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{{ | {{disambig2|Pit's appearance in ''Super Smash Bros. 4''|the character in other contexts|Pit}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Pit | |name = Pit | ||
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|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = D | |tier = D | ||
|ranking = 32 | |ranking = 32/33 | ||
}} | }} | ||
'''Pit''' ({{ja|ピット|Pitto}}, ''Pit'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced during the [[Electronic Entertainment Expo|E3]] [[Nintendo Direct]] on June 11th, 2013.<ref>[https://www.youtube.com/watch?v=13D1I5s236o Nintendo Direct@E3 2013]</ref> | '''Pit''' ({{ja|ピット|Pitto}}, ''Pit'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced during the [[Electronic Entertainment Expo|E3]] [[Nintendo Direct]] on June 11th, 2013.<ref>[https://www.youtube.com/watch?v=13D1I5s236o Nintendo Direct@E3 2013]</ref> | ||
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 | 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. | ||
Pit | Pit is currently ranked 32nd/33rd out of 55 on the [[tier list]], placing him in the D tier and tying him with his [[clone]], {{SSB4|Dark Pit}}. This is a moderate drop from his placement in ''Brawl'', where he was ranked 17th out of 38. 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. | 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. | ||
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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. | 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 [[ | [[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 [[Wind#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. | 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. | 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. | 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. | ||
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==Changes from ''[[Super Smash Bros. Brawl]]''== | ==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 '' | 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 ''SSB4'' 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. | 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. | ||
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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. | 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. | ||
In addition to the removal of gliding, other game mechanic changes within '' | In addition to the removal of gliding, other game mechanic changes within ''SSB4'' 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. | ||
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. | 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 '' | *{{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 ''SSB4'' 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|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 '' | *{{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 ''SSB4''.}} | ||
*{{change|Pit has received two new [[alternate costume]]s.}} | *{{change|Pit has received two new [[alternate costume]]s.}} | ||
*{{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 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 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 made similar pose to his current Smash Taunt and said "Great Palutena, victory is ours!"}} | |||
*{{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 | |||
*{{change|Dash's animation has changed. It is now based on Pit's running animation in ''Kid Icarus: Uprising''.}} | *{{change|Dash's animation has changed. It is now based on Pit's running animation in ''Kid Icarus: 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''.}} | |||
*{{change|Pit now has a [[Smash Taunt]] [[Palutena's Guidance|that can be used on]] [[Palutena's Temple]]. It is based on his conversations with [[Palutena]] in ''Uprising'' | |||
*{{change|Pit now says "Come on!" during his up taunt, "That all you got?" during his side taunt, and occasionally "I'm finished!" upon being KO'd. These are alternate translations of his respective quotes in Japanese, which are unchanged. 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|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|{{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.}} | ||
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*{{buff|Pit [[walk]]s faster (1.18 → 1.199).}} | *{{buff|Pit [[walk]]s faster (1.18 → 1.199).}} | ||
*{{buff|Pit [[dash]]es faster (1.583 → 1.66215).}} | *{{buff|Pit [[dash]]es faster (1.583 → 1.66215).}} | ||
*{{nerf|Pit's [[air speed]] is | *{{nerf|Pit's [[air speed]] is slower (0.893 → 0.89) going from the 15th slowest out of 39 characters to the 8th slowest out of 58.}} | ||
*{{change|Pit [[falling speed|falls]] | *{{change|Pit [[falling speed|falls]] faster (1.42 → 1.48). This improves his vertical endurance, but makes him more susceptible to combos.}} | ||
*{{change|Pit's [[gravity]] is | *{{change|Pit's [[gravity]] is higher (0.075 → 0.081).}} | ||
*{{nerf| | *{{nerf|Pit's third and forth jumps grant noticeably less height.}} | ||
*{{buff|Pit is | *{{buff|Pit is [[weight|heavier]] (94 → 96).}} | ||
*{{ | *{{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''.}} | ||
*{{buff|Air dodge has less startup (frame 4 → 2) and ending lag (FAF 40 → 32).}} | *{{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).}} | *{{nerf|Air dodge has a shorter duration (frames 4-29 → 2-26).}} | ||
*{{buff|Back roll has less ending lag (FAF 33 → 28) | *{{buff|Back roll has less ending lag (FAF 33 → 28).}} | ||
*{{nerf|Rolls have a shorter duration (frames 4-17 → 4-15).}} | *{{nerf|Rolls have a shorter duration (frames 4-17 → 4-15).}} | ||
*{{nerf|Spot dodge has a shorter duration (frames 2-20 → 2-16).}} | *{{nerf|Spot dodge has a shorter duration (frames 2-20 → 2-16).}} | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{nerf|Neutral attack's first | **{{nerf|Neutral attack's first and second hits transition into their next hits slower (frame 8 → 11), have more ending lag (FAF 20 → 27 (hit 1), FAF 21 → 30 (hit 2)), and deal less damage (3% → 2%) with knockback compensated on the first hit (10 (base)/40 (scaling) → 38/30), while the second hit no longer uses [[set knockback]] (70/85 (set)/100 (scaling) → 30 (base)/30 (scaling)). This hinders their [[jab cancel]]ing potentials, as well as the second hit's linking ability at high percents. The third hit also has a shorter duration (frames 3-7 → 3-4), while the neutral infinite deals less damage (1% (near)/2% (far) → 0.8%).}} | ||
**{{buff|Neutral attack's third hit has increased knockback (50 (base)/70 (scaling) → 60/100), and neutral infinite has received a finisher, a lunging outward slash. These changes improve their safety on hit.}} | |||
**{{ | |||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{ | **{{nerf|Pit has a new forward tilt, a scissoring slash while arcing his body. Compared to the previous forward tilt, it deals less damage (12% → 7% (base)/10% (tip)), no longer deals [[shield damage]] (1 → 0) and has less range (3.84u/4.8u/5.2u → 3.5u).}} | ||
**{{buff|Forward tilt has less startup with a longer duration (frames 14-16 → 10-14) and increased knockback (12 (base)/95 (scaling) → 40/100) compared to the previous forward tilt, improving its KO potential when sweetspotted despite its lower damage.}} | |||
**{{buff|Forward tilt has less startup with a longer duration (frames 14-16 → 10-14) | |||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{ | **{{nerf|Pit has a new up tilt, a bicycle kick followed by a stretch kick. Compared to the previous up tilt, it has more startup (frame 2 → 6) and ending lag (FAF 36 → 43), deals less damage (3% (hit 1)/6% (hit 2)/7% (hit 3) → 2%/3%/5%) and its third hit has a shorter duration (frames 15-18 → 15-16).}} | ||
**{{buff|Up tilt's first and second hits have different angles (90° → 100° (hit 1), 115°/75°/90° → [[Autolink angle|365°]]/90° (hit 2)) allowing them to link better, while its third hit launches at a consistent angle (90°/115°/75° → 83°) and has increased knockback (60 (base)/70 (scaling) → 50/120), improving its KO potential despite its lower damage. The weakening of [[SDI]] also makes its hits harder to escape.}} | |||
**{{change|Up tilt's second and third hits have a higher hitlag multiplier (1× → 1.2×). This makes them safer on [[shield]], but easier to [[DI]].}} | |||
**{{buff| | |||
**{{ | |||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{ | **{{nerf|Down tilt uses a single extended hitbox that covers the blade, rather than four different hitboxes, which has a shorter duration (frames 6-8 → 6-7), deals less damage (11% → 6%), has less base knockback (80 → 70), and launches at a different angle (80°/280° → 55°) removing its ability to [[meteor smash]]. The move also has increased ending lag (FAF 30 → 32). These changes drastically hinder its spacing, edgeguarding and KO potentials.}} | ||
**{{change|Down tilt's animation has slightly changed. Pit now leans farther inward to perform the kneeling slash.}} | |||
**{{ | |||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{ | **{{change|Pit has a new dash attack, a spinning inward slash. Unlike the previous dash attack, it deals consistent damage (11% (body)/12% (arm)/9% (blade) → 11%).}} | ||
**{{buff|Dash attack has less ending lag (FAF 42 → 39), different knockback (20 (base)/100 (scaling) → 80/50) and launches at a consistent angle (80°/70°/60° → 60°) compared to the previous dash attack, significantly improving its safety on hit, and allowing it to start combos at low percents thanks to the changes to [[hitstun canceling]].}} | |||
**{{nerf|Dash attack's lower knockback scaling hinders its KO potential.}} | |||
**{{ | |||
**{{nerf|Dash attack | |||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{buff|Forward smash has | **{{buff|Forward smash's animation has changed. Pit now always splits his Palutena Bow in order to perform a downward slash before quickly reassembling it in order to perform a spinning outward slash. This new animation increases its range, and its first hit additionally has different angles (90°/110° → 70°/35°/0°) with higher set knockback on grounded targets (40 → 43/53), allowing it to link better into the second hit.}} | ||
**{{nerf|Forward smash has more startup with a shorter duration for each hit (frames 6-8 → 10 (hit 1), 18-20 → 21 (hit 2)), more ending lag (FAF 48 → 59), and deals less damage (7% (hit 1)/12% (hit 2) → 5%/10%), although its knockback was compensated (30 (base)/108 (scaling) → 42/122). Its first hit also has lower set knockback against aerial targets (40 → 5/15), allowing some characters to [[air dodge]] out of the second hit if they are hit by the weaker hitbox and Pit does not have enough [[rage]].}} | |||
**{{nerf|Forward smash has more startup | |||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff|Up smash | **{{buff|Up smash's first hit has a longer duration due to receiving a late hit (frame 6 → 6-7), and its angles are distributed differently (270°/90°/110° → 365°/105° (clean)/110° (late)), allowing it to link better. Its second hit also has less startup (frame 11 → 10), while its third hit launches at a higher angle (80° → 89°) and has increased knockback (75 (base)/83 (scaling) → 66/102),<ref name="Direct"/> improving its KO potential.}} | ||
**{{nerf|Up smash has more ending lag (FAF 47 → 52).}} | |||
**{{change|Up smash's animation has slightly changed. Pit now slightly leans backward while slashing upward. This new animation improves its vertical range, but slightly hinders its horizontal range.}} | |||
**{{change|Up smash's third hit has a higher hitlag multiplier (1× → 1.2×). This makes it safer on shield, but easier to DI.}} | |||
**{{nerf|Up smash has more ending lag (FAF 47 | |||
**{{ | |||
**{{ | |||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{ | **{{nerf|Down smash's first hit deals less damage (13% (body)/12% (base)/10% (tip) → 12% (body/base)/10% (tip)) and launches at a different angle ([[Sakurai angle|361°]] → 55°), hindering its KO potential despite its knockback values being increased (30/25/18 (base)/90 (scaling) → 35/93).}} | ||
**{{buff|Down smash's second hit deals more damage (10% (body)/9% (base)/8% (tip) → 12% (body/base)/10% (tip)) and knockback (20 (base)/90 (scaling) → 25/93), and is now a [[semi-spike]] (75° → 30°), significantly improving its edgeguarding and KO potential.}} | |||
**{{buff|Down smash's animation has slightly changed. Pit now leans farther inward to perform each slash. This new animation improves its range.}} | |||
**{{buff| | |||
**{{ | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{buff|Neutral aerial | **{{buff|Neutral aerial's loop hits have lower SDI multipliers (1.4× → 0.8×), which along with the weakening of SDI makes them significantly more difficult to escape from. Its last hit also has more range (8u → 9.2u) and a higher hitlag multiplier (1× → 1.8×), making it safer on shield.}} | ||
**{{buff|Neutral aerial has decreased landing lag (30 → 24 frames).}} | |||
**{{nerf|Neutral aerial's loop hits deal less damage (1% → 0.7%), which decreases its overall damage output by 2.1% (11% → 8.9%). It also has increased ending lag (FAF 52 → 55).}} | |||
**{{change|Neutral aerial's animation has slightly changed. Pit now swings his Palutena Bow slightly behind himself for its last hit.}} | |||
**{{ | |||
**{{nerf| | |||
**{{ | |||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{ | **{{nerf|Pit has a new forward aerial, a buzzsaw-like series of slashes. Compared to the previous forward aerial, it deals less damage (15% (body)/14% (hilt)/13% (blades) → 1.5% (hits 1-2)/4% (hit 3)), has more ending (frame 39 → 47) and landing lag (15 → 20 frames), and less range (3.8u/5.5u/4.5u → 1.5u (hits 1-2)/4u (hit 3)). This worsens its damage racking, spacing and KO potentials, despite the last hit's increased hitlag multiplier (1× → 2.2×) and knockback values (10 (base)/82 (scaling) → 20/180).}} | ||
**{{buff|Forward aerial has less startup (frame 12 → 11) compared to the previous forward aerial.}} | |||
**{{ | |||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{buff|Back aerial | **{{buff|Back aerial's sourspot deals more knockback (10 (base), 80 (scaling) → 30/96).}} | ||
**{{nerf|Back aerial deals less damage with a sourspot at the blades' base (15% → 12%/8%), both hits have altered angles (361° → 46° (tip)/66° (base)) and its sweetspot has lower knockback scaling (100 → 96), significantly hindering its KO potential going from the 3rd strongest back aerial in the game to a back aerial of below average power. It also has more startup (frame 9 → 10), ending (frame 40 → 41) and landing lag (15 → 20 frames), and its late hit has been removed, significantly shortening its duration (frames 9-25 → 10-12).}} | |||
**{{change|Back aerial's animation has slightly changed. Pit now leans farther backward while performing the double reverse gripped thrust. This new animation makes Pit's hurtbox narrower, and makes its sweetspot more apparent. However, it horizontally expands his hurtbox and hinders its range.}} | |||
**{{change|Back aerial has different angles (361° → 46° (tip)/66° (base)). This hinders its edgeguarding ability, but allows the sourspot to start combos at certain percent ranges by landing quickly enough after hitting the opponent.}} | |||
**{{nerf|Back aerial | |||
**{{ | |||
**{{change| | |||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial has lower SDI multipliers (1.3× → 0.7× (loop hits)/1× (last hit)), which along with the weakening of SDI makes it significantly more difficult to escape from. Its last hit also launches at a higher angle (361° → 68°) and has a higher hitlag multiplier (1× → 2×), improving its juggling potential and safety on shield.}} | |||
**{{buff|Up aerial has lower SDI multipliers (1.3× → 0.7× (loop)/1× ( | **{{buff|Up aerial has decreased landing lag (30 → 24 frames).}} | ||
**{{nerf|Due to consisting of five hits instead of six, up aerial deals less damage (12% → 10%). It also has more startup (frame 9 → 12) and ending lag (FAF 45 → 50).}} | |||
**{{ | |||
**{{nerf| | |||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{buff|Down aerial has | **{{buff|Down aerial has received a sweetspot on its clean hit that is a meteor smash. When coupled with the removal of [[meteor canceling]], this significantly improves its edgeguarding ability.}} | ||
**{{buff|Down aerial has decreased landing lag (30 → 24 frames).}} | |||
**{{ | **{{nerf|Down aerial deals less damage (12% → 10%).}} | ||
**{{nerf| | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
* | *{{buff|All grabs have increased ranges.}} | ||
*{{buff|Dash grab has less startup (frame 10 → 8) and ending lag (FAF 40 → 37).}} | |||
*[[Forward throw]]: | *[[Forward throw]]: | ||
**{{buff|Forward throw has | **{{buff|Forward throw has more base knockback (30 → 50),<ref name="Direct"/> improving its KO potential.}} | ||
**{{change|Due to the removal of [[chain grab]]bing, forward throw can no longer combo into itself at low percents. However, with the changes to hitstun canceling and its higher base knockback, it can instead combo into a dash attack or up smash (depending on character) at those percents.}} | |||
*[[Back throw]]: | *[[Back throw]]: | ||
**{{buff|Back throw has | **{{buff|Back throw has more base knockback (50 → 65), allowing it to combo into a dash attack at low percents with the changes to hitstun canceling, while also improving its KO potential.}} | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{ | **{{bugfix|On some [[stage]]s, down throw's first hit will not hit {{SSB4|Peach}}.}} | ||
**{{buff|The changes to hitstun canceling | **{{buff|The changes to hitstun canceling significantly improve down throw's combo potential at low to medium percents.}} | ||
**{{change|Down throw launches at a lower angle (80° → 70°).}} | |||
**{{ | |||
===Special moves=== | ===Special moves=== | ||
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**{{nerf|Palutena Bow has one more frame of ending lag if the arrow is shot upwards (FAF 26 (from release) → 27).}} | **{{nerf|Palutena Bow has one more frame of ending lag if the arrow is shot upwards (FAF 26 (from release) → 27).}} | ||
**{{nerf|Palutena Bow has more startup lag in the air (frame 20 → 22).}} | **{{nerf|Palutena Bow has more startup lag in the air (frame 20 → 22).}} | ||
**{{nerf|The arrows deal less damage (5% (uncharged)/11% (fully charged) → 3.27%/8.6% | **{{nerf|The arrows deal less damage (5% (uncharged)/11% (fully charged) → 3.27%/8.6%), and their damage increases less per frame (0.1% → 0.09%). This hinders their power despite their increased knockback (4 (base), 80 (scaling) → 11/65).}} | ||
**{{nerf|The arrows travel much slower (8 → 3.5).}} | **{{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 | ***{{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|The arrows now only have a duration of 44 frames, rather than lasting until they hit something/go off screen. Because of this, Pit can now only have one arrow out at a time.}} | ||
**{{nerf|Due to their reduced speed, the arrows cannot be curved as quickly.}} | |||
**{{nerf|Due to their reduced speed, the arrows cannot be curved as quickly.}} | ***{{nerf|As a result, these changes significantly hinder Palutena Bow's utility as well as its [[camping]], edgeguarding and [[mindgame]] potential.}} | ||
*[[Upperdash Arm]]: | *[[Upperdash Arm]]: | ||
**{{change|Pit has a new side special, Upperdash Arm | **{{change|Pit has a new side special, Upperdash Arm. Pit equips the {{s|icaruspedia|Upperdash Arm}} in order to perform a dashing uppercut. Unlike [[Angel Ring]], Upperdash Arm consists of a regular hitbox and an [[inert]] hitbox instead of loop hitboxes (1%/2% → 11% (grounded)/9% (aerial)), and has a set duration (frames 16-35 (grounded dash)/frames 19-35 (aerial dash), frames 2-4 (grounded uppercut)/frames 2-5 (aerial uppercut)) instead of a potentially infinite one. This makes it capable of KOing, but significantly worse at pressuring shields, racking up damage or disrupting an opponent's [[edge recovery]].}} | ||
**{{buff|Compared to Angel Ring, Upperdash Arm has less ending lag if it hits (FAF 64 → 50 (grounded)/58 (aerial)), and it propels Pit much farther in the air, making it better for recovery. Unlike Angel Ring, it grants super [[armor]].}} | |||
**{{nerf|Compared to Angel Ring, Upperdash Arm's dash has more startup (frame 12 → frame 16 (grounded)/19 (aerial)) and more ending lag if it misses (FAF 64 → 83 (grounded)/121 (aerial)). Its reflection damage multiplier is lower (1.5× → 1×), and it reflects projectiles at an upward angle rather than directly back at the opponent, making them more difficult to hit.}} | |||
**{{buff| | |||
**{{nerf|Upperdash Arm has more startup (frame | |||
*[[Power of Flight]]: | *[[Power of Flight]]: | ||
**{{ | **{{nerf|Pit has a new up special, Power of Flight. Pit quickly flies in a given direction by using the {{s|icaruspedia|Power of Flight}}. Unlike [[Wings of Icarus]], Power of Flight functions like a traditional recovery move because of its linear trajectory,<ref name="Direct"/> and thus does not allow Pit to attack while using it or perform [[wing dash]]ing. Compared to Wings of Icarus, it has a shorter maximum duration (195 frames → 145.2) and lacks a [[wind]]box on startup. Altogether, these changes make it significantly easier to edgeguard.}} | ||
**{{buff|Unlike Wings of Icarus, Power of Flight can be reused immediately after Pit is hit while using it. It also grants [[intangibility]] regardless of whether or not Pit is on the ground, whereas Wings of Icarus grants [[invincibility]] only if he is on the ground, and said intangibility lasts longer in both cases (frames 1-4 → 9-19 (grounded)/15-19 (aerial)). Lastly, it can be angled to give it a more diagonal or horizontal trajectory.}} | |||
**{{buff| | |||
*[[Guardian Orbitars]]: | *[[Guardian Orbitars]]: | ||
**{{buff|Pit has a new down special, Guardian Orbitars | **{{buff|Pit has a new down special, Guardian Orbitars. Pit wields the {{s|icaruspedia|Guardian Orbitars}} near his arms in order to protect himself. Like [[Mirror Shield]], Guardian Orbitars block both melee attacks and projectiles, while reflecting the latter with 1.5× the damage and 1.7× the speed that they originally had.}} | ||
**{{nerf|Unlike Mirror Shield, Guardian Orbitars are breakable, possessing 18 [[hit points]] with gradual regeneration similar to [[shield]]s, and cannot be used for 10 seconds if broken. Compared to Mirror Shield, they have more startup lag (frame 6 → 9) and lack super armor on startup.}} | |||
**{{nerf|Unlike Mirror Shield, Guardian Orbitars are breakable, possessing 18 [[hit points]] with gradual regeneration similar to [[shield]]s, and | **{{change|Guardian Orbitars have a [[push]] effect, whereas Mirror Shield has a [[reverse]] effect.}} | ||
**{{ | |||
*[[Three Sacred Treasures]]: | *[[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.}} | **{{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.}} | ||
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'''{{GameIcon|ssb4}} [[1.1.0]]''' | '''{{GameIcon|ssb4}} [[1.1.0]]''' | ||
{{ | *{{buff|Neutral infinite's finisher's hitbox size increased|5u|6u.}} | ||
*{{change|Neutral infinite's finisher's [[Hitbox#Hitboxes in three dimensions|z-axis]] displacement decreased|9u|8.5u.}} | |||
*{{buff|All variations of [[Palutena Bow]] have had their ending lag decreased by 3 frames.}} | |||
==Moveset== | ==Moveset== | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB4 | |game=SSB4 | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutral2dmg=2% | |neutral2dmg=2% | ||
|neutral3dmg=5% | |neutral3dmg=5% | ||
|neutralinfdmg=0.8% (loop), 2% (last) | |neutralinfdmg=0.8% (loop), 2% (last) | ||
|neutraldesc=A 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 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. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=7% (base), 10% (tip) | |ftiltdmg=7% (base), 10% (tip) | ||
|ftiltdesc=Arcs his body forward to perform a scissoring slash. It is decent for spacing and 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=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. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=2% (hit 1), 3% (hit 2), 5% (hit 3) | |utiltdmg=2% (hit 1), 3% (hit 2), 5% (hit 3) | ||
|utiltdesc=A bicycle kick followed by a stretch kick. Compared to up smash, its lower ending lag makes it safer at harassing an opponent on a platform directly above Pit. 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=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. | ||
|dtiltname= | |dtiltname= | ||
|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=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. | ||
|dashname= | |dashname= | ||
|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 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. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|10}} (hit 2) | |fsmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|10}} (hit 2) | ||
|fsmashdesc=Performs a reverse gripped inward slash with a blade, then quickly reassembles the Palutena Bow in order to perform an outward slash with the Palutena Bow. Its first hit has low 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=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''). | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hit 2), {{ChargedSmashDmgSSB4|8}} (hit 3) | |usmashdmg={{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hit 2), {{ChargedSmashDmgSSB4|8}} (hit 3) | ||
|usmashdesc=Jumps to perform three upward slashes. It hits on frame 6, which is very fast for a smash attack, and its long vertical range makes it a useful anti-air attack. Its last hit's very high knockback scaling enables it to KO middleweights from anywhere on Final Destination 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=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. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|12}} (base), {{ChargedSmashDmgSSB4|10}} (tip) | |dsmashdmg={{ChargedSmashDmgSSB4|12}} (base), {{ChargedSmashDmgSSB4|10}} (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=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''). | ||
|nairname= | |nairname= | ||
|nairdmg=0.7% (hits 1-7), 4% (hit 8) | |nairdmg=0.7% (hits 1-7), 4% (hit 8) | ||
|nairdesc=A buzzsaw-like series of slashes in front of himself. It hits multiple times, with its last hit having high knockback scaling, though it has a smaller hitbox behind Pit that connects less reliably. It has the ability to nullify weak projectiles and its last hit has very high knockback scaling, which make it ideal approaching or edge-guarding. Auto-cancels from a short hop, making it a decent set-up option when [[SHFF]]'d. | |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. | ||
|fairname= | |fairname= | ||
|fairdmg=1.5% (hits 1-2), 4% (hit 3) | |fairdmg=1.5% (hits 1-2), 4% (hit 3) | ||
|fairdesc=Lunges forward to perform a buzzsaw-like series of slashes 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=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. | ||
|bairname= | |bairname= | ||
|bairdmg=8% (base), 12% (tip) | |bairdmg=8% (base), 12% (tip) | ||
|bairdesc=A double reverse gripped thrust. It is Pit's longest ranged aerial and can auto-cancel 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 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. | ||
|uairname= | |uairname= | ||
|uairdmg=2% (hits 1-5) | |uairdmg=2% (hits 1-5) | ||
|uairdesc=An overhead, buzzsaw-like series of slashes. It hits multiple times, with its last hit launching at 68° and having the highest knockback scaling out of his entire moveset. These traits make it a useful juggling option. Even though it KOs middleweights beginning at 153% while near the upper [[blast line]], it only does so if all of hits connect because of its last hit's very low damage output. It can also auto-cancel. | |uairdesc=An overhead, buzzsaw-like series of slashes. It hits multiple times, with its last hit launching at 68° and having the highest knockback scaling out of his entire moveset. These traits make it a useful juggling option. Even though it KOs middleweights beginning at 153% while near the upper [[blast line]], it only does so if all of hits connect because of its last hit's very low damage output. It can also auto-cancel. | ||
|dairname= | |dairname= | ||
|dairdmg=10% | |dairdmg=10% | ||
|dairdesc=A downward arcing reverse gripped slash. 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=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. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out with his free hand. | |grabdesc=Reaches out with his free hand. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=2% | |pummeldmg=2% | ||
|pummeldesc=A knee strike. A fairly fast pummel. | |pummeldesc=A knee strike. A fairly fast pummel. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=6% (hit 1), 4% (throw) | |fthrowdmg=6% (hit 1), 4% (throw) | ||
|fthrowdesc=An upward slash. Due to having the highest knockback scaling out of his throws, it is Pit's only throw with KO potential. 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=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. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=8% | |bthrowdmg=8% | ||
|bthrowdesc=Grabs the opponent by their head, spins around with them in tow, and them slams them onto the ground headfirst. It is best suited for spacing, but it can also combo into a dash attack at low percents, or act as a set-up into Palutena Bow at medium to high percents. | |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. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=4% (hit 1), 7% (throw) | |uthrowdmg=4% (hit 1), 7% (throw) | ||
|uthrowdesc=A handstand kick, similar to {{SSB4|Sheik}}'s up throw. It is Pit's most damaging throw, but its throw hitbox's average base knockback and knockback scaling make it unsuited for KOing or combos. As a result, its only utility is dealing damage and initiating aerial pressure alongside Palutena Bow. | |uthrowdesc=A handstand kick, similar to {{SSB4|Sheik}}'s up throw. It is Pit's most damaging throw, but its throw hitbox's average base knockback and knockback scaling make it unsuited for KOing or combos. As a result, its only utility is dealing damage and initiating aerial pressure alongside Palutena Bow. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=2% (hit 1), 4% (throw) | |dthrowdmg=2% (hit 1), 4% (throw) | ||
|dthrowdesc=Pins the opponent to the ground and then slashes their back. It is Pit's best combo starter, as it can combo into a dashing up smash at 0%-10%, and into a neutral, forward and up aerial at low to medium percents. | |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. | ||
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|nsc2name=Guiding Bow | |nsc2name=Guiding Bow | ||
|nsc2dmg=2.1% (uncharged), 6% (fully charged) | |nsc2dmg=2.1% (uncharged), 6% (fully charged) | ||
|nsc2desc=Shoots an arrow that stays on-screen longer, has longer range, and can be curved to the point of forming two complete circles. However, its damage output and knockback are both lower. | |nsc2desc=Shoots an arrow that stays on-screen longer, has longer range, and can be curved to the point of forming two complete circles. However, its damage output and knockback are both lower. | ||
|ssdefname=Upperdash Arm | |ssdefname=Upperdash Arm | ||
|ssdefdmg=11% (grounded), 9% (aerial), 1× (reflected projectiles) | |ssdefdmg=11% (grounded), 9% (aerial), 1× (reflected projectiles) | ||
|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 | |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 roughly 45°. 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. | ||
|ssc1name=Interception Arm | |ssc1name=Interception Arm | ||
|ssc1dmg=13% (grounded), 11% (aerial) | |ssc1dmg=13% (grounded), 11% (aerial) | ||
|ssc1desc=Pit | |ssc1desc=Functions similarly to a [[counterattack]], with Pit assuming a defensive stance and retaliating against any opponent who attacks him. Uniquely, the counterattack will still activate so long as the opponent is simply in very close proximity. In addition, the uppercut itself is overall stronger; its grounded version KOs middleweights at 119% while near the edge of Final Destination in the ''3DS'' version, whereas its aerial version KOs them at 136% while near the upper blast line of Final Destination in the ''3DS'' version. Like Upperdash Arm, it grants super armor. However, it completely lacks recovery potential, as Pit will only move very slightly backward after using it before tumbling downward with the move's usual aerial ending lag. There is also a slight delay until Pit throws the uppercut, which can allow opponents to shield it. | ||
|ssc2name=Quickdash Arm | |ssc2name=Quickdash Arm | ||
|ssc2dmg=9% (grounded), 7% (aerial) | |ssc2dmg=9% (grounded), 7% (aerial) | ||
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|dsc2name=Amplifying Orbitars | |dsc2name=Amplifying Orbitars | ||
|dsc2dmg=2× (reflected projectiles) | |dsc2dmg=2× (reflected projectiles) | ||
|dsc2desc=Variations that have an increased reflection multiplier for both damage and speed. They also have less start-up lag, a minimum duration of 0.27 seconds (16 frames), and a maximum duration of 2.5 seconds (150 frames). However, they are more fragile and cannot push opponents. | |dsc2desc=Variations that have an increased reflection multiplier for both damage and speed. They also have less start-up lag, a minimum duration of 0.27 seconds (16 frames), and a maximum duration of 2.5 seconds (150 frames). However, they are more fragile and cannot push opponents. | ||
|fsname=Three Sacred Treasures | |fsname=Three Sacred Treasures | ||
|fsdmg=2% (small arrows, energy blasts), 12% (large arrows), 15% (energy pillars) | |fsdmg=2% (small arrows, energy blasts), 12% (large arrows), 15% (energy pillars) | ||
|fsdesc=Wields the {{s|icaruspedia|Three Sacred Treasures}} to perform an automatic assault by using the {{s|icaruspedia|Arrow of Light}} and the {{s|icaruspedia|Mirror Shield}} interchangeably for combat, while the {{s|icaruspedia|Wings of Pegasus}} are used for hovering in midair. Pit initially fires three types of projectiles: numerous small, whitish orange arrows are fired rapidly in a fanning motion; large, whitish yellow arrows that home in on opponents are fired one at a time; and a quartet of whitish green energy blasts home onto the opponent's location (similarly to [[Autoreticle]]) are fired in an intersecting pattern. The barrage concludes with Pit firing a quartet of whitish sky blue arrows into the sky, which cause energy pillars to rain down in random locations, similarly to [[PK Starstorm]] in ''Brawl''. Its small arrows can easily rack up damage, but only its large arrows and energy pillars have KO potential.}} | |fsdesc=Wields the {{s|icaruspedia|Three Sacred Treasures}} to perform an automatic assault by using the {{s|icaruspedia|Arrow of Light}} and the {{s|icaruspedia|Mirror Shield}} interchangeably for combat, while the {{s|icaruspedia|Wings of Pegasus}} are used for hovering in midair. Pit initially fires three types of projectiles: numerous small, whitish orange arrows are fired rapidly in a fanning motion; large, whitish yellow arrows that home in on opponents are fired one at a time; and a quartet of whitish green energy blasts home onto the opponent's location (similarly to [[Autoreticle]]) are fired in an intersecting pattern. The barrage concludes with Pit firing a quartet of whitish sky blue arrows into the sky, which cause energy pillars to rain down in random locations, similarly to [[PK Starstorm]] in ''Brawl''. Its small arrows can easily rack up damage, but only its large arrows and energy pillars have KO potential.}} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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{{Idle | {{Idle | ||
|desc-1=Briefly fiddles with his Palutena Bow. Pit will split it into its blades if it is in its bow form. | |desc-1=Briefly fiddles with his Palutena Bow. Pit will split it into its blades if it is in its bow form. | ||
|desc-2=Taps the tips of his buskins on the ground and then impatiently hops in place. | |desc-2=Taps the tips of his buskins on the ground and then impatiently hops in place. | ||
|image-1=PitIdlePose1WiiU.jpg | |image-1=PitIdlePose1WiiU.jpg | ||
|image-2=PitIdlePose2WiiU.jpg}} | |image-2=PitIdlePose2WiiU.jpg}} | ||
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|char=Pit}} | |char=Pit}} | ||
==In [[ | ==In competitive play== | ||
{{Pit and Dark Pit in competitive play ( | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | |||
|char=Pit | |||
|set1=3111 | |||
|set2=3112 | |||
|set3=1113 | |||
|set4=2113 | |||
|set5=3113 | |||
|set6=2111 | |||
|set7=2112 | |||
|set8=1112 | |||
|set9=3311 | |||
|set10=3121 | |||
}} | |||
===Notable players=== | |||
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | |||
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.'' | |||
====Active==== | |||
*{{Sm|Earth|Japan}} (#42) - The best Pit player in the world. Placed 1st at [[Sumabato 10]] and [[Umebura BenQ ZOWIE Cup]]; 4th at [[Umebura 10]]; 13th at [[GENESIS 3]]; 17th at [[2GGC: Civil War]]; and 25th at [[GENESIS 4]] and [[Umebura Japan Major]]; and 33rd at [[2GGC: Fire Emblem Saga]]. Ranked 10th on the [[JAPAN Power Rankings]], and formerly ranked 35th on the [[Panda Global Rankings]] v3. | |||
*{{Sm|KiraFlax|USA}} - The best Pit player in the United States. Placed 33rd at [[Paragon Los Angeles 2015]] and [[SwitchFest]]. Formerly ranked 12th on the [[SoCal Smash 4 Power Rankings|SoCal Power Rankings]]. | |||
*{{Sm|Chompy|USA}} - Placed 33rd at [[Midwest Mayhem 10]] and 49th at [[Midwest Mayhem 9]] prior to his hiatus. Formerly ranked 23rd on the [[Chicago Power Rankings]]. | |||
*{{Sm|Lucky|p=Germany|Germany}} - Placed 13th at [[Albion 3]]. | |||
====Inactive==== | |||
*{{Sm|Kswz|USA}} - Placed 13th at [[Noods Noods Noods: Melee Edition]]; 17th at [[IBP Masters Showdown]]; and 33rd at [[2GG: Breakthrough 2]]. | |||
*{{Sm|Kuro|Japan}} - Placed 7th at [[Umebura S.A.T.]]; 9th at [[KSB 2017]]; and 25th at Umebura BenQ ZOWIE Cup before switching to {{SSB4|Fox}}. | |||
*{{Sm|Len|Canada}} - Placed 7th at [[Don't Park on the Grass]] and 13th at [[Battle of BC 2]] prior to his hiatus. Formerly ranked 4th on the [[British Columbia Power Rankings]]. | |||
*{{Sm|Nairo|USA}} - Placed 1st at [[Spring Fighter 2015]]; 2nd at [[Tournament:Final Battle|Final Battle]]; and 9th at [[Apex 2015]] before dropping Pit. | |||
*{{Sm|Paseriman|Japan}} - Placed 5th at [[Umebura 20]] before switching to {{SSB4|Diddy Kong}}. | |||
*{{Sm|Pink Fresh|USA}} - Placed 25th at [[The Big House 5]] before dropping Pit. | |||
===Tier placement and history=== | |||
Pit has been perceived as a mid-tier character since ''SSB4''{{'}}s release. Despite his playerbase and tournament results being among the most sparse, players such as {{Sm|Chompy}}, {{Sm|Earth}}, {{Sm|KiraFlax}}, {{Sm|Kuro}} and {{Sm|Plastic Poptart}} spearheaded his metagame and proved he is still a rather viable character in competitive play. This consensus also applied to his [[clone]], {{SSB4|Dark Pit}}, because of their very minor gameplay differences. Earth's efforts in competitive play, most notably placing 13th at [[GENESIS 3]], further cemented Pit's viability as a character. As a result, he was ranked 18th on the first [[tier list]], which placed him one spot below Dark Pit. | |||
Although Pit's tournament results had been impressive up to this point, they have never been as consistent as other mid-tier characters. Despite Earth placing 9th and 25th at [[EVO 2016]] and [[GENESIS 4]], respectively, Pit's consistently sparse results and very small playerbase hindered his standing within subsequent tier lists. He would be ranked 24th on the second list, placing him three spots above Dark Pit; 30th/31st on the third tier list, tying him with Dark Pit; and 32nd/33rd on the fourth and current tier list. | |||
Despite the fourth list's restructured tiers rendering him and his clone as the third highest ranking mid-tier characters, Pit and Dark Pit's placements are nevertheless debatable. While some players agree with their current placement, others like {{Sm|Dabuz}} argue that both Pits should be ranked lower because of their lack of any particular "game breaking" traits that some higher ranked characters possess with Dabuz going as far as saying Pit and Dark Pit should be some of the worst characters in the game due to this, however this is greatly debatable. | |||
==Trophies== | |||
:'''Pit''' | |||
::{{flag|ntsc}} ''Pit is the captain of Palutena's royal guard. Despite the wings on his back, Pit needs the Power of Flight from Palutena in order to truly fly. In Smash Bros., he can still get more air than most, with four jumps and a special move that boosts him higher. He has a new reflect move—it protects both sides!'' | |||
::{{flag|pal}} ''Despite being an angel with wings and all that jazz, Pit can't fly without a little bit of help from his favourite goddess, Palutena. In this game, he's good at both close and ranged combat, and can even deflect projectiles. On top of that, with a high-flying up special and the ability to jump four times in mid-air. He's also got great recovery skills.'' | |||
{{Trophy games|console1=NES|game1=Kid Icarus (08/1987)|console2=3DS|game2=Kid Icarus: Uprising (03/2012)}} | |||
:'''Pit (Alt.)''' | |||
::{{flag|ntsc}} ''Pit's side special Upperdash Arm delivers an uppercut so strong, it can send foes flying for a KO. If you miss and fall off the stage, Pit's up special can bring him soaring back. Another of Pit's specials is Palutena Bow, which fires arrows Pit can aim even after they've left the bow.'' | |||
::{{flag|pal}} ''Pit's Upperdash Arm special launches him forwards to strike with an uppercut. It's so powerful, it can deliver an instant KO! If you accidentally dash off the stage with it, one of his up special will get you back on easily. His Palutena Bow special can be charged up, shot straight up into the air, and you can even guide the arrows mid-flight!'' | |||
{{Trophy games|console1=NES|game1=Kid Icarus (08/1987)|console2=3DS|game2=Kid Icarus: Uprising (03/2012)}} | |||
:'''Three Sacred Treasures''' | |||
::{{flag|ntsc}} ''The Arrow of Light, the Wings of Pegasus and the Mirror Shield-three legendary artifacts that Pit once used to defeat the evil Medusa. When you activate Pit's Final Smash, he can use them in this game, too! After firing a barrage of different bow attacks, his final shot will cause powerful light pillars to rain down on the battlefield.'' | |||
::{{flag|pal}} ''The Arrow of Light, the Wings of Pegasus and the Mirror Shield - three legendary artifacts that Pit once used to defeat the evil Medusa. And when you activate his Final Smash, he can use them in this game too! After firing a medley of different bow attacks, his final shot makes powerful light pillars rain down on the battlefield.'' | |||
<center> | <center> | ||
<gallery> | <gallery> | ||
PitTrophy3DS.png|Classic (3DS) | |||
PitAltTrophy3DS.png|Alt. (3DS) | |||
PitTrophyWiiU.png|Classic (Wii U) | |||
PitAltTrophyWiiU.png|Alt. (Wii U) | |||
ThreeSacredTreasuresTrophyWiiU.png|[[Three Sacred Treasures]] | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
==[[ | ==In [[Event Match]]es== | ||
===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. | |||
==[[Alternate costume (SSB4)#Pit|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Pit|Alternate costumes]]== | ||
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*Of all the characters who made the transition from ''Brawl'' to ''SSB4'', Pit underwent the most changes to his [[special move]]s, with his previous [[Angel Ring|side special]], [[Wings of Icarus|up special]], [[Mirror Shield|down special]] and [[Palutena's Army|Final Smash]] being replaced. | *Of all the characters who made the transition from ''Brawl'' to ''SSB4'', Pit underwent the most changes to his [[special move]]s, with his previous [[Angel Ring|side special]], [[Wings of Icarus|up special]], [[Mirror Shield|down special]] and [[Palutena's Army|Final Smash]] being replaced. | ||
**Despite this, Mirror Shield has technically remained a part of his moveset, albeit now as a part of his [[Three Sacred Treasures|new Final Smash]]. | **Despite this, Mirror Shield has technically remained a part of his moveset, albeit now as a part of his [[Three Sacred Treasures|new Final Smash]]. | ||
*Pit and Dark Pit are the only characters with two [[Reflection|reflectors]] in their default movesets. | *Pit and Dark Pit are the only characters with two [[Reflection|reflectors]] in their default movesets. | ||
*In {{for3ds}}, Pit and Dark Pit's wings will not be outlined if outlines are turned on. | *In {{for3ds}}, Pit and Dark Pit's wings will not be outlined if outlines are turned on. | ||
*Both Pit and Dark Pit, akin to the former in ''Brawl'', have some of their moves not applying to their respective bows being in their bow forms or being split into blades. The moves that fit this are their down tilts, dash attacks, up specials, down taunts (despite both of them being different), rolls and sidesteps (only if the latter two are done at the frame before their shielding animation properly occurs). | *Both Pit and Dark Pit, akin to the former in ''Brawl'', have some of their moves not applying to their respective bows being in their bow forms or being split into blades. The moves that fit this are their down tilts, dash attacks, up specials, down taunts (despite both of them being different), rolls and sidesteps (only if the latter two are done at the frame before their shielding animation properly occurs). |