Editing Pit (SSB4)
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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, with new voice clips. | 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 | 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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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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*{{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'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 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 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|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|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|[[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|[[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'' | *{{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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**{{nerf|Neutral attack's first two hits have more ending lag (FAF 20 (hit 1)/21 (hit 2) → 27/30).}} | **{{nerf|Neutral attack's first two hits have more ending lag (FAF 20 (hit 1)/21 (hit 2) → 27/30).}} | ||
**{{nerf|The first two hits transition into the next hit later (frame 9 → 12).}} | **{{nerf|The first two hits transition into the next hit later (frame 9 → 12).}} | ||
**{{nerf|The first two hits deal less damage (3% → 2%).}} | **{{nerf|The first two hits deal less damage (3% → 2%).}} | ||
**{{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).}} | **{{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).}} | ||
**{{buff|The first hit's angles have been altered (80° → 50°/90°), which overall makes it connect more reliably into the second hit.}} | **{{buff|The first hit's angles have been altered (80° → 50°/90°), which overall makes it connect more reliably into the second hit.}} | ||
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**{{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.}} | **{{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.}} | ||
**{{change|The second hit's far hitbox launches opponents at a lower angle (140° → 120°).}} | **{{change|The second hit's far hitbox launches opponents at a lower angle (140° → 120°).}} | ||
**{{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.}} | **{{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.}} | ||
**{{nerf|The second hit's far hitboxes are smaller (3.2u/4.32u → 3u/3u).}} | **{{nerf|The second hit's far hitboxes are smaller (3.2u/4.32u → 3u/3u).}} | ||
**{{buff|The third hit deals more knockback (50 (base), 70 (scaling) → 60/100).}} | **{{buff|The third hit deals more knockback (50 (base), 70 (scaling) → 60/100).}} | ||
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**{{nerf|The third hit's far hitboxes are smaller (4.5u/3.84u → 3.8u/2.9u).}} | **{{nerf|The third hit's far hitboxes are smaller (4.5u/3.84u → 3.8u/2.9u).}} | ||
**{{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.}} | **{{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.}} | ||
**{{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 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.}} | **{{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's angles have been altered (110°/20°/10°/361° → 25°/120°).}} | ||
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*[[Forward tilt]]: | *[[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).}} | **{{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 | ***{{nerf|However, this forwards movement also causes the move to whiff against near opponents as it position inside of Pit has not been changed.}} | ||
**{{buff|Forward tilt has less startup with a longer duration (frames 14-16 → 10-14).}} | **{{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.}} | ***{{nerf|However, its total duration was unchanged, giving it more ending lag.}} | ||
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**{{change|Forward tilt's hitboxes are positioned slightly higher (y offset: 7.2 → 7.5).}} | **{{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.}} | **{{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 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 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).}} | **{{nerf|Forward tilt has smaller hitboxes (5.2u/4.8u/3.84u/4.8u → 3.5u/3.5u).}} | ||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{change|Pit's up tilt has a new animation where he performs a bicycle kick followed by a stretch kick.}} | **{{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 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%).}} | **{{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.}} | **{{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.}} | ***{{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.}} | **{{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.}} | **{{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 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.}} | **{{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 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.}} | ||
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**{{nerf|Down tilt has a shorter duration (frames 6-8 → 6-7).}} | **{{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 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 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 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).}} | **{{nerf|Down tilt has a smaller hitbox (4.32u/3.84u/2.88u/2.88u → 2.5u).}} | ||
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**{{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.}} | **{{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]]: | *[[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 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|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.}} | **{{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.}} | **{{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.}} | **{{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|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|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 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|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.}} | **{{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]]: | *[[Up smash]]: | ||
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**{{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.}} | **{{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).}} | ***{{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|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|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 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).}} | **{{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).}} | **{{change|The second hit's side hitboxes have higher set knockback (35 → 50).}} | ||
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*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{buff|Neutral aerial has less landing lag (30 frames → 24).}} | **{{buff|Neutral aerial has less landing lag (30 frames → 24).}} | ||
**{{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).}} | **{{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).}} | ||
**{{buff|The final hit has a larger hitbox (8u → 9.2u).}} | **{{buff|The final hit has a larger hitbox (8u → 9.2u).}} | ||
**{{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.}} | **{{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.}} | ||
Line 226: | Line 226: | ||
**{{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|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.}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{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.}} | **{{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 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.}} | **{{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.}} | ||
Line 235: | Line 235: | ||
**{{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|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|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 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|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.}} | **{{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.}} | ||
Line 252: | Line 252: | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial has less landing lag (30 → 24 frames).}} | **{{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|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 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.}} | **{{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.}} | **{{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 more startup (frame 9 → 12) and ending lag (FAF 45 → 50).}} | ||
**{{nerf|Up aerial has a longer animation (44 frames → 59).}} | **{{nerf|Up aerial has a longer animation (44 frames → 59).}} | ||
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*[[Forward throw]]: | *[[Forward throw]]: | ||
**{{buff|Forward throw has higher base knockback (30 → 50), improving its KO potential.}} | **{{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.}} | ***{{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).}} | **{{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).}} | **{{change|Pit releases his opponent from forward throw one frame later (frame 13 → 14).}} | ||
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**{{buff|Back throw has higher base knockback (50 → 65), improving its KO potential.}} | **{{buff|Back throw has higher base knockback (50 → 65), improving its KO potential.}} | ||
*[[Up throw]] | *[[Up throw]] | ||
**{{nerf|The hitbox has more startup lag (frame 12 → 13).}} | **{{nerf|The hitbox has more startup lag (frame 12 → 13).}} | ||
**{{buff|The hitbox has a longer duration (frame 12 → 13-14).}} | **{{buff|The hitbox has a longer duration (frame 12 → 13-14).}} | ||
**{{buff|The hitbox is now extended, giving it more range inside of Pit.}} | **{{buff|The hitbox is now extended, giving it more range inside of Pit.}} | ||
Line 293: | Line 293: | ||
**{{buff|The changes to hitstun canceling and DI significantly improve down throw's combo potential despite its lower launch angle (80° → 70°).}} | **{{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: | *[[Floor attack]]s: | ||
**{{buff|Floor attacks have less startup lag (frame 16 → 14 (front)/13 (back)).}} | **{{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|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 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 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.}} | **{{buff|Floor attacks now uses one larger extended hitbox (3.84u → 5u), giving them more range.}} | ||
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**{{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.}} | **{{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]]: | *[[Edge attack]]: | ||
**{{buff|As with other edge attacks, edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}} | **{{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.}} | **{{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 a shorter duration (frames 25-29 → 25-27).}} | ||
**{{nerf|Edge attack has less intangibility (frames 1-23 → 1-22).}} | **{{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 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|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.}} | **{{nerf|As with other edge attacks, edge attack can no longer send opponents behind Pit, removing its ability to set up edgeguards.}} | ||
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**{{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 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).}} | **{{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).}} | ***{{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.}} | ||
***{{ | ***{{buff|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.}} | **{{nerf|Due to their reduced speed, the arrows cannot be curved as quickly.}} | ||
*[[Upperdash Arm]]: | *[[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]]).}} | **{{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.}} | **{{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.}} | ***{{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|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.}} | **{{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 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.}} | **{{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.}} | **{{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]]: | *[[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}}.}} | **{{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|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|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|Power of Flight no longer has a [[windbox]] on startup, hindering its safety and utility.}} | ||
Line 360: | Line 360: | ||
**{{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.}} | **{{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.}} | **{{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|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 more startup lag (frame 6 → 9).}} | ||
**{{nerf|Guardian Orbitars have much more ending lag on release (FAF 15 → 36).}} | **{{nerf|Guardian Orbitars have much more ending lag on release (FAF 15 → 36).}} | ||
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'''{{GameIcon|ssb4}} [[1.1.0]]''' | '''{{GameIcon|ssb4}} [[1.1.0]]''' | ||
{{ | *{{buff|Neutral infinite's finisher has a larger hitbox (5u → 6u) which extends further towards Pit (Z offset: 9 → 8.5).}} | ||
*{{buff|All variations of [[Palutena Bow]] have had their ending lag decreased by 3 frames.}} | |||
==Moveset== | ==Moveset== | ||
Line 383: | Line 384: | ||
|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) | ||
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|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.}} | ||
===[[Announcer]] call=== | ===[[Announcer]] call=== | ||
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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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==In [[competitive play]]== | ==In [[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 | |||
}} | |||
{{Template:Pit and Dark Pit in competitive play (SSB4)}} | |||
==[[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). |