations screen]]s===
<center>
<center>
====3DS====
<gallery>
SSB4-3DS Congratulations Classic Pit.png|Classic Mode
SSB4-3DS Congratulations All-Star Pit.png|All-Star Mode
</gallery>
====Wii U====
<gallery>
<gallery>
SSB4-Wii U Congratulations Classic Pit.png|Classic Mode
PitTrophy3DS.png|Classic (3DS)
SSB4-Wii U Congratulations All-Star Pit.png|All-Star Mode
PitAllStarTrophy3DS.png|Alt. (3DS)
PitTrophyWiiU.png|Classic (Wii U)
PitAltTrophyWiiU.png|Alt. (Wii U)
ThreeSacredTreasuresTrophyWiiU.png|[[Three Sacred Treasures]]
</gallery>
</gallery>
</center>
</center>
==[[Trophies]]==
Pit's default trophy is obtained by clearing Classic Mode as Pit. His alternate trophy is obtained by clearing All-Star Mode as Pit in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Three Sacred Treasures trophy is obtained only in the Wii U version by clearing All-Star Mode as Pit.
{{Trophy/Fighter
|name=Pit
|image-3ds=PitTrophy3DS.png
|image-wiiu=PitTrophyWiiU.png
|mode=Classic
|desc-3ds-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!
|desc-wiiu-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!
|desc-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.
|gamelist-ntsc={{Trophy games|console1=NES|game1=Kid Icarus|release1=08/1987|console2=3DS|game2=Kid Icarus: Uprising|release2=03/2012}}
|gamelist-pal={{Trophy games|console1=NES|game1=Kid Icarus|release1=02/1987|console2=3DS|game2=Kid Icarus: Uprising|release2=03/2012}}
}}
{{clrl}}
{{Trophy/Fighter
|name=Pit (Alt.)
|image-3ds=PitAltTrophy3DS.png
|image-wiiu=PitAltTrophyWiiU.png
|mode=Alt
|desc-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.
|desc-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 specials 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!
|gamelist-ntsc={{Trophy games|console1=NES|game1=Kid Icarus|release1=08/1987|console2=3DS|game2=Kid Icarus: Uprising|release2=03/2012}}
|gamelist-pal={{Trophy games|console1=NES|game1=Kid Icarus|release1=02/1987|console2=3DS|game2=Kid Icarus: Uprising|release2=03/2012}}
}}
{{clrl}}
{{Trophy/Fighter
|name=Three Sacred Treasures
|image=ThreeSacredTreasuresTrophyWiiU.png
|desc-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.
|desc-pal=The Arrow of Light, the Wings of Pegasus and the Mirror Shield – three legendary artefacts 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.
|game=ssb4-wiiu
}}
{{clrl}}


==[[Alternate costume (SSB4)#Pit|Alternate costumes]]==
==[[Alternate costume (SSB4)#Pit|Alternate costumes]]==
Line 662: Line 330:
Pit amiibo.png|Pit's [[amiibo]].
Pit amiibo.png|Pit's [[amiibo]].
PitWiiUSSB4E32013.png|Pit's appearance during [[E3]] 2013.
PitWiiUSSB4E32013.png|Pit's appearance during [[E3]] 2013.
Pit SSB4-3DS.jpg|Pit as he appears in {{for3ds}}.
Pit SSB4-3DS.jpg|Pit's appearance in the 3DS version of the game.
Pit SSB4 Wii U.png|Pit as he appears in {{forwiiu}}.
Pit SSB4 Wii U.png|Pit's appearance in the Wii U version.
Pit WFT SSB4 Battlefield.png|Alongside {{SSB4|Wii Fit Trainer}}.
Pit WFT SSB4 Battlefield.png|With {{SSB4|Wii Fit Trainer}} in Battlefield.
SSB4 Palutena's Arrow.jpg|Using [[Palutena Bow]].
SSB4 Palutena's Arrow.jpg|Pit charging up his [[Palutena's Arrow]].
Mega Man and Pit Battlefield SSB4 3DS.jpg|Using Palutena Bow while {{SSB4|Mega Man}} uses his [[down tilt]].
Mega Man and Pit Battlefield SSB4 3DS.jpg|Pit using Palutena's Arrow while {{SSB4|Mega Man}} uses his [[Down tilt|down tilt]].
Pit Guardian Orbitars SSB4.jpg|Using [[Guardian Orbitars]], his new down special.
Pit Guardian Orbitars SSB4.jpg|Pit's new down special move, [[Guardian Orbitars]], creating two transparent shields.
Smash4 - Pit battles Villager.jpg|Using Palutena Bow on {{SSB4|Villager}}, who is [[Pocket|throwing a previously grabbed]] arrow at him.
Smash4 - Pit battles Villager.jpg|Pit charging [[Palutena's Arrow]], while {{SSB4|Villager}} throws a previously grabbed one at him.
SSB4 - Pit Spreading Wings.jpg|Using his down [[taunt]].
SSB4 - Pit Spreading Wings.jpg|Pit's down [[taunt]].
Pikachu and Pit SSB4 Wii U.jpg|Using [[Upperdash Arm]], his new side special, against {{SSB4|Pikachu}}'s [[Thunder Jolt]].
Pikachu and Pit SSB4 Wii U.jpg|Pit using Upperdash Arm against {{SSB4|Pikachu}} on the [[Dr. Wily's Castle]] stage.
Pit Hitting Samus's Missile.jpg|Using his neutral attack's first hit against {{SSB4|Samus}}' [[Missile]].
Pit Hitting Samus's Missile.jpg|Pit attacking {{SSB4|Samus}}'s fired [[Missile]].
Mario Pikachu Bowser Pit On Pilotwing.jpg|{{SSB4|Mario}}, Pikachu, {{SSB4|Bowser}}, and Pit fighting on [[Pilotwings]].
Mario Pikachu Bowser Pit On Pilotwing.jpg|{{SSB4|Mario}}, Pikachu, {{SSB4|Bowser}} and Pit on a red plane in [[Wuhu Island]].
Smash.4 - Colliding Projectiles.jpg|Pit's Palutena Bow and {{SSB4|Link}}'s [[Hero's Bow]] colliding.
Smash.4 - Colliding Projectiles.jpg|Link's and Pit's arrows colliding in the air
SSB4 Toon Link Screen-3.jpg|[[Roll]]ing away from {{SSB4|Toon Link}}'s forward tilt.
SSB4 Toon Link Screen-3.jpg|[[Roll]]ing away from {{SSB4|Toon Link}}'s attack.
Wii Fit Trainer Soccer Ball.jpg|Jumping while Wii Fit Trainer uses [[Header]].
Wii Fit Trainer Soccer Ball.jpg|With Wii Fit Trainer on the [[Boxing Ring]] stage.
Arena Ferox Stage.jpg|Using Upperdash Arm on {{SSB4|Fox}} in ''Super Smash Bros. for Nintendo 3DS''.
Arena Ferox Stage.jpg|Using Upperdash Arm with {{SSB4|Fox}} in ''Super Smash Bros. for 3DS''.
Pit upperdash.jpg|Using Upperdash Arm in the air in ''Super Smash Bros. for Wii U''.
Pit upperdash.jpg|Upperdash Arm used in the air on the Wii U version.
SSB4 Palutena's arrow 3DS.jpeg|Using Palutena Bow in ''Super Smash Bros. for Nintendo 3DS''.
SSB4 Palutena's arrow 3DS.jpeg|Pit using Palutena's Arrow in the 3DS version.
Pit Flying 3DS.jpg|Using [[Power of Flight]], his new up special.
Pit Flying 3DS.jpg|Pit flying using a new up special move, the [[Power of Flight]], in the 3DS version.
Pit Side Smash Wii U.jpg|Using his forward smash on {{SSB4|Donkey Kong}}.
Pit Side Smash Wii U.jpg|Pit using a side smash attack on {{SSB4|Donkey Kong}}.
Wily's Castle Pit and Villager.jpeg|Alongside Villager on [[Wily Castle]].
Wily's Castle Pit and Villager.jpeg|Pit landing on [[Wily Castle]].
SSB4 - Ore Club.jpg|{{SSB4|Sonic}} hitting Pit with the [[Ore Club]].
SSB4 - Ore Club.jpg|{{SSB4|Sonic}} hitting Pit with the [[Ore Club]] while fighting in [[Palutena's Temple]].
SSB4 Upperdash Arm.jpg|Using Upperdash Arm on Link.
SSB4 Upperdash Arm.jpg|Pit hitting Link with the Upperdash Arm.
SSB4 - Three Sacred Treasures.png|Using [[Three Sacred Treasures]], his new [[Final Smash]].
SSB4 - Three Sacred Treasures.png|Pit wielding the [[Three Sacred Treasures]] as his new [[Final Smash]].
SSB4 - Metroid and Pit.jpg|{{SSB4|Zero Suit Samus}} preparing to use her forward aerial on Pit while a {{b|Metroid|creature}} is attacking him.
SSB4 - Metroid and Pit.jpg|{{SSB4|Zero Suit Samus}} about to kick Pit with the {{b|Metroid|creature}} latched onto him.
Pit Greninja Mac Taunting SSB4.jpg|Using his up taunt alongside {{SSB4|Greninja}} and {{SSB4|Little Mac}}.
Pit Greninja Mac Taunting SSB4.jpg|Pit taunting with {{SSB4|Greninja}} and {{SSB4|Little Mac}}.
</gallery>
</gallery>


==Trivia==
==Trivia==
*Pit was the first ''Brawl'' [[newcomer]] confirmed to reappear in ''SSB4''.
*Pit was the first [[veteran|returning character]] that was a newcomer in ''[[Super Smash Bros. Brawl]]'' to be confirmed.
*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.
*Pit's new victory pose, where he holds up a V-sign, is a reference to the ending of ''Kid Icarus Uprising''.
**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]].
**Oddly, in the western release version for {{for3ds}}, when Pit does this victory animation, he closes his mouth. But in the Japanese version and in the Wii U version he keeps his mouth open.
*Pit and Dark Pit are the only characters with two [[Reflection|reflectors]] in their default movesets.
*Pit sometimes yells "I'm finished!" upon being KOed, as a reference to the game over screen of the original ''Kid Icarus''.
*In {{for3ds}}, Pit and Dark Pit's wings will not be outlined if outlines are turned on.
*Pit and Dark Pit both have palette swaps based on each other.
*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).
*Strangely, Pit's wings are not affected by outlines in the 3DS version (if turned on). The same applies to Dark Pit.
 
*Pit, along with his clone {{SSB4|Dark Pit}}, are the only two characters to have two [[reflect]]ors in their default moveset.
==References==
{{reflist}}


{{SSB4Characters}}
{{SSB4Characters}}
{{Kid Icarus universe}}
{{Kid Icarus universe}}
[[Category:Pit (SSB4)]]
[[Category:Pit (SSB4)| ]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-Wii U)]]

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