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{{Disambig2|Pit's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Pit}}
{{disambig2|Pit's appearance in ''[[Super Smash Bros. Ultimate]]''|the character in other contexts|Pit}}
{{Infobox Character
{{Infobox Character
|name = Pit
|name = Pit
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|ssbgame2 = SSB4
|ssbgame2 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = B-
|ranking = 41
}}
}}
'''Pit''' ({{ja|ピット|Pitto}}, ''Pit'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially revealed on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018] alongside fellow ''Kid Icarus'' fighters {{SSBU|Dark Pit}} and {{SSBU|Palutena}}, and the rest of the returning roster. Pit is classified as [[Fighter number|Fighter #28]].
{{cquote|''Pit is a well-balanced, well-rounded character with a defensive special that nullifies long distance attacks and excellent recovery. He's a great choice for new players!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
'''Pit''' ({{ja|ピット|Pitto}}, ''Pit'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed as a playable character on June 12th, 2018. Pit is classified as fighter #28.


Antony Del Rio and {{iw|wikipedia|Minami Takayama}} reprise their roles as Pit's voice actors in the English and Japanese versions of ''Ultimate'' via recycled voice clips from ''[[Super Smash Bros. 4]]'' along with some new voice clips. However, Del Rio remains uncredited for his role as in ''SSB4'', most likely because of him still being a union-based voice actor. Both voice actors also provide new [[Palutena's Guidance]] conversations for every veteran not present in ''SSB4'', [[Downloadable content (SSB4)#Fighters|the downloadable fighters of ''SSB4'']], the base roster newcomers of ''Ultimate'', and {{SSBU|Piranha Plant}}.
Antony Del Rio and Minami Takayama reprise their roles as Pit in the English and Japanese versions of the game, respectively, through recycled voice clips from ''Smash 4'' along with some new ones. As in ''Smash 4'', Del Rio remains uncredited with his role.
 
Pit, alongside his [[Echo Fighter]] Dark Pit, are ranked 41st out of 82 on the current [[tier list]], placing them in the B- tier. This is a slight improvement over their 32nd out of 54 placement in ''SSB4''.


==How to unlock==
==How to unlock==
Complete one of the following:
Complete one of the following:
*Play [[VS. match]]es, with Pit being the 4th character to be unlocked.
*Play [[VS. match]]es, with Pit being the 4th character to be unlocked.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Samus}} or any character in her unlock tree, being the 3rd character unlocked after {{SSBU|Wii Fit Trainer}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Samus}} or any character in her unlock tree, being the third character unlocked after {{SSBU|Wii Fit Trainer}}.
*Have Pit join the player's party in [[World of Light]].
*Have Pit join the player's party in [[World of Light]].
Pit must then be defeated on [[Skyworld]] (the [[Ω form]] is used in World of Light).
With the exception of the third method, Pit must then be defeated on [[Skyworld]].


==Attributes==
==Attributes==
Pit is a [[weight|middleweight]] who has above-average [[walk]]ing and [[dash]]ing speeds, a fast initial dash, very high [[traction]] (being tied with [[Dark Pit (SSBU)|his Echo Fighter]] for the 2nd highest behind {{SSBU|Sonic}}), average [[air acceleration]] and [[falling speed]], and below-average [[air speed]] and [[gravity]]. Pit's [[jump]] and [[double jump]] are both low, although this flaw is largely offset by his [[Double jump#Multiple double jumps|3 double jumps]]. These attributes render Pit's overall mobility as average, yet make him adept at adapting to most situations.
Pit is a [[weight|middleweight]] who has above-average [[walk]]ing and [[dash]]ing speeds , a fast initial dash, very high [[traction]], being tied with Dark Pit for the second highest, average [[air acceleration]] and [[falling speed]], and below-average [[air speed]] and [[gravity]]. Pit's [[jump]] and [[double jump]] are both low, although this flaw is largely offset by his [[Double jump#Multiple double jumps|three double jumps]]. These attributes collectively render Pit's overall mobility as average, yet make him adept at adapting to most situations. Unlike most of his fellow middleweights, Pit also has above-average height.


As a beginner-friendly character, Pit has a low learning curve, yet is quite rewarding when played wisely. His ease of use is probably best exemplified by his fast frame data; aside from six moves (forward tilt, forward smash, and forward/back/up/down aerials), the rest of Pit's standard moveset has less than 10 frames of startup lag. Much like his attributes, Pit's moveset is balanced, so much so that it seemingly has no glaring strengths or weaknesses. When coupled with his great neutral game, Pit's edgeguarding potential, [[punishment]] ability, and conversions are all balanced compared to the rest of the cast. Pit's ground game overall possesses a decent level of utility. Neutral attack, down tilt and down smash are decent spacing options, thanks to their quick start-up and moderate ending lag in proportion to their range, with down tilt also serving as a useful combo starter unlike in ''SSB4'' in addition to making Pit pseudo-[[crawl]].
As a beginner-friendly character, Pit has a low learning curve, yet is quite rewarding when played wisely. His ease of use is probably best exemplified by his fast frame data; aside from six moves (forward tilt, forward smash, and forward, back, up and down aerials), the rest of Pit's standard moveset has less than 10 frames of startup lag.


Neutral attack's first two hits can [[jab lock]], while dash attack can punish landings and whiffed attacks very effectively, and down smash's back hit is a moderately strong [[semi-spike]]. Up tilt and especially up smash are useful anti-air moves, with the former being viable for setting up juggles even at higher percentages, while the latter also boasts enough power to score KOs. Lastly, forward smash is Pit's strongest KOing option, and it has among the fastest startup of any forward smash in the game.
Much like his attributes, Pit's moveset is balanced, so much so that it seemingly has no glaring strengths of weaknesses. When coupled with his great neutral game, Pit's edgeguarding potential, [[punishment]] ability, and conversions are all balanced compared to the rest of the cast. Pit's ground game overall possesses a decent level of utility. Neutral attack, down tilt and down smash are decent spacing options, thanks to their quick start-up and moderate ending lag in proportion to their range, with down tilt also serving as a situational combo starter unlike in ''SSB4'' in addition to making Pit pseudo-[[crawl]].


Pit possesses a respectable grab game. Forward throw can combo into dash attack at low percentages or KO at high percentages while near the edge, while down throw can be used to combo into up smash or any of his aerials. Back throw can combo into a dash attack at low percentages as well and can be used to setup edgeguards at higher percentages. Finally, up throw is Pit's most damaging, yet least useful throw, since its only utility is to occasionally set up juggles or pressure.
Neutral attack's first two hits can [[jab lock]], while dash attack can punish landings and whiffed attacks very effectively, and down smash's back hit is a moderately strong [[semi-spike]]. Up tilt and especially up smash are useful anti-air moves, with the former being a viable combo starter leading into aerials even at higher percents, while the latter also boasts enough power to score KOs. Lastly, forward smash is Pit's strongest KOing option, and also has among the fastest startup of any forward smash in the game.


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


Pit's special moves are fairly versatile as well, reinforcing his ease of use. He has a great projectile in [[Palutena Bow]] which moves quickly, can be [[charge]]d and easily maneuvered makes it very useful for camping, edgeguarding, winning projectile wars against characters such as {{SSBU|Simon}}, and even [[mindgame]]s. [[Upperdash Arm]] functions very similarly to [[Raptor Boost]]: it propels Pit forward and, upon making contact with something, results in him throwing an uppercut that has a decent damage output and very high base knockback, and can KO at high percentages. Upperdash Arm also has utility outside of offense; it grants [[super armor]], can reflect projectiles, and can function as a horizontal recovery option. However, it is very punishable because of its dash's noticeable startup lag and extreme amount of ending lag, especially when it misses. Upperdash Arm's deflection property is also fairly inconsequential, since it reflects projectiles at an upward diagonal angle instead of directly back at the opponent. [[Power of Flight]] covers an impressive amount of distance, and be angled to propel Pit either vertically, diagonally, or almost horizontally; it also grants Pit brief [[intangibility]] on startup as well. Lastly, [[Guardian Orbitars]] protect Pit on his left and right sides with energy shields that [[reflect]] projectiles. They are also capable of [[Windbox#Pushing attacks|pushing]] opponents back, which makes them capable of edgeguarding. However, the Orbitars are not indestructible: should they end up being destroyed, they cannot be used again for 10 seconds. In addition, their high amount of ending lag makes them highly risky when used on the ground or when landing.
Pit's air game is also useful, thanks to his aerial attacks' ability to all [[autocancel]] in a short hop and their particular strengths. Neutral aerial has the lowest amount of startup lag out of his entire moveset, a long duration, and an excellent autocancel window. Altogether, these traits make it a decent [[out of shield]] option, decent for edgeguarding and approaching, and similarly to {{SSBU|Palutena}}'s neutral aerial, it is also useful for pressure and combos. Forward and up aerials are reliable followups from down throw, the latter more so at mid to high percents; in addition, the former is useful for approaching and edgeguarding, whereas the latter is excellent for juggling. Back aerial is Pit's strongest aerial attack when sweetspotted, making it ideal for spacing as well as for outright KOing. Lastly, down aerial is has the lowest ending lag of Pit's aerials, and is useful for edgeguarding thanks to it being a  [[meteor smash]] during its first frame, and its fairly large range also makes it decent for approaching; the inability to tech grounded meteor smashes in ''Ultimate'' also enables down aerial to serve as a combo starter at higher percents that can combo into an up smash for a reliable KO combo. It's also fast for a meteor smash, coming out on frame 10. Pit's aerial attacks also have low landing lag.  


Despite his strengths, Pit does have some weaknesses. Like any all-around character, most characters are able to outperform him in various areas: as examples, {{SSBU|Mario}} himself has a significantly more versatile combo game, {{SSBU|Fox}} has better mobility, {{SSBU|Olimar}} and {{SSBU|Snake}} are better at [[camp]]ing, {{SSBU|Shulk}} has much greater range, and {{SSBU|R.O.B.}} has much stronger attacks. Pit's KO potential, however, is his most noticeable weakness, despite being buffed in the transition to ''Ultimate''. 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 due to their high ending lag. In comparison, his other KOing options are only effective when sweetspotted (forward tilt and back aerial), or above 130% (dash attack, down aerial, down smash, forward throw and [[Upperdash Arm]]). This, in turn, is further compounded by his lack of guaranteed KO setups outside of sweetspotted down aerial into up smash or forward smash.
Pit's special moves are fairly versatile as well, reinforcing his ease of use.  He has a great projectile in [[Palutena Bow]] which can be [[charge]]d and easily maneuvered makes it very useful for camping, edgeguarding, and even [[mindgame]]s. [[Upperdash Arm]] functions very similarly to [[Raptor Boost]]: it propels Pit forward and, upon making contact with something, results in him throwing an uppercut that has a decent damage output and very high base knockback, and can KO at high percents. Upperdash Arm also has utility outside of offense; it grants [[super armor]], can reflect projectiles, and can function as a horizontal recovery option. However, it is very punishable because of its dash's noticeable startup lag and extreme amount of ending lag, especially when it misses. Upperdash Arm's deflection property is also fairly inconsequential, since it reflects projectiles at an upward diagonal angle instead of directly back at the opponent. [[Power of Flight]] covers an impressive amount of distance, and be angled to propel Pit either vertically, diagonally, or almost horizontally; it also grants Pit brief [[intangibility]] on startup as well. Lastly, [[Guardian Orbitars]] protect Pit on his left and right sides with energy shields that [[Reflection|reflect]] projectiles. They are also capable of [[Wind#Pushing attacks|pushing]] opponents back, which makes them capable of edgeguarding. However, the Orbitars are not indestructible: should they end up being destroyed, they cannot be used again for 10 seconds. In addition, their high amount of ending lag makes them highly risky when used on the ground or when landing.


Although [[rage]] somewhat alleviates Pit's KO potential, his average endurance means that he cannot utilize it as consistently or effectively as heavier characters can. 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.
Despite his strengths, Pit does have some weaknesses. Like any all-around character, most characters are able to outperform him in various areas: as examples, {{SSBU|Mario}} himself has a significantly more versatile combo game, {{SSBU|Fox}} has better mobility, {{SSBU|Young Link}} and {{SSBU|Samus}} are better at [[camp]]ing, {{SSBU|Lucina}} has greater range, and {{SSBU|Ganondorf}} is overall much stronger. Pit's KO potential, however, is his most noticeable weakness, despite being buffed in the transition to ''Ultimate''. 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 above 130% (dash attack, down aerial, down smash, forward throw and [[Upperdash Arm]]). This, in turn, is further compounded by his lack of guaranteed KO setups outside of down aerial to up smash.
 
Although [[rage]] somewhat alleviates Pit's KO potential, his average endurance means that he cannot utilize it as consistently or effectively as heavier characters can. 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 all of Pit's aerials autocancel in a short hop, only his forward and back aerials autocancel during a short hop buffered fast fall. This means that Pit players will often need to manually delay their fast fall perfectly in order to use his aerials effectively.
Although all of Pit's aerials autocancel in a short hop, only his forward and back aerials autocancel during a short hop buffered fast fall. This means that Pit players will often need to manually delay their fast fall perfectly in order to use his aerials effectively.


Pit's slow air speed, average falling speed and low gravity make him somewhat floaty and he noticeably struggles to both land and contest other aerial opponents due to neutral air and forward air's small looping hitboxes, and they both have glaring blindspots, not fully covering his bow as it spins, the former only hits at very close range and they are both poor defensively due to their lack of range. In the end, Pit's aerials are helpful in his advantage state and supplement his grounded neutral game, but are much less useful when he is disadvantaged. To make this issue even worse, he has only one aerial which comes out before frame 10, which is his frame 4 neutral aerial, while his back, up, and down aerials come out on frame 10, and his forward aerial at frame 11, being the slowest startup of his entire moveset. Due to his aerials being unable to properly cover him, and his floaty nature, Pit is vulnerable to pressure, as he lacks reliable ways to escape pressure or to defend himself from juggles. While his down aerial is overall fast, especially for a meteor smash, and has good range, he cannot be overly reliant on that to get out of disadvantage, and Palutena Bow, while versatile, needs a long time to be used effectively. This gives Pit a poor disadvantage state overall.
Pit's slow air speed, average falling speed and low gravity make him somewhat floaty and he noticeably struggles to both land and contest other aerial opponents due to neutral air and forward air's small looping hitboxes. In the end, Pit's aerials are helpful in his advantage state and supplement his grounded neutral game, but are much less useful when he is disadvantaged.


Although long-distanced, Pit's recovery is linear and predictable, and Power of Flight also does not provide Pit with protective hitboxes around him either while its intangibility period is very brief, which can leave him vulnerable to sufficiently strong meteor smashes. Additionally, while Upperdash Arm can aid Pit's horizontal recovery, it has an extreme amount of ending lag when performed in the air, making it extremely risky when improperly used as a recovery option.
Although long-distanced, Pit's recovery is linear and predictable, and Power of Flight also does not provide Pit with protective hitboxes around him either while its intangibility period is very brief, which can leave him vulnerable to sufficiently strong meteor smashes. Additionally, while Upperdash Arm can aid Pit's horizontal recovery, it has an extreme amount of ending lag when performed in the air, making it extremely risky when improperly used as a recovery option.


All in all, Pit's strengths outweigh his weaknesses. His moveset consists of many moves with long range (his grounded moves and back aerial), long durations (neutral/forward/up aerials and forward tilt), low ending lag (autocanceled neutral/forward aerials, down smash and Palutena Bow) or quick movement (dash attack, dash grab and Upperdash Arm). This combination of traits, along with his good grounded mobility, allows Pit to reliably keep opponents in a disadvantage state, either stuck trying to land or getting off the edge.
All in all, Pit's strengths are on par with his weaknesses. His moveset consists of many moves with long range (his grounded moves and back aerial), long durations (neutral/forward/up aerials and forward tilt), low ending lag (autocanceled neutral/forward aerials, down smash and Palutena Bow) or quick movement (dash attack, dash grab and Upperdash Arm). This combination of traits, along with his good grounded mobility, allows Pit to reliably keep opponents in a disadvantage state, either stuck trying to land or getting off the edge.


In the end, he can cover enough options and retain advantage long enough to rack up good amounts of damage. However, he suffers from unimpressive KO potential similarly to lightweights, yet lacks the extended combo options and safe pressuring options that they typically possess for damage-racking.
In the end, this is arguably Pit's saving grace: he can cover enough options and retain advantage long enough to rack up more damage than a character of his limited combo potential should. However, he suffers from unimpressive KO potential similarly to lightweights, yet lacks the extended combo options and safe pressuring options that they typically possess for damage-racking. Conversely, Pit also has a poor disadvantage state like many heavyweights, yet his overall damage output is considerably lower than most of theirs. As a result, Pit's pros are on par with his cons.


Despite being a very balanced character, players often tend to overlook Pit in favor of other characters that possess much more outstanding strengths than he does. This has also been reflected in his tournament representation, which is minimal outside of Japan, much like in ''SSB4''. However, Pit has nevertheless managed to achieve an adequate level of success in the competitive scene, although not as much as in ''SSB4'': {{Sm|Kuro}} in particular has done well with Pit, with him placing 3rd at [[Umebura SP]]. Pit has also received results from others like {{Sm|KiraFlax}}.
Despite being a very balanced character, players often tend to overlook Pit in favor of other characters that possess much more outstanding strengths than he does. This has also been reflected in his tournament representation, which is minimal outside of Japan, much like in ''SSB4''. However, Pit has nevertheless managed to achieve an adequate level of success in the competitive scene, although not as much as his ''SSB4'' counterpart: {{Sm|Kuro}} in particular has done well with Pit, with him getting 3rd place in [[Umebura SP]]. Pit has also received results from others like {{Sm|KiraFlax}}.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Pit has been [[buff]]ed overall in the transition from ''SSB4'' to ''Ultimate''. Almost all aspects of Pit's moveset have been improved overall, and he generally benefits from the changes to gameplay mechanics.
Having been often regarded as a mid-tier character in ''SSB4'' (32nd/33rd out of 55th), Pit has been significantly [[buff]]ed overall in the transition to ''Ultimate''.


Among Pit's largest buffs are to his KOing ability and a significantly improved [[aerial attack|aerial game]]. Previously plagued with mediocre KO power due to his lack of safe KO options (especially in comparison to the rest of the cast) in ''SSB4'', his [[dash attack]], front hit of down smash, back aerial, down aerial, and [[Upperdash Arm]] have all had their knockback increased to the point of KOing reliably at high percentages, while his neutral and forward aerials are much better for [[edgeguarding]] due to their slightly higher knockback; particularly, the latter has had some of its lost KO potential restored from ''Brawl''. This is complemented by Pit's already existing KO options, as well as his generally more effective damage racking ability due to his higher damage output and larger amount of combo starters.
Pit's aerial game is significantly improved as a result of the universally decreased [[landing lag]], putting his overall landing lag more in line with the rest of the cast, which makes his [[aerial attack]]s safer to use against [[shield]]s (complemented further by [[out of shield]] options being weakened) and strengthens his [[neutral game]] as a result. Adding to this, his aerials themselves have been buffed to varying degrees; his neutral, forward and up aerials deal more damage, with the former also connecting more reliably, and his down aerial being easier to [[meteor smash]] with, due to its larger meteor hitbox. Pit has also received buffs to his ground game, as his [[up tilt]] and [[down tilt]] have received less ending lag and more favorable angles that turn them into more reliable combo starters; and his [[neutral attack]]'s infinite, previously unreliable due to its poor linking, is much more effective for racking up damage due to the several tweaks it has received. Moreover, his special move kit has increased utility, with both [[Palutena Bow]] and [[Guardian Orbitars]] being sped up, bolstering Pit's abilities to [[camp]] and [[reflect]] opposing projectiles.


His aerial game is drastically more useful as a result of the universally decreased [[landing lag]], which puts his overall landing lag more in-line with the rest of the cast, gives him newfound set-up potential due to most of them being multi-hit based, and makes them safer to use against [[shield]]s (complemented further by [[out of shield]] options being weakened); the latter point means his already respectable [[neutral game]] has been strengthened as a result. His aerials themselves have also been buffed to varying degrees; his neutral, forward and up aerials deal more damage, with the former also connecting slightly more reliably and the latter now KOing reliably, and his down aerial has a larger [[meteor smash]] hitbox.
One of Pit's most importantly buffed areas, however, is his KO ability, previously mediocre due to his lack of safe KO options (especially in comparison to the rest of the cast). In ''Ultimate'', his [[dash attack]], front hit of down smash, back aerial, down aerial, and [[Upperdash Arm]] have all had their knockback increased to the point of KOing reliably at high percentages, while his neutral and forward aerials are better for [[edgeguarding]] due to their slightly higher knockback. This is complemented by Pit's already existing KO options, as well as his generally more effective damage racking ability due to his higher damage outputs and larger amount of combo starters, ultimately granting him a much stronger offensive game.  


Pit has also received some useful buffs to his ground game, as his [[up tilt]] and [[down tilt]] have received less ending lag and more favorable angles that turn them into more reliable combo starters, and his [[neutral attack]]'s infinite —previously unreliable due to its poor linking— is much more effective for racking up damage due to the several tweaks it has received. Moreover, his special move kit has increased utility, with both [[Palutena Bow]] and [[Guardian Orbitars]] being sped up, improving his [[camping]] ability; Upperdash's Arm receiving an aforementioned increase in KO power; and [[Power of Flight]] now being able to grab edges from behind, making it a much more useful recovery move.
However, Pit has received a few, though minor, nerfs. Like all other returning veterans in ''SSB4'', all of Pit's grabs now have increased endlag in addition to to having his dash grab and pivot grab's start-up lag standardized. While Pit continues to possess an above-average grab, the changes above, compounded with the universal nerfing of shields, makes Pit's grab less effective than it was in ''SSB4''. Some of Pit's attacks have received minor nerfs as well - his up tilt has less range, Guardian Orbitars have less HP, and Power of Flight now halts immediately at the end of the move's duration, slightly worsening Pit's recovery.


Finally, and apart from the reduced landing lag, Pit largely benefits from many of the universal changes to ''Ultimate''. The changes to [[air dodge]]s significantly improve his edgeguarding game, which is further bolstered by his improved aerial game and more reliable projectile, while not hampering as much due to his multiple jumps and long-distanced recovery move. The faster mobility, along with the ability to [[Dash-canceling|use any attack out of a run]] also give him many more options in the neutral game, thanks to his more varied amount of combo starters. Altogether, Pit's buffs and the changes to the engine ultimately grant him a much stronger and reliable offensive game, which was a previously large weakness from ''SSB4''.
Overall, while Pit fares considerably better than he did in ''SSB4'', he carries most of the same weaknesses -  a lack of noteworthy attributes - that his previous incarnation suffered from. Though he was initially regarded as a solid upper mid tier character with a moderate level of tournament success during ''Ultimate's'' early metagame, his representation as a whole has become notably scarce, as {{Sm|Nairo}} has decidedly picked up other characters in favor of him, {{sm|Kuro}} has relegated him to a secondary character, and {{Sm|Earth}} has become inactive altogether. This has lead to a significant downfall in tournament results despite the efforts of some players including {{sm|KiraFlax}} and {{sm|Chompy}}. His almost nonexistent tournament results, compounded with his status as an "honest" character, has garnered him the same increasingly lukewarm reception he had received during ''SSB4'': Players including {{sm|Mew2King}}, {{sm|VoiD}}, {{sm|ESAM}}, {{sm|ZeRo}}, and {{sm|Dabuz}} view him as a lower mid-tier character, or even a low tier character.


However, Pit has received a few, though minor, nerfs. The universal nerfs to grabs hinder Pit, as all of his grabs now have increased ending lag in addition to his dash grab and pivot grab's start-up lag being standardized. Combined with the universal nerfing of shields, this makes Pit's grab game less effective than it was in ''SSB4'', although it is still above average. Some of Pit's attacks have received minor nerfs as well; his up tilt has less range, Guardian Orbitars have less HP and shrink the more time they're held out, and Power of Flight now halts immediately at the end of the move's duration, slightly worsening Pit's recovery.
However, patch 4.0.0 brought Pit some significant buffs to his frame data, as well as a slight buff to his edgeguarding potential, and the effect of this on his viability remains to be seen.


Overall, Pit's moveset has been strengthened as a whole, now boasting an offensive game more comparable to other characters while keeping his defensive game relatively intact, and the universal changes allow him with far more opportunities to take the upper hand. However, he still lacks noteworthy attributes (outside of his edgeguarding ability) and some of the same weaknesses his previous incarnation suffered from, such as hitbox inconsistencies, trouble at landing in general due to being floaty, vulnerable recovery, and KOing issues despite the buffs made to his moveset's power. This isn't helped by many veterans either being buffed to varying degrees and/or benefitting from the universal changes. That said, Pit has received buffs from game updates that have helped fix some inconsistencies or given him new options, letting him moderately keep up with the rest of the cast. Altogether, Pit fares much better than he did in ''SSB4''.
===Aesthetics===
*{{change|As with all [[veteran]]s returning from ''Smash 4'', Pit's model features a more subdued color scheme. His clothing and wings now feature simple detailing, while his eyes and hair appear more detailed.}}
*{{change|Like many other characters, Pit is more expressive.}}
*{{change|The look of Pit's [[Upperdash Arm]] has been altered. The blue orb in the center has more detail, making it more closely resemble its appearance in ''Uprising''.}}
*{{change|Pit's idle animation has been slightly altered.}}
*{{change|Pit's side taunt has been shortened. He now swings his bow three times instead of four.}}
*{{change|The wing particle effects from Pit's down taunt are more pronounced.}}
*{{change|Pit's [[Star KO]] now has him shout "I never learned how to read!", which is a line from ''Uprising''.}}
*{{change|Pit's "victory sign" animation has changed. He now does a celebratory jump before showing the hand sign.}}


{{SSB4 to SSBU changelist|char=Pit}}
===Attributes===
*{{buff|Like all characters, Pit's [[jumpsquat]] animation now takes 3 frames to complete (down from 5).}}
*{{buff|Pit [[walk]]s faster (1.199 → 1.259).}}
*{{buff|Pit [[run]]s much faster (1.66215 → 1.828).}}
**{{buff|Pit's initial [[dash]] is significantly faster (1.5 → 2.09).}}
*{{buff|Pit's [[air speed]] is higher (0.89 → 0.935).}}
*{{buff|Pit's [[air acceleration]] is higher (0.065 → 0.075).}}
*{{buff|Pit's [[traction]] is significantly higher (0.0505 → 0.135), being tied with [[Dark Pit (SSBU)|his Echo Fighter's]] for the second highest in the game.}}
*{{nerf|Forward [[roll]] has more ending lag ([[FAF]] 28 → 30).}}
*{{nerf|Back roll has more startup (frame 4 → 5) and ending lag (FAF 28 → 35).}}
*{{nerf|[[Spot dodge]] has more startup (frame 2 → 3).}}
*{{nerf|[[Air dodge]] has more startup (frame 2 → 3) and significantly more ending lag (FAF 32 → 53).}}
*{{buff|Air dodge grants more intangibility (frames 2-26 → 3-29).}}


==Update history==
===Ground attacks===
Pit received a mix of buffs, nerfs and glitch fixes via game updates, but was buffed overall. Update 2.0.0 ensured that [[Lightning Chariot]] would launch [[crouch]]ing opponents akin to a standing opponent, a buff that was shared with [[Giga Bowser Punch]]. Although update 3.0.0 decreased [[Palutena Bow]]'s [[shield damage]] output as part of a near-universal nerf to projectiles, update 3.1.0 buffed up smash by making its hits connect together more reliably.
*[[Neutral attack]]:
**{{buff|The first hit has less startup lag (frame 5 → 4), with its total duration reduced as well (FAF 27 → 26).}}
**{{buff|Neutral infinite has a shorter gap between hits (3 frames → 2), alongside a different angle (25°/120° → [[Sakurai angle|361°]]) and knockback values (18/4 [[Set knockback|set]]/100 scaling → 8 base/10 scaling). This allows it to connect much more reliably, with opponents no longer being able to jump out of it before the finisher comes out.}}
**{{buff|The neutral infinite deals drastically less [[hitlag]], making it harder to [[SDI]] out of.}}
**{{buff|The infinite's finisher has less startup with a longer hitbox duration (frame 5 → frames 4-5).}}
**{{buff|The finisher deals more knockback (45 base/170 scaling → 40/185).}}
**{{nerf|The third hit and infinite deal less damage (5% → 4% (hit 3), 0.8% → 0.5% (infinite)).}}
**{{nerf|The third hit has a shorter hitbox duration (frames 3-4 → 3).}}
**{{nerf|The infinite's finisher has more ending lag (FAF 40 → 48).}}
**{{change|The first and second hits of neutral attack have altered angles and knockback to keep opponents close to Pit, akin to other neutral attacks. This allows them to connect better and [[jab lock]], but worsens their jab cancel setups.}}
**{{change|Neutral infinite's animation has changed. Instead of slashing horizontally with his bow fully formed like a buzzsaw, Pit quickly slashes with the bow split in two.}}
*[[Up tilt]]:
**{{change|Up tilt's animation has been altered into two lunging upward kicks. The move deals two hits instead from three, with its hitbox timings altered (frames 6, 8-10, 15-16 → 6-8, 15-16).}}
**{{buff|It has noticeably less ending lag (FAF 43 → 33), which combined with Pit's faster jumpsquat and jump speed turns it into a reliable combo starter.}}
**{{buff|The first hit uses the [[autolink angle]] (100° → 365°) and has lower set knockback (110 → 85), enabling it to connect better into the second hit.}}
**{{nerf|Up tilt deals less total damage (10% → 9%).}}
**{{nerf|It has smaller hitboxes (4.5u → 4u (hit 1), 7.5u → 6u (hit 2)).}}
**{{change|The second hit has increased base knockback (50 → 70), but significantly reduced knockback scaling (120 → 30). This removes its KO potential at high percents, but allows it to combo at a much wider percent range combined with its other changes.}}
*[[Down tilt]]:
**{{buff|Down tilt has less ending lag (FAF 32 → 26) and launches at a more vertical angle (55° → 75°). Combined with Pit's faster jumpsquat, this significantly improves its combo potential.}}
**{{change|It moves Pit forward slightly with each use, allowing for a pseudo-[[crawl]].}}
*[[Dash attack]]:
**{{buff|Dash attack's animation has been altered to a downward swipe of Pit's blade. This gives it more vertical range.}}
**{{buff|It has drastically increased knockback scaling (50 → 74), greatly improving its KO ability.}}
*[[Forward smash]]:
**{{buff|Forward smash has less ending lag (FAF 59 → 55).}}
**{{buff|The first hit has altered angles (70°/35/70°/0° → 100°/70°/35°/192°), and its outermost hitboxes' set knockback is lower against grounded opponents (43 → 20), but higher against aerial opponents (5 → 20). This allows it to connect better into the second hit, with aerial opponents no longer being to air dodge the second hit when struck by the outermost hitboxes.}}
**{{buff|The second hit has a longer hitbox duration (frame 21 → frames 21-22).}}
**{{change|The first hit has more range, but the second has less range. This makes it easier to land the first hit of the move and harder to land the second.}}
*[[Up smash]]:
**{{buff|Up smash's first hit has altered angles (365°/365°/105° → 365°/120°/120°/367°/105° (clean), 110° → 110°/123° (late, grounded/aerial opponents)), allowing it to connect more reliably.}}
*[[Down smash]]:
**{{buff|Down smash's clean front hit has increased knockback (35 base/93 scaling → 40/98), improving its KO potential.}}


Update 4.0.0 improved Pit's frame data in a few ways. Down smash's front hit became slightly more reliable for KOing, courtesy of its sweetspot's knockback values being increased. Back aerial's lowered landing lag made its sweetspot safer and improved its sourspot's combo potential when [[SHFF]]'d. Down aerial's higher base knockback improved its edgeguarding potential. Lastly, neutral attack's first hit and up tilt both became slightly faster via minor lag decreases.
===Aerial attacks===
*{{buff|All aerials have signficantly reduced landing lag (24 frames → 14 (neutral, up), 20 → 12 (forward), 20 → 8 (back), 24 → 12 (down)).}}
*[[Neutral aerial]]:
**{{buff|Neutral aerial's looping hits use five different hitboxes instead of four, which have altered angles (65°/125°/25°/160° → 48°/335°/220°/140°/130°) and set knockback values (70/70/20/20 → 50/30/30/30/65). This allows them to connect more reliably and reduces the blindspots around Pit.}}
**{{buff|The looping hits deal drastically less hitlag, making them harder to SDI out of.}}
**{{buff|The looping hits have longer hitbox durations (1 frame → 2 frames).}}
**{{buff|The last hit deals more damage (4% → 4.5%).}}
*[[Forward aerial]]:
**{{buff|Forward aerial deals noticeably more damage (1.5% → 2.5% (hits 1-2), 4% → 6% (hit 3); 7% → 11% (total)), with knockback scaling not fully compensated on the last hit (180 → 148), allowing it to KO slightly earlier.}}
**{{buff|The looping hits have larger hitboxes (1.5u → 2.3u).}}
*[[Back aerial]]:
**{{buff|Back aerial's sweetspot launches at a lower angle (46° → 43°) and has increased knockback scaling (96 → 105), improving its KO potential.}}
**{{buff|Due to its significantly reduced landing lag, the sourspot is a much more reliable combo starter.}}
**{{buff|It has slightly larger hitboxes (3.4u (sweetspot)/3.2u (sourspot) → 3.7u/3.5u).}}
*[[Up aerial]]:
**{{buff|Up aerial's linking hits deal less damage (2% → 1.5%), but the last hit deals substantially more damage (2% → 5%), increasing its total output (10% → 11%).}}
**{{buff|The last hit has different knockback values (5 base/270 scaling → 50/130), which compensate for its KO ability at higher percents, but increase its knockback at lower percents, improving its [[juggling]] ability.}}
*[[Down aerial]]:
**{{buff|Down aerial's [[meteor smash]] sweetspot is larger (3u → 4u), making it easier to edgeguard with it.}}
**{{buff|The clean hit's sourspot has more knockback scaling (80 → 100), while its sweetspot has more base knockback against aerial opponents (0 → 10), improving its KO potential.}}
**{{buff|The removal of [[tech]]ing for grounded [[meteor smash]]es improves down aerial's combo potential onstage at high percents, compounded further by its reduced landing lag.}}


While update 7.0.0 enlarged Pit's shield as part of a near-universal buff, update 8.0.0 improved his moveset in a few noticeable ways. Down tilt launches at a higher angle and deals less knockback, both of which improve its combo potential to the point that it can be followed with aerials even up to high percentages. Up aerial became a much more useful juggling option, thanks to its lowered start-up and ending lag, higher launching angle, and its last hit's much higher knockback. Altogether, these changes also grant Pit new combos that were virtually impossible to perform before the update, such as down tilt into up aerial as a KO confirm. In addition, Pit's KO potential was improved slightly: up smash's final hit gained more knockback, while down smash's first hit had its angle lowered. Lastly, [[Guardian Orbitars]] have less ending lag, which makes them safer and less situational.
===Throws and other attacks===
*{{nerf|All [[grab]]s have increased ending lag (FAF 30 → 35 (standing), 37 → 43 (dash), 35 → 38 (pivot)).}}
*{{nerf|Dash and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).}}
*[[Pummel]]:
**{{nerf|Pummel deals less damage (2% → 1.3%).}}
**{{change|It deals more hitlag (4 frames → 14), but has less startup (frame 2 → 1) and much less ending lag (FAF 16 → 7).}}
*[[Back throw]]:
**{{nerf|Back throw releases the opponent slower (frame 24 → 29), making it easier to [[DI]].}}
***{{buff|However, its total duration remains unchanged, decreasing its ending lag as a result. This improves its combo ability.}}
**{{buff|Back throw's speed is no longer weight-dependent. This gives it far more combo ability on heavyweights, while still being increased on lightweights due to its lower ending lag.}}
*[[Up throw]]:
**{{nerf|Up throw has more ending lag (FAF 33 → 38).}}
*[[Down throw]]:
**{{buff|Down throw has increased combo potential due to Pit's faster jumpsquat and jump speed.}}
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 9%).}}


Overall, Pit fares better than he did at the launch of ''Ultimate'', thanks to his buffs alleviating his mediocre KO potential, improving his already respectable combo and edgeguarding potential, and slightly improving his defense.
===Special moves===
*[[Palutena Bow]]:
**{{buff|Palutena Bow has less startup (frame 20 (grounded)/22 (aerial) → 16), and drastically less ending lag on the ground (FAF 59 → 47), improving its camping ability.}}
**{{nerf|It has received negative [[shield damage]] (0 → -1.6).}}
**{{change|Firing a fully charged arrow causes the screen to shake.}}
*[[Upperdash Arm]]:
**{{buff|Grounded and aerial Upperdash Arm have less ending lag if missed (FAF 83 (grounded)/121 (aerial) → 80/105). The aerial version also has less ending lag upon activation (FAF 58 → 52).}}
**{{buff|Upperdash Arm has increased knockback scaling (60 → 72), improving its KO ability.}}
**{{nerf|The aerial version has a shorter hitbox duration upon activation (frames 2-5 → 2-3).}}
**{{change|The charging voice clip has swapped places with one of the attacking voice clips from ''Smash 4''. Additionally, Pit no longer consistently vocalizes when summoning the Upperdash Arm and only vocalizes during the attack if he's silent when summoning it.}}
*[[Power of Flight]]:
**{{buff|Power of Flight can [[edge sweetspot|sweetspot edges]] from behind.}}
**{{change|Power of Flight now flies in a slight arc, moving outwards slightly before pulling back inwards again. The overall finishing location appears unchanged, however.}}
**{{nerf|It takes longer for Pit to move after he begins to fall, leaving him more vulnerable to attacks.}}
*[[Guardian Orbitars]]:
**{{buff|Guardian Orbitars has less startup (frame 9 → 7), and much less ending lag if not extended (FAF 64 → 50), making it more reliable for reflecting projectiles.}}
**{{buff|The Guardian Orbitars can be held for a longer amount of time (80 frames → 100).}}
***{{nerf|However, they gradually shrink the longer they are held out.}}
**{{nerf|They have less [[HP]] against physical attacks (18 → 15).}}
*[[Final Smash]]:
**{{change|Instead of the [[Three Sacred Treasures]], Pit's Final Smash is the [[Lightning Chariot]]. It involves him going offscreen, aiming at opponents, and charging towards them atop the Lightning Chariot, akin to the [[Dragoon]].}}
**{{buff|Lightning Chariot provides Pit with a single, powerful blow that deals very high knockback, KOing opponents at around 15% from center stage, and can hit opponents much more effectively due to being fully controllable.}}
**{{nerf|Lightning Chariot affects a smaller area, and its damage potential is significantly lower.}}
 
==Update History==
Pit has been buffed in game updates.
Patch 3.1.0 buffed up smash making it connect better and patch 4.0.0 improved his frame data for up tilt, jab, reduced back aerial's landing lag and down smash's front hit has a stronger sweetspot.  


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
{{UpdateList (SSBU)/2.0.0|char=Pit}}
*{{buff|Lightning Chariot will launch crouching opponents the same as standing opponents.}}


'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
{{UpdateList (SSBU)/3.0.0|char=Pit}}
*{{nerf|Palutena Bow has received negative [[shield damage]] (0 → -1.6).}}


'''{{GameIcon|ssbu}} 3.0.1'''
'''{{GameIcon|ssbu}} 3.0.1'''
{{UpdateList (SSBU)/3.0.1|char=Pit}}
*{{bugfix|A bug where aiming the [[Lightning Chariot]] beyond the blast zones on certain stages would cause the game to close has been fixed.}}


'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
{{UpdateList (SSBU)/3.1.0|char=Pit}}
*{{buff|Up smash's late first hit launches aerial opponents at a more inward angle (110° → 123°), allowing it to connect more reliably.}}


'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
{{UpdateList (SSBU)/4.0.0|char=Pit}}
*{{buff|Neutral attack 1 has slightly less startup lag (frame 5 → 4) with its total duration reduced as well (FAF 27 → 26).}}
 
*{{buff|Up tilt has less ending lag (FAF 35 → 33).}}
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
*{{buff|Back aerial has less landing lag (11 frames → 8).}}
{{UpdateList (SSBU)/7.0.0|char=Pit}}
*{{buff|Down smash's first hit deals more knockback on the sweetspot (35 base/93 scaling → 40/98), improving its KO potential.}}
 
*{{buff|Down aerial's meteor smash has more base knockback against airborne opponents (0 → 10).}}
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
*{{bugfix|Fixed an issue in Mega Special Smash that resulted Power of Flight to be used in tight spaces indefinitely, resulting Pit to be stuck in his up special.}}
{{UpdateList (SSBU)/8.0.0|char=Pit}}


==Moveset==
==Moveset==
*Pit can perform [[Double jump#Multiple double jumps|3 double jumps]].
* Pit can perform three [[midair jump]]s.
''For a gallery of Pit's hitboxes, see [[Pit (SSBU)/Hitboxes|here]].''
 
{{MovesetTable
{{MovesetTable
|game=SSBU
|game=SSBU
|neutralcount=3
|neutralcount=3
|neutralinf=y
|neutralinf=y
|neutralname=Forehand Slice ({{ja|フォアハンドスライス|Foahando Suraisu}}) / Backhand Slice ({{ja|バックハンドスライス|Bakkuhando Suraisu}}) / Upper Swing ({{ja|アッパースイング|Appā Suingu}}) / Cutter Rush ({{ja|カッターラッシュ|Kattā Rasshu}}) / Cutter Finish ({{ja|カッターフィニッシュ|Kattā Finisshu}})
|neutralname= 
|neutral1dmg=2%
|neutral1dmg=2%
|neutral2dmg=2%
|neutral2dmg=2%
|neutral3dmg=4%
|neutral3dmg=4%
|neutralinfdmg=0.5% (loop), 2% (last)
|neutralinfdmg=0.5% (loop), 2% (last)
|neutraldesc=A reverse gripped downward slash, followed by a reverse gripped inward slash, then by an upward slash. When [[button mash]]ed, Pit will instead follow up the second slash with a flurry of slashes using both blades, which concludes with a lunging outward slash. In comparison to Pit's neutral infinite in ''SSB4'', his neutral infinite in ''Ultimate'' is a drastically more useful damage racking option, thanks to its much better hitbox consistency outweighing its slightly lower damage output.
|neutraldesc=A reverse gripped downward slash, followed by a reverse gripped inward slash, then by an upward slash. If [[button mash]]ed, Pit will instead follow up the second slash with a flurry of slashes using both blades, which concludes with a lunging outward slash.
|ftiltname=Cross Chop ({{ja|クロスチョップ|Kurosu Choppu}})
|ftiltname= 
|ftiltdmg=7% (base), 10% (tip)
|ftiltdmg=7% (base), 10% (tip)
|ftiltdesc=Arcs his body forward to perform a scissoring slash with both blades. It has a sweetspot at the tip of the blades. It is decent for spacing and, when sweetspotted, possesses above-average power for a tilt attack; its sweetspot KOs middleweights at ≈150% from the center of {{SSBU|Final Destination}}. Due to it hitting on frame 10, however, it is Pit's slowest tilt attack, and its base hitboxes KO significantly later due to their lower damage output. Overall, it is one of Pit's most situational attacks.
|ftiltdesc=Arcs his body forward to perform a scissoring slash. It is decent for spacing and possesses above average power for a tilt attack, with its sweetspot KOing middleweights at around 150% from the center of {{SSBU|Final Destination}}. Due to it hitting on frame 10, however, it is Pit's slowest tilt attack, and its base hitboxes KO significantly later due to their lower damage output. Overall, it is one of Pit's most situational attacks.
|utiltname=Anti-Air Kick ({{ja|アンチエアキック|Anchi Ea Kikku}})
|utiltname=Anti-air Attack
|utiltdmg=4% (hit 1), 5% (hit 2)
|utiltdmg=4% (hit 1), 5% (hit 2)
|utiltdesc=A stretch kick followed by a high-level roundhouse kick. Unlike in ''SSB4'', where its short range and high ending lag made it nearly useless outside of dealing damage, its much more favorable ending lag and knockback in ''Ultimate'' allow it to set up juggles reliably, as well as combo into neutral aerial at low percentages and into up aerial at low to medium percentages. The animation is similiar to a part of his melee combo when he uses Claws in ''Kid Icarus: Uprising''.
|utiltdesc=Two alternate lunging kicks upward. Compared to ''Smash 4'', where it was nearly useless due to its short range, high ending lag and lack of combo or KO potential, its much more favorable ending lag and knockback in ''Ultimate'' allow it to combo reliably into a neutral aerial or up aerial, even up to high percents.
|dtiltname=Leg Cutter ({{ja|レッグカッター|Reggu Kattā}})
|dtiltname= 
|dtiltdmg=6%
|dtiltdmg=6%
|dtiltdesc=A kneeling outward slash. Its minimal startup and ending lag make it Pit's best grounded spacing option. In comparison to its appearance in ''SSB4'', it is a much more useful combo starter, thanks to its higher launching angle and lower ending lag. Follow-ups include dashing up smash at low percentages, as well as neutral, forward and up aerials at low to medium percentages. At high percentages, down tilt's up aerial combo can function as a KO confirm.
|dtiltdesc=A kneeling outward slash. Its minimal startup and low ending lag make it Pit's best grounded spacing option, and it launches at a vertical angle, allowing it to combo into a dashing up smash at low percents, and a neutral, forward or up aerial from low to mid percents.
|dashname=Dash Slice ({{ja|ダッシュスライス|Dasshu Suraisu}})
|dashname= 
|dashdmg=11%
|dashdmg=11%
|dashdesc=A spinning inward slash. Its fast startup, long range and respectable damage output make it excellent for punishing landings. Unlike in ''SSB4'', it can also function as a situational KO option (starting at ≈160%), thanks to its much higher knockback scaling. However, like other dash attacks, its moderate ending lag makes it punishable on shield.
|dashdesc=A spinning inward slash. Its fast startup, long range and respectable damage output make it excellent for punishing landings, while it also possesses enough knockback to KO at high percents, starting at around 160%. However, like other dash attacks, its moderate ending lag makes it punishable on shield.
|fsmashname=Dual Attack ({{ja|デュアルアタック|Duaru Atakku}})
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|10}} (hit 2)
|fsmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|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 {{s|icaruspedia|Palutena Bow}}. Its first hit has low set knockback to connect reliably into its second hit. Due to it coming out on frame 10, it is also one of the fastest forward smashes in the game. The second hit can KO middleweights at ≈120% from the center of Final Destination. It resembles the melee combo in ''Kid Icarus Uprising'' while using a Bow.
|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 {{s|icaruspedia|Palutena Bow}}. Its first hit has low set knockback to connect reliably into its second hit. Due to hitting on frame 10, it is also one of the fastest forward smashes in the game. The second hit can KO middleweights at around 120% from the center of Final Destination.
|usmashname=Angel Spin ({{ja|エンジェルスピン|Enjeru Supin}})
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSBU|3}} (hit 1), {{ChargedSmashDmgSSBU|2}} (hit 2), {{ChargedSmashDmgSSBU|8}} (hit 3)
|usmashdmg={{ChargedSmashDmgSSBU|3}} (hit 1), {{ChargedSmashDmgSSBU|2}} (hit 2), {{ChargedSmashDmgSSBU|8}} (hit 3)
|usmashdesc=Jumps to perform a trio of upward arcing slashes. It hits on frame 6, making it one of the fastest smash attacks overall. It is also a useful anti-air attack due to its long vertical range and [[disjointed hitbox]]es. However, it conversely possesses short horizontal range, resulting in it hitting grounded opponents only if they are at point-blank range in front of Pit, and its 43 frames of ending lag make it very punishable when missed. Although update 3.1.0 improved the consistency of its linking hits, it is still possible (albeit rare) for the opponent to inadvertently escape the attack after its first hit.
|usmashdesc=Jumps to perform three upward slashes. It hits on frame 6, making it one of the fastest smash attacks overall. It is also a useful anti-air attack due to its long vertical range and [[disjointed hitbox]]es. However, it conversely possesses short horizontal range, resulting in it hitting grounded opponents only if they are at point-blank range in front of Pit.
|dsmashname=Low Attack Combination ({{ja|ローアタックコンビネーション|Rō Atakku Konbinēshon}})
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (base), {{ChargedSmashDmgSSBU|10}} (tip)
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (base), {{ChargedSmashDmgSSBU|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. Like Pit's other smash attacks, it is among the fastest of its kind, thanks to it coming out on frame 5. 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.
|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. Like Pit's other smash attacks, it is among the fastest of its kind, hitting on frame 5. 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.
|nairname=Spinning Cycle ({{ja|スピニングサイクル|Supiningu Saikuru}})
|nairname= 
|nairdmg={{ShortHopDmgSSBU|0.7}} (hits 1-7), {{ShortHopDmgSSBU|4.5}} (hit 8)
|nairdmg={{ShortHopDmgSSBU|0.7}} (hits 1-7), {{ShortHopDmgSSBU|4.5}} (hit 8)
|nairdesc=While facing the screen, Pit twirls the Palutena Bow in front of himself to perform a buzzsaw-like series of slashes. It hits multiple times, with its last hit having high knockback scaling. Due to it coming out on frame 4, its startup is by far the fastest out of Pit's aerials. It also has long-lasting hitboxes and the ability to [[autocancel]] in a short hop quickly after the hitboxes cease, making it useful for approaching, [[edgeguarding]], and canceling out weak projectiles. It can also combo into a neutral attack when autocanceled from a fast fall. However, it has meager range, with small hitboxes that are placed very close to Pit's body and have poor coverage on the spinning bow; as a result, it is rather ineffective to use while Pit is in a disadvantaged state.
|nairdesc=A buzzsaw-like series of slashes in front of himself. It hits multiple times, with its last hit having high knockback scaling. It has the fastest startup out of Pit's aerials (hitting on frame 4), long lasting hitboxes, and [[autocancel]]s in a short hop quickly after the hitboxes cease, making it useful for approaching, [[edgeguarding]], and canceling out weak projectiles.
|fairname=Front Cycle ({{ja|フロントサイクル|Furonto Saikuru}})
|fairname= 
|fairdmg={{ShortHopDmgSSBU|2.5}} (hits 1-2), {{ShortHopDmgSSBU|6}} (hit 3)
|fairdmg={{ShortHopDmgSSBU|2.5}} (hits 1-2), {{ShortHopDmgSSBU|6}} (hit 3)
|fairdesc=Lunges forward and twirls the Palutena Bow in order to perform a buzzsaw-like series of slashes. It's reminiscent of Pit's melee dash attack with a Bow in ''Kid Icarus: Uprising''. The last hit has high knockback scaling, KOing middleweights at ≈175% from the center of Final Destination, and at ≈130% at the edge, making it useful for edgeguarding at high percentages. Like neutral aerial, it also autocancels quickly in a short hop, but has comparatively longer horizontal range, so it is a safe approach option. However, it has the slowest startup of Pit's entire standard moveset (frame 11) and minimal vertical range. Its horizontal range is also rather unimpressive for a disjointed hitbox, with the first two hits not fully covering the Palutena Bow as it spins; this makes it ineffective to use while Pit is in a disadvantaged state.
|fairdesc=Lunges forward to perform a buzzsaw-like series of slashes that hit up to three times. The last hit has high knockback scaling, KOing middleweights at around 175% from the center of Final Destination, and at around 130% at the edge, making it useful for edgeguarding at high percents. Like neutral aerial, it also autocancels quickly in a short hop, but has comparatively longer horizontal range, so it is a safe approach option. However, it has moderate startup lag and minimal vertical range.
|bairname=Air Stab ({{ja|エアスタッブ|Ea Sutabbu}})
|bairname= 
|bairdmg={{ShortHopDmgSSBU|12}} (tip), {{ShortHopDmgSSBU|8}} (base)
|bairdmg={{ShortHopDmgSSBU|12}} (tip), {{ShortHopDmgSSBU|8}} (base)
|bairdesc=Splits the Palutena Bow in order to perform a double reverse gripped thrust. It has a sourspot at the base of Pit's blades that launches vertically with weak knockback, allowing it to combo into several grounded moves and aerials (including itself) at low to medium percentages on landing. Conversely, the blades' tips possess a sweetspot that launches horizontally with the highest knockback out of Pit's aerials, KOing at ≈135% from center stage, and making it one of Pit's most reliable KO options. However, the sweetspot can be difficult to land due to having lower priority than the sourspot, as well as the move having moderate startup (frame 10).
|bairdesc=A double reverse gripped thrust. It has a sourspot at the base of Pit's blades that launches vertically with weak knockback, allowing it to combo into several grounded moves and aerials (including another back aerial) from low to mid percents on landing. Conversely, the tip of the blades possess a sweetspot that launches horizontally with the highest knockback out of Pit's aerials, KOing at around 135% from center stage, and making it one of Pit's most reliable KO options. However, the sweetspot can be difficult to land due to having lower priority than the sourspot, as well as the move's moderate startup lag.
|uairname=Lightning Rotor ({{ja|ライトニングローター|Raitoningu Rōtā}})
|uairname= 
|uairdmg={{ShortHopDmgSSBU|1.5}} (hits 1-4), {{ShortHopDmgSSBU|5}} (hit 5)
|uairdmg={{ShortHopDmgSSBU|1.5}} (hits 1-4), {{ShortHopDmgSSBU|5}} (hit 5)
|uairdesc=Twirls the Palutena Bow overhead to perform a buzzsaw-like series of slashes. It hits multiple times, with its last hit launching vertically. Combined with the long duration of its hitboxes, this allows it to function as a reliable [[juggling]] tool. With proper timing and spacing, it can also hit characters on the ground upon landing and start combos, much like his back aerial's sweetspot. However, it has a long total duration, which makes it punishable if it is used high up from the ground and fails to hit. As of update 8.0.0, it is a reliable KO option, doing so against most characters at ≈120% in the air.
|uairdesc=An overhead, buzzsaw-like series of slashes. It hits multiple times, with its last hit launching vertically. Combined with the long duration of its hitboxes, this allows it to function as a reliable [[juggling]] tool. With proper timing and spacing, it can also hit characters on the ground upon landing and start combos, much like his back aerial's sweetspot. However, its moderate startup and long total duration make it punishable if used high up from the ground and missed.
|dairname=Under-Arc Slash ({{ja|アンダースラッシュ|Andā Surasshu}}, ''Under Slash'')
|dairname=Under-Arc Slash
|dairdmg={{ShortHopDmgSSBU|10}}
|dairdmg={{ShortHopDmgSSBU|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 long range and ability to autocancel in a short hop allows it to function as an approach option. It also has the fastest total duration out of Pit's aerials, and its non-meteor hitboxes launch opponents vertically, allowing it to combo into other aerials from low to medium percentages. While its meteor smash is relatively weak, its startup is among the fastest (frame 10) and it has rather low ending lag.
|dairdesc=A downward arcing reverse gripped slash. It has a sweetspot on the first hit frame that is a meteor smash, while its fairly long range and ability to autocancel in a short hop allows it to function as an approach option. It also has the fastest total duration out of Pit's aerials, and its non-meteor hitboxes launch opponents vertically, allowing it to combo into other aerials from low to mid percents. While its meteor smash is relatively weak, it is among the fastest, coming out on frame 10.  
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname= 
|grabdesc=Reaches out with his free hand.
|grabdesc=Reaches out with his free hand.
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummelname= 
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A knee strike. Average power and speed.
|pummeldesc=A knee strike. A fairly fast pummel.
|fthrowname=Upper Swing ({{ja|アッパースイング|Appā Suingu}})
|fthrowname= 
|fthrowdmg=6% (hit 1), 4% (throw)
|fthrowdmg=6% (hit 1), 4% (throw)
|fthrowdesc=An upward slash. It is Pit's most powerful throw, KOing middleweights at ≈130% while near the edge. In addition to its KO potential, it is decent at setting up edgeguards, and can even combo into dash attack at low percentages.
|fthrowdesc=Slashes the opponent away. Pit's strongest throw, KOing middleweights at around 130% near edges. Although it is best suited for KOing, it is decent at setting up edgeguards, and even has minimal combo potential, leading into a dash attack at low percents.
|bthrowname=Behind Throw ({{ja|ビハインドスルー|Bihaindo Surū}})
|bthrowname= 
|bthrowdmg=8%
|bthrowdmg=8%
|bthrowdesc=Grabs the opponent by their head, spins around with them in tow, and then slams them onto the ground headfirst. Although it is best suited for setting up edgeguards, it can also combo into a dash attack at low percentages, or act as a set-up into Palutena Bow at medium to high percentages.
|bthrowdesc=Grabs the opponent by their head, spins around with them in tow, and them slams them onto the ground headfirst. Besides setting up edgeguards, it can combo into a dash attack at low percents, or act as a setup into Palutena Bow at mid to high percents.
|uthrowname=Stand Shoot ({{ja|スタンドシュート|Sutando Shūto}})
|uthrowname= 
|uthrowdmg=4% (hit 1), 7% (throw)
|uthrowdmg=4% (hit 1), 7% (throw)
|uthrowdesc=A handstand kick, similar to {{SSBU|Sheik}}'s up throw. It is Pit's most damaging throw, but its throw hitbox's average damage output, base knockback and knockback scaling make it unsuited for combos. While it can be used as a situational KO option, it essentially requires a platform in order to function as such. As a result, its primary utility is dealing damage and initiating aerial pressure by following up with either [[Palutena Bow]]'s arrows or up aerial.
|uthrowdesc=A handstand kick, similar to {{SSBU|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=Bone Divide ({{ja|ボーンディバイド|Bōn Dibaido}})
|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, with follow-ups including dashing up smash at low percentages, neutral, forward, down and [[reverse aerial rush]]ed back aerials at low to medium percentages, and up aerial at low to high percentages.
|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 low percents, and into any of Pit's aerials except down aerial until high percents.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
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|nsname=Palutena Bow
|nsname=Palutena Bow
|nsdmg=3.27% (uncharged), 8.6% (fully charged)
|nsdmg=3.27% (uncharged), 8.6% (fully charged)
|nsdesc=Shoots a whitish sky blue, ethereal arrow from his {{s|icaruspedia|Palutena Bow}}. The arrow can be aimed left, right, or directly upward while charging, and the arrow itself can be curved in any direction while flying, which make it very useful for edgeguarding and [[gimp]]ing.
|nsdesc=Shoots a whitish sky blue, ethereal arrow from his Palutena Bow. The arrow can be aimed left, right, or directly upward while charging, and the arrow itself can be curved in any direction while flying, which make it very useful for edgeguarding and [[gimp]]ing.
|ssname=Upperdash Arm
|ssname=Upperdash Arm
|ssdmg=11% (grounded), 9% (aerial), 1× (reflected projectiles)
|ssdmg=11% (grounded), 9% (aerial), 1× (reflected projectiles)
|ssdesc=Wields the {{s|icaruspedia|Upperdash Arm}} to perform a dashing uppercut. The animation is very similiar to Pit's melee dash attack in ''Kid Icarus: Uprising'' when using an Arm. The grounded version's decent damage output and high base knockback enable it to KOs middleweights at ≈115%, turning it into one of Pit's strongest KO moves. Upperdash Arm also grants super [[armor]] during the dash, and [[reflect]]s projectiles at 50°. However, it is an overall laggy attack, especially if missed; the aerial version in particular has a total duration of 104 frames (≈1.73 seconds), leaving Pit susceptible to [[self-destruct]]ing if it is used below ground-level. The aerial version is also significantly weaker, to the point that it KOs ground-level middleweights beginning at slightly over 150%. Nevertheless, the aerial version can aid Pit's [[recovery]], as it is capable of [[Edge sweet spot|sweetspotting edges]] and can still allow him to get back to the stage if he has enough jumps left.
|ssdesc=Wields the {{s|icaruspedia|Upperdash Arm}} to perform a dashing uppercut. The grounded version's decent damage output and high knockback enable it to KOs middleweights at around 110%, turning it into one of Pit's strongest KO moves. The aerial version deals less damage and knockback, but is still strong enough to KO middleweights at around 150% from ground level. Upperdash Arm also grants super [[armor]] during the dash, and [[reflect]]s projectiles at roughly 45°. However, it is an overall laggy attack, especially if missed; the aerial version in particular has a total duration of 104 frames (roughly 1.73 seconds), leaving Pit prone to [[self-destruct]]s if used below ground level. Nevertheless, the aerial version can aid Pit's [[recovery]], as it is capable of [[Edge sweet spot|sweetspotting edges]] and can still allow him to get back to the stage if he has enough jumps left.
|usname=Power of Flight
|usname=Power of Flight
|usdmg=—
|usdmg=—
|usdesc=Soars through the air by using the {{s|icaruspedia|Power of Flight}}. It covers a significant amount of distance, and the flight's direction can be angled in any way except downward, making it capable of being a purely vertical and nearly horizontal recovery option. It also grants [[intangibility]] on frames 9-19 when used on the ground, and on frames 15-19 when used in the air. Due to its high ending lag and lack of hitboxes, however, it leaves Pit more vulnerable than other recoveries, especially if he does not grab an edge.
|usdesc=Soars through the air by using the {{s|icaruspedia|Power of Flight}}. It covers a significant amount of distance, and the flight's direction can be angled in any way except downward, making it capable of being a purely vertical and nearly horizontal recovery option. It also grants [[intangibility]] on frames 9-19 when used on the ground, and on frames 15-19 when used in the air. Due to its high ending lag and lack of hitboxes, however, it leaves Pit more vulnerable than other recoveries, especially if he does not grab an edge.
|dsname=Guardian Orbitars
|dsname=Guardian Orbitars
|dsdmg=1.5× (reflected projectiles)
|dsdmg=1.5× (reflected projectiles)
Line 193: Line 302:
|fsname=Lightning Chariot
|fsname=Lightning Chariot
|fsdmg=40%
|fsdmg=40%
|fsdesc=Calls for the {{s|icaruspedia|Lightning Chariot}}, then jumps aboard it and flies off-screen. Afterwards, Pit says "Phos! Lux! Let's go!" and a player-controlled reticle will then appear on-screen. If the attack button is pressed, Pit will then command Phos and Lux to ram the Lightning Chariot into any opponents, which deals very high damage and knockback. Overall, the move functions very similarly to the [[Dragoon]].}}
|fsdesc=Calls the {{s|icaruspedia|Lightning Chariot}}, then jumps aboard it and flies offscreen. Afterwards, Pit says "Phos! Lux! Let's go!", and a player-controlled crosshair appears onscreen, much like that of the [[Dragoon]] item; if the attack button is pressed, Pit will then swoop in atop the chariot to strike opponents, dealing very high damage and knockback.}}
===Stats===
 
{{Attributes
| cast=89
| weight=96 | rweight=40-43
| dash=2.09 | rdash=18-24
| run=1.828 | rrun=33-34
| walk=1.259 | rwalk=21-22
| trac=0.135 | rtrac=2-3
| airfric=0.008 | rairfric=57-66
| air=0.935 | rair=73-74
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.065 | raddaccel=40-44
| gravity=0.081 | rgravity=65-67
| fall=1.48 | rfall=62-64
| ff=2.368 | rff=60-62
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=31 | rjumpheight=56-57
| shorthop=14.96 | rshorthop=62-63
| djump= 23.70148302, 19.110125, 15.01259414  | rdjump=62-66
}}
 
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Pit English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Slowly descends onto the stage while surrounded by rays of sparkling light that shine down from the sky.
*Slowly descends onto the stage while surrounded by rays of sparkling light that shine down from the sky.
<gallery>
PitOnScreenAppearanceSSBU.gif|Pit's on-screen appearance
</gallery>


===[[Taunt]]s===
===[[Taunt]]s===
Line 232: Line 311:
*'''Side taunt''': Separates the Palutena Bow and then flourishes its blades before striking a pose while saying "That all you got?" ({{ja|まだまだ!|Mada mada!}}, ''Not just yet!'') It is similar to Pit's animation during the end of {{b|Skyworld|SSE}}'s first cutscene in [[The Subspace Emissary]].
*'''Side taunt''': Separates the Palutena Bow and then flourishes its blades before striking a pose while saying "That all you got?" ({{ja|まだまだ!|Mada mada!}}, ''Not just yet!'') It is similar to Pit's animation during the end of {{b|Skyworld|SSE}}'s first cutscene in [[The Subspace Emissary]].
*'''Down taunt''': Spreads out his arms and wings, during which a few feathers are loosed from his wings. This is the only taunt that does not split his Bow into blades if it was in bow form beforehand.
*'''Down taunt''': Spreads out his arms and wings, during which a few feathers are loosed from his wings. This is the only taunt that does not split his Bow into blades if it was in bow form beforehand.
*'''[[Smash Taunt]]''': Activates [[Palutena's Guidance]]. Kneels down before contacting [[Palutena]], [[Viridi]], [[Dark Pit]] (when fighting against him, {{SSBU|Wolf}} or the {{SSBU|Ice Climbers}}) and even [[Alucard]] (when fighting against {{SSBU|Richter}}). Pit then receives information on one of his opponents; this applies to every character in the game, including himself, and additional conversations for the [[Koopalings]] and the male {{SSBU|Wii Fit Trainer}}. Aside from {{SSBU|Piranha Plant}}, all [[downloadable content (SSBU)|downloadable]] characters share a generic "placeholder" conversation. Palutena's Guidance can only be used on [[Palutena's Temple]], and is performed by rapidly pressing the button which activates Pit's down [[taunt]]. Pit will hold a pose for a few seconds prior to the conversation starting. Paluena's Guidance can only be done once per match, and if Pit gets hit while holding his pose before the conversation starts, it will be canceled. If Pit is KOed, the conversation will end. Lastly, if there is more than one opponent on-screen when the conversation begins, one of the opponents will be randomly chosen to be discussed.
*'''[[Smash Taunt]]''': Activates [[Palutena's Guidance]]. Kneels down before contacting [[Palutena]], [[Viridi]], [[Dark Pit]] (when fighting against him, {{SSBU|Wolf}} or the {{SSBU|Ice Climbers}}) and even [[Alucard]] (when fighting against {{SSBU|Richter}}). Pit then receives information on one of his opponents; this applies to every character in the game, including himself, with altered conversations for the [[Koopalings]] and the male {{SSBU|Wii Fit Trainer}}. There is a specific conversation reserved solely for the [[downloadable content (SSBU)|downloadable]] characters that are available as part of the Fighters Pass (currently only {{SSBU|Joker}}). Palutena's Guidance can only be used on [[Palutena's Temple]], and is performed by rapidly pressing the button which activates Pit's down [[taunt]]. Pit will hold a pose for a few seconds prior to the conversation starting. Paluena's Guidance can only be done once per match, and if Pit gets hit while holding his pose before the conversation starts, it will be canceled. If Pit is KOed, the conversation will end. Lastly, if there is more than one opponent on-screen when the conversation begins, one of the opponents will be randomly chosen to be discussed.
<gallery>
<gallery>
SSBUPitTaunt1.gif|Pit's up taunt.
SSBUPitTaunt1.gif|Pit's up taunt.
Line 243: Line 322:
*Taps the tips of his buskins on the ground and then impatiently hops in place.
*Taps the tips of his buskins on the ground and then impatiently hops in place.
<gallery>
<gallery>
SSBUPitIdle1.gif|Pit's first idle pose.
SSBUPitIdle1.gif|Pit's first idle pose
SSBUPitIdle2.gif|Pit's second idle pose.
SSBUPitIdle2.gif|Pit's second idle pose
</gallery>
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Pit Cheer English SSBU.ogg|center]]||[[File:Pit Cheer Japanese SSBU.ogg|center]]||[[File:Pit Cheer Italian SSBU.ogg|center]]||[[File:Pit Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Pit Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Pit Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Pit! Pit! This is it! || Pit - kun! || Pi - it! Pi - it! || Pit Pit Pit! *claps 3 times* || Pit! *clap*
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Pit Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Pit Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Pit Cheer Spanish PAL SSBU.ogg|center]]||[[File:Pit Cheer Russian SSBU.ogg|center]]||[[File:Pit Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Pit! *clap* || || Pit! Pit! Pit! || Pi - teu!
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
Line 288: Line 330:
*'''Up:''' Pit jumps up with his fist raised. After landing, he briefly faces away from the screen, and turns back around. He then strikes the V sign and says "Victory!" ("{{ja|ピース!|Pīsu!}}", ''Peace!''). Based on the ending of ''Kid Icarus: Uprising''.
*'''Up:''' Pit jumps up with his fist raised. After landing, he briefly faces away from the screen, and turns back around. He then strikes the V sign and says "Victory!" ("{{ja|ピース!|Pīsu!}}", ''Peace!''). Based on the ending of ''Kid Icarus: Uprising''.
*'''Right:''' Spins his bow in his right hand, then stops with the bow held out in front of him (similar to his ''Brawl'' pose) and says "That was easy!" or "What's up now?!"  ("{{ja|楽勝楽勝|Rakushō rakushō!}}", ''Easy peasy!'' or "{{ja|任務完了!|Ninmu kanryō!}}", ''Mission complete!'').
*'''Right:''' Spins his bow in his right hand, then stops with the bow held out in front of him (similar to his ''Brawl'' pose) and says "That was easy!" or "What's up now?!"  ("{{ja|楽勝楽勝|Rakushō rakushō!}}", ''Easy peasy!'' or "{{ja|任務完了!|Ninmu kanryō!}}", ''Mission complete!'').
[[File:PitTheme.ogg|thumb|A flourished remix of a small excerpt of the title screen theme of ''Kid Icarus'' with an original ending.]]
[[File:PitTheme.ogg|thumb|A flourished remix of a small excerpt of the title screen theme of ''Kid Icarus'', with an original ending.]]
<gallery>
<gallery>
PitVictoryPose1SSBU.gif
PitVictoryPose1SSBU.gif
Line 295: Line 337:
</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
{{Pit and Dark Pit in competitive play (SSBU)}}
 
===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.-->
 
*{{Sm|Chompy|United States}} - Placed 25th at {{Trn|Midwest Mayhem Ultimate}} and 33rd {{Trn|The Kid, the Goat, and the Mang0}}.
*{{Sm|KiraFlax|United States}} - Placed 25th at {{Trn|SoCal Chronicles}} and {{Trn|Ultimate Nimbus}}. Has a win over {{Sm|SweetT}}.
*{{Sm|Kuro|Japan}} - Placed 3rd at {{Trn|Umebura SP}} and 13th at {{Trn|Umebura SP 2}}. Has wins over {{Sm|Nietono}}, {{Sm|Eim}}, and {{Sm|RAIN}}.
*{{Sm|Lucky|Germany|p=Germany}} - One of the best Pit players in Europe. Placed 7th at {{Trn|DoKomi 2019}} and {{Trn|Calyptus Cup X: Purple Age}}, as well as 25th at {{Trn|ICARUS V}} and {{Trn|Albion 4}}.


=={{SSBU|Classic Mode}}: Fighting for the Goddess!==
=={{SSBU|Classic Mode}}: Fighting for the Goddess!==
[[File:SSBU Congratulations Pit.png|thumb|Pit's congratulations screen.]]
[[File:SSBU Congratulations Pit.png|thumb|Pit's congratulations screen.]]
Pit's opponents reference various enemies that he faces in ''{{iw|icaruspedia|Kid Icarus: Uprising}}''. Additionally, the order of the stages is a reference to Pit's journey in the [[icaruspedia:Kid Icarus (game)|original ''Kid Icarus'']], in which he has to escape the {{iw|icaruspedia|Underworld}} and traverse the {{iw|icaruspedia|Overworld}} in order to return to {{iw|icaruspedia|Skyworld}}. This theme is further reinforced by each Round playing a song from the {{uv|Kid Icarus}} series (regardless of what universe the stage originates from). While playing solo, [[Dark Pit]] also appears as a CPU ally in Round 6 and the Final Round, in reference to his and Pit's sporadic alliances in ''Uprising''.
Pit's opponents are similar to the enemies he faces in ''Kid Icarus Uprising''.


{|class="wikitable" style="text-align:center"
{|class="wikitable sortable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1|||{{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Brinstar]]||''{{SSBUMusicLink|Kid Icarus|Underworld}}''||References {{s|icaruspedia|Dark Lord Gaol}}.
|1|||{{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px}}||[[Brinstar (SSBM)|Brinstar]]||''{{SSBUMusicLink|Kid Icarus|Underworld}}''||
|-
|-
|2||{{CharHead|Bowser|SSBU|hsize=20px}} and {{CharHead|Bowser Jr.|SSBU|hsize=20px}}||[[Find Mii]] ([[Ω form]])||''{{SSBUMusicLink|Kid Icarus|Boss Fight 1 - Kid Icarus: Uprising}}''||References a {{s|icaruspedia|Reaper}} and a {{s|icaruspedia|Reapette}}.
|2||{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px}} and {{SSBU|Bowser Jr.}} {{Head|Bowser Jr.|g=SSBU|s=20px}}||[[Find Mii]] ([[Ω form]])||''{{SSBUMusicLink|Kid Icarus|Boss Fight 1 - Kid Icarus: Uprising}}''||
|-
|-
|3||{{CharHead|Ganondorf|SSBU|hsize=20px}}||[[Gerudo Valley]]||''{{SSBUMusicLink|Kid Icarus|Magnus's Theme}}''||References [[Magnus]].
|3||{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px}}||[[Gerudo Valley]]||''{{SSBUMusicLink|Kid Icarus|Magnus's Theme}}''||
|-
|-
|4||{{CharHead|Dark Pit|SSBU|hsize=20px}}||[[Reset Bomb Forest]]||''{{SSBUMusicLink|Kid Icarus|Dark Pit's Theme}}''||References Pit's battles with [[Dark Pit]].
|4||{{SSBU|Dark Pit}} {{Head|Dark Pit|g=SSBU|s=20px}}||[[Reset Bomb Forest]]||''{{SSBUMusicLink|Kid Icarus|Dark Pit's Theme}}''||
|-
|-
|5||{{CharHead|Bayonetta|SSBU|hsize=20px}}||[[Umbra Clock Tower]]||''{{SSBUMusicLink|Kid Icarus|Hades's Infernal Theme}}''||References {{s|icaruspedia|Medusa}}.
|5||{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px}}||[[Umbra Clock Tower]]||''{{SSBUMusicLink|Kid Icarus|Hades's Infernal Theme}}''||
|-
|-
|6||{{CharHead|Palutena|SSBU|hsize=20px}}||[[Palutena's Temple]] ([[Battlefield form]])||''{{SSBUMusicLink|Kid Icarus|Destroyed Skyworld}}''||References [[Palutena]] while she was controlled by the {{s|icaruspedia|Chaos Kin}}. {{Head|Dark Pit|g=SSBU|s=20px}} Dark Pit is a CPU ally when playing solo.
|6||{{SSBU|Palutena}} {{Head|Palutena|g=SSBU|s=20px}}||[[Palutena's Temple]] ([[Battlefield form]])||''{{SSBUMusicLink|Kid Icarus|Destroyed Skyworld}}''||Dark Pit {{Head|Dark Pit|g=SSBU|s=20px}} is a CPU ally when playing solo.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
|-
|-
|Final||{{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}''||References Hades during the final battle in ''Uprising''. {{Head|Dark Pit|g=SSBU|s=20px}} Dark Pit is a CPU ally when playing solo.
|Final||{{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}''||Dark Pit {{Head|Dark Pit|g=SSBU|s=20px}} is a CPU ally when playing solo.
|}
|}


Line 329: Line 379:
Pit was among the fighters that were summoned to fight the army of [[Master Hand]]s.
Pit was among the fighters that were summoned to fight the army of [[Master Hand]]s.


Pit tried to rally the other fighters to fight the army of Master Hands; he felt confident that the fighters would win the exchange against the Master Hands. Pit was present on the cliffside when [[Galeem]] unleashed his beams of light. He was flying alongside {{SSBU|Dark Pit}} to escape the beams, but after {{SSBU|Palutena}} was vaporized, they lost their [[Power of Flight]] and fell victim to the beams as well. They were both placed under Galeem's imprisonment along with the rest of the fighters, excluding {{SSBU|Kirby}}.
Pit tried to rally the other fighters to fight the army of Master Hands; he felt confident that the fighters would win the exchange against the Master Hands. Pit was present when [[Galeem]] unleashed his beams of light. He was flying alongside {{SSBU|Dark Pit}} to escape the beams, but after {{SSBU|Palutena}} was vaporized, they lost their [[Power of Flight]] and fell victim to the beams as well. They were both placed under Galeem's imprisonment along with the rest of the fighters, excluding {{SSBU|Kirby}}.


He appears in the [[Temple of Light]] sub-area at the very end. Defeating him allows access to a bridge that was previously blocked by being engulfed in light, making him one of the few characters who must be unlocked to complete the mode.
He appears in the [[Temple of Light]] sub-area at the very end. Defeating him allows access to a bridge that was previously blocked by being engulfed in light.


He is later seen alongside several other fighters as they make their final stand against Galeem and [[Dharkon]].
He is later seen alongside several other fighters, as they make their final stand against Galeem and [[Dharkon]].
{{clrl}}
{{clrl}}


===Fighter Battle===
===Fighter Battle===
{|class="wikitable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
|-
!style="width:5%;"|No.
! style="width:5%;"|No.
!style="width:5%;"|Image
! style="width:5%;"|Image
!Name
! Name
!Type
! Type
!Power
! Power
!Stage
! Stage
!Music
! Music
|-
|-
|28
| 28
|[[File:Pit SSBU.png|center|108x108px]]
| [[File:Pit SSBU.png|center|108x108px]]
|Pit
| {{SSBU|Pit}}
|{{SpiritType|Shield}} <center>{{color|#18aef5|Shield}}</center>
| {{color|#18aef5|Shield}}
|3,300
| 3,300
|[[Skyworld]] ([[Ω form]])
| [[Skyworld]] ([[Ω form]])
|''{{SSBUMusicLink|Kid Icarus|Underworld}}''
| ''{{SSBUMusicLink|Kid Icarus|Underworld}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]s==
==[[Spirit]]s==
Pit's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Pit has been unlocked. Unlocking Pit in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.
Pit's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Pit in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''.


Additionally, Pit makes an appearance in a few primary spirits.
Additionally, Pit makes an appearance in a few Primary Spirits.


<center>
<center>
<gallery>
<gallery>
SSBU spirit Pit.png|703. '''''Pit'''''
Pit Spirit.png|703. '''''Pit'''''
SSBU spirit Pit (Original).png|706. Pit (Original)
Pit Original Spirit.png|706. Pit (Original)
SSBU spirit Three Sacred Treasures.png|708. Three Sacred Treasures
Three Sacred Treasures Spirit.png|708. Three Sacred Treasures
</gallery>
</gallery>
</center>
</center>


==In Spirit Battles==
==In Spirit battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
! colapan=1|Inspiration
|-
|-
! style="width:5%;"|No.
! style="width:5%;"|No.
Line 388: Line 438:
! Conditions
! Conditions
! Music
! Music
! Character
|-
|-
|363
|363
|{{SpiritTableName|Bronto Burt|link=y|size=64}}
|[[File:Bronto Burt Spirit.png|center|64x64px]]
|''Kirby'' Series
|{{anchor|Bronto Burt}}[[Bronto Burt]]
|•{{SSBU|Pit}} Team {{Head|Pit|g=SSBU|s=20px|cl=Pink}}×4
|''Kirby series''
|{{SpiritType|Attack}}
|•{{SSBU|Pit}} Team {{Head|Pit|g=SSBU|s=20px|cl=Pink}} (x4)
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|1,800
|1,800
|{{SSB|Dream Land}}
|{{SSB|Dream Land}}
|N/A
|N/A
|•The enemy favors side specials in the air
|•The enemy favors side specials in the air
|{{SSBUMusicLink|Kirby|Kirby Retro Medley}} (Green Greens)
|{{SSBUMusicLink|Kirby|Kirby Retro Medley}}
|
|-
|-
|425
|425
|{{SpiritTableName|Pidgey|size=64}}
|[[File:Pidgey Spirit.png|center|64x64px]]
|''Pokémon'' Series
|{{anchor|Pidgey}}Pidgey
|''Pokémon series''
|•Tiny {{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px|cl=Yellow}}
|•Tiny {{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|2,100
|2,100
|[[Saffron City]] ([[Battlefield form]])
|[[Saffron City]] ([[Battlefield form]])
Line 412: Line 462:
|•Dangerously high winds are in effect<br>•The enemy loves to jump
|•Dangerously high winds are in effect<br>•The enemy loves to jump
|{{SSBUMusicLink|Pokémon|Road to Viridian City - Pokémon Red / Pokémon Blue}}
|{{SSBUMusicLink|Pokémon|Road to Viridian City - Pokémon Red / Pokémon Blue}}
|
|-
|-
|680
|680
|{{SpiritTableName|Takumi|iw=fireemblem|size=64}}
|[[File:Takumi.png|center|64x64px]]
|''Fire Emblem'' Series
|{{s|fireemblem|Takumi}}
|•{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px|cl=Blue}}×2
|''Fire Emblem series''
|{{SpiritType|Grab}}
|•{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px|cl=Blue}} (×2)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|9,100
|9,100
|[[Mushroomy Kingdom]] ([[Battlefield form]])
|[[Mushroomy Kingdom]] ([[Battlefield form]])
Line 424: Line 474:
|•Dangerously high winds are in effect<br>•The enemy's neutral special has increased power<br>•The enemy favors neutral specials
|•Dangerously high winds are in effect<br>•The enemy's neutral special has increased power<br>•The enemy favors neutral specials
|{{SSBUMusicLink|Fire Emblem|Lost in Thoughts All Alone (Remix)}}
|{{SSBUMusicLink|Fire Emblem|Lost in Thoughts All Alone (Remix)}}
|
|-
|-
|707
|707
|{{SpiritTableName|Centurion|link=y|size=64}}
|{{anchor|Centurion}}[[File:Centurion.png|center|64x64px]]
|''Kid Icarus'' Series
|Centurion
|•Tiny {{SSBU|Pit}} Team {{Head|Pit|g=SSBU|s=20px|cl=Yellow}}×8
|''Kid Icarus series''
|{{SpiritType|Attack}}
|•Tiny {{SSBU|Pit}} Team {{Head|Pit|g=SSBU|s=20px|cl=Yellow}} (×8)
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|1,700
|1,700
|[[Skyworld]]
|[[Skyworld]]
Line 436: Line 486:
|•The enemy favors neutral specials in the air<br>•Defeat an army of fighters
|•The enemy favors neutral specials in the air<br>•Defeat an army of fighters
|{{SSBUMusicLink|Kid Icarus|Underworld}}
|{{SSBUMusicLink|Kid Icarus|Underworld}}
|
|-
|-
|708
|708
|{{SpiritTableName|Three Sacred Treasures|link=y|size=64}}
|[[File:Three Sacred Treasures Spirit.png|center|64x64px]]
|''Kid Icarus'' Series
|[[Three Sacred Treasures]]
|''Kid Icarus series''
|•Reflect {{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px|cl=Yellow}}
|•Reflect {{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|9,600
|9,600
|[[Palutena's Temple]] ([[Battlefield form]])
|[[Palutena's Temple]] ([[Battlefield form]])
Line 448: Line 498:
|•The enemy reflects projectiles<br>•The enemy's special moves have increased power
|•The enemy reflects projectiles<br>•The enemy's special moves have increased power
|{{SSBUMusicLink|Kid Icarus|In the Space-Pirate Ship}}
|{{SSBUMusicLink|Kid Icarus|In the Space-Pirate Ship}}
|Pit
|-
|-
|817
|817
|{{SpiritTableName|Swooping Snitchbug|iw=pikipedia|size=64}}
|[[File:Swooping Snitchbug Spirit.PNG|center|64x64px]]
|''Pikmin'' Series
|{{anchor|Swooping Snitchbug}}{{s|pikipedia|Swooping Snitchbug}}
|•{{SSBU|Pit}} Team {{Head|Pit|g=SSBU|s=20px|cl=Green}}×4
|''Pikmin series''
|{{SpiritType|Grab}}
|•{{SSBU|Pit}} Team {{Head|Pit|g=SSBU|s=20px|cl=Green}} (×4)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|1,900
|1,900
|[[Distant Planet]] (hazards off)
|[[Distant Planet]]
|•Item: [[Boss Galaga]]
|•Item: [[Boss Galaga]]
|•The enemy is easily distracted by items
|•The enemy is easily distracted by items
|{{SSBUMusicLink|Pikmin|Main Theme - Pikmin (Original)}}
|{{SSBUMusicLink|Pikmin|Main Theme - Pikmin (Original)}}
|
|-
|-
|840
|840
|{{SpiritTableName|Phyllis & Pelly|size=64}}
|[[File:Phyllis & Pelly Spirit.png|center|64x64px]]
|''Animal Crossing'' Series
|Phyllis & Pelly
|''Animal Crossing series''
|•{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Dark Pit}} {{Head|Dark Pit|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Dark Pit}} {{Head|Dark Pit|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|3,600
|3,600
|[[Town and City]]
|[[Town and City]]
|•Item Tidal Wave<br>•Uncontrollable Speed
|•Item: [[Tidal Wave]]<br>•Uncontrollable Speed
|•All fighters move faster and can't stop quickly after a little while<br>•Certain items will appear in large numbers after a little while<br>•The enemy is easily distracted by items
|•All fighters move faster and can't stop quickly after a little while<br>•Certain items will appear in large numbers after a little while<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|Animal Crossing|Town Hall and Tom Nook's Store - Animal Crossing: Wild World}}
|{{SSBUMusicLink|Animal Crossing|Town Hall and Tom Nook's Store - Animal Crossing: Wild World}}
|{{s|nookipedia|Pelly}}
|-
|-
|1,021
|1,021
|{{SpiritTableName|Affinity|size=64}}
|[[File:Affinity.png|center|64x64px]]
|''Bayonetta'' Series
|Affinity
|•{{SSBU|Pit}} Team {{Head|Pit|g=SSBU|s=20px|cl=Red}}×4 (120 HP)
|''Bayonetta series''
|{{SpiritType|Neutral}}
|•{{SSBU|Pit}} Team {{Head|Pit|g=SSBU|s=20px|cl=Red}} (×4)
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|2,000
|2,000
|[[Umbra Clock Tower]] ([[Battlefield form]])
|[[Umbra Clock Tower]] ([[Battlefield form]])
Line 484: Line 534:
|•[[Stamina battle]]<br>•The enemy has increased move speed
|•[[Stamina battle]]<br>•The enemy has increased move speed
|{{SSBUMusicLink|Bayonetta|One Of A Kind}}
|{{SSBUMusicLink|Bayonetta|One Of A Kind}}
|
|-
|-
|1,187
|1,187
|{{SpiritTableName|Cupid|size=64}}
|{{anchor|Cupid}}[[File:Cupid Spirit.png|center|64x64px]]
|Cupid
|''Sennen Kazoku''
|''Sennen Kazoku''
|•{{SSBU|Pit}} Team {{Head|Pit|g=SSBU|s=20px|cl=Blue}}×4
|•{{SSBU|Pit}} Team {{Head|Pit|g=SSBU|s=20px|cl=Blue}} (×4)
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|2,000
|2,000
|[[Skyworld]]
|[[Skyworld]]
|N/A
|N/A
|•The enemy favors neutral specials
|•The enemy favors neutral specials
|{{SSBUMusicLink|Other|Afternoon on the Island}}
|{{SSBUMusicLink|Nintendo|Afternoon on the Island}}
|
|}
|}


===As a minion===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 519: Line 569:
|-
|-
|1,127
|1,127
|{{SpiritTableName|Diskun|size=64}}
|{{anchor|Diskun}}[[File:Diskun.png|center|64x64px]]
|Diskun
|''Disk System''
|''Disk System''
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Simon}} {{Head|Simon|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Simon}} {{Head|Simon|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,100
|9,100
|[[Temple]] ([[Battlefield form]])
|[[Temple]] ([[Battlefield form]])
|N/A
|N/A
|•Take your strongest team into this no-frills battle
|•Take your strongest team into this no-frills battle
|{{SSBUMusicLink|Other|Famicom Medley}}
|{{SSBUMusicLink|Nintendo|Famicom Medley}}
|Pit (''Hikari Shinwa: Palutena no Kagami'' for the Famicom Disk System)
|Pit (''Hikari Shinwa: Palutena no Kagami'' for the Famicom Disk System)
|-
|-
|1,246
|1,246
|{{SpiritTableName|Orville|size=64}}
|{{anchor|Orville}}[[File:Orville Spirit.png|center|64x64px]]
|Orville
|''Takt of Magic''
|''Takt of Magic''
|•{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,400
|3,400
|[[PictoChat 2]]
|[[PictoChat 2]]
|N/A
|N/A
|•Defeat the main fighter to win
|•Defeat the main fighter to win
|{{SSBUMusicLink|Other|Struggle Against Chaos}}
|{{SSBUMusicLink|Nintendo|Struggle Against Chaos}}
|Samuel
|Samuel
|-
|-
|1,316
|1,316
|{{SpiritTableName|Goro Akechi|size=64}}
|[[File:P5 Goro Akechi.png|center|64x64px]]
|''Persona'' Series
|Goro Akechi
|•{{SSBU|Marth}} {{Head|Marth|g=SSBU|s=20px|cl=White}}<br>•Giant {{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px|cl=Blue}}
|''Persona series''
|{{SpiritType|Neutral}}
|•{{SSBU|Marth}} {{Head|Marth|g=SSBU|s=20px|cl=White}}<br>{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|3,800
|3,800
|[[Fourside]] ([[Battlefield form]])
|[[Fourside]] ([[Battlefield form]])
|•Hazard: Left Is Right, Right Is Left
|•Hazard: Left Is Right, Right Is Left
|•Defeat the main fighter to win<br>•Left and right controls will suddenly reverse
|•Defeat the main fighter to win<br>•Left and right controls will suddenly reverse
|{{SSBUMusicLink|Persona|Rivers In the Desert}}
|{{SSBUMusicLink|Persona|Rivers in the Desert}}
|[https://megamitensei.fandom.com/wiki/Robin_Hood Robin Hood]
|[https://megamitensei.fandom.com/wiki/Robin_Hood Robin Hood]
|-
|1,423
|{{SpiritTableName|H'aanit & Ophilia|size=64}}
|''OCTOPATH TRAVELER''
|•{{SSBU|Palutena}} {{Head|Palutena|g=SSBU|s=20px}}<br>•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px}}<br>•{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Grab}}
|9,200
|[[Summit]] ([[Battlefield form]])
|•Health Recovery
|•The enemy's ranged weapons have increased power<br>•The enemy can unleash powerful critical hits at random<br>•The enemy is healed significantly when the enemy's at high damage
|{{SSBUMusicLink|Other|Battle Start - Fossil Fighters: Frontier}}
|H'aanit
|-
|1,514
|{{SpiritTableName|Rauru|iw=zeldawiki|size=64}}
|''The Legend of Zelda'' Series
|•{{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px|cl=Purple}} (100 HP)<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px}} (70 HP)<br>•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Green}} (70 HP)<br>•{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Red}} (60 HP)<br>•{{SSBU|Inkling}} {{Head|Inkling|g=SSBU|s=20px|cl=Cyan}} (60 HP)<br>•{{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px|cl=Yellow}} (60 HP)<br>•{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px}} (60 HP)
|{{SpiritType|Neutral}}
|13,000
|[[Temple]] ([[Battlefield form]])
|N/A
|•[[Stamina battle]]<br>•The enemy favors neutral specials<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}
|[[zeldawiki:Sage of Wind#Tears of the Kingdom|Rito Sage of Wind]]
|}
|}


Line 598: Line 627:
Pit Ultimate artwork.png|Image of Pit as posted on the official Japanese ''Kid Icarus: Uprising'' Twitter account.
Pit Ultimate artwork.png|Image of Pit as posted on the official Japanese ''Kid Icarus: Uprising'' Twitter account.
SSBU Pit Number.png|Pit's fighter card.
SSBU Pit Number.png|Pit's fighter card.
Pit unlock notice SSBU.jpg|Pit's unlock notice.
SSBUWebsitePit1.jpg|Pit on [[Kalos Pokémon League]].
SSBUWebsitePit1.jpg|Pit on [[Kalos Pokémon League]].
SSBUWebsitePit2.jpg|Using the [[Guardian Orbitars]] between [[Aura Sphere]] and [[Shadow Ball]] on {{SSBU|Battlefield}}.
SSBUWebsitePit2.jpg|Pit using the [[Guardian Orbitars]] between [[Aura Sphere]] and [[Shadow Ball]] on {{SSBU|Battlefield}}.
SSBUWebsitePit3.jpg|Initiating his [[Final Smash]] on the [[Bridge of Eldin]].
SSBUWebsitePit3.jpg|Pit initiating his [[Final Smash]] on the [[Bridge of Eldin]].
SSBUWebsitePit4.jpg|Pit on [[Find Mii]] with the [[Dark Emperor]].
SSBUWebsitePit4.jpg|Pit on [[Find Mii]] with the [[Dark Emperor]].
SSBUWebsitePit5.jpg|Using his [[forward aerial]] on [[Great Bay]].
SSBUWebsitePit5.jpg|Pit using his [[forward aerial]] on [[Great Bay]].
SSBUWebsitePit6.jpg|Riding the [[Lightning Chariot]] through [[Temple]].
SSBUWebsitePit6.jpg|Pit riding the [[Lightning Chariot]] through [[Temple]].
SSBUWebsiteDarkPit3.jpg|Readying his [[Palutena Bow]] against {{SSBU|Dark Pit}} on Temple.
SSBUWebsiteDarkPit3.jpg|Pit readying his [[Palutena Bow]] against {{SSBU|Dark Pit}} on Temple.
SSBUWebsiteJigglypuff4.jpg|Pit, {{SSBU|Toon Link}} and {{SSBU|Marth}} fighting against a giant {{SSBU|Jigglypuff}} on [[The Great Cave Offensive]].
SSBUWebsiteJigglypuff4.jpg|With {{SSBU|Toon Link}} & {{SSBU|Marth}} against a giant {{SSBU|Jigglypuff}} on [[The Great Cave Offensive]].
SSBUWebsiteWario3.jpg|Getting hit by {{SSBU|Wario}}'s forward tilt on [[Onett]].
SSBUWebsiteWario3.jpg|Getting slapped by {{SSBU|Wario}} on [[Onett]].
SSBUWebsiteBlackHole2.jpg|Getting tossed by {{SSBU|Donkey Kong}} into a [[Black Hole]] with {{SSBU|Yoshi}} on [[Big Blue]].
SSBUWebsiteBlackHole2.jpg|Getting tossed into the [[Black Hole]] with {{SSBU|Yoshi}} by {{SSBU|Donkey Kong}} on [[Big Blue]].
SSBUWebsiteBomberman1.jpg|Pit and {{SSBU|King Dedede}} caught in the blast of [[Bomberman]]'s bombs on [[Green Greens]].
SSBUWebsiteBomberman1.jpg|Pit and {{SSBU|King Dedede}} caught in the blast of [[Bomberman]]'s bombs on [[Green Greens]].
SSBUWebsiteTogedemaru2.jpg|Pit and the {{SSBU|Ice Climbers}} getting attacked by [[Togedemaru]] on [[Garden of Hope]].
SSBUWebsiteTogedemaru2.jpg|Pit and the {{SSBU|Ice Climbers}} getting attacked by [[Togedemaru]] on [[Garden of Hope]].
8-PlayerSSBU 1.jpg|Pit, {{SSBU|Mario}}, Donkey Kong, {{SSBU|Link}}, {{SSBU|Samus}}, the Ice Climbers, {{SSBU|Villager}} and {{SSBU|Inkling}} on Battlefield.
8-PlayerSSBU 1.jpg|With {{SSBU|Mario}}, Donkey Kong, {{SSBU|Link}}, {{SSBU|Samus}}, the Ice Climbers, {{SSBU|Villager}} and {{SSBU|Inkling}} on Battlefield.
SSBU stamina battle.jpg|Pit on [[New Donk City Hall]] with {{SSBU|Daisy}} and {{SSBU|Mega Man}} in [[Stamina Mode]].
SSBU stamina battle.jpg|Pit on [[New Donk City Hall]] with {{SSBU|Daisy}} and {{SSBU|Mega Man}} in [[Stamina]] Mode.
SSBUKidIcarusJPTwitter1.jpg|Taunting alongside {{SSBU|Palutena}} and Dark Pit on [[Skyworld]].
SSBUKidIcarusJPTwitter1.jpg|With {{SSBU|Palutena}} and Dark Pit on [[Skyworld]].
SSBUKirbyJPTwitter2.jpg|Pit, {{SSBU|Kirby}}, Mario, Link, Inkling, Marth, {{SSBU|Ridley}} and Villager on Battlefield.
SSBUKirbyJPTwitter2.jpg|With {{SSBU|Kirby}}, Mario, Link, Inkling, Marth, {{SSBU|Ridley}} and Villager on Battlefield.
SSBUSoraThundaga.jpg|Getting hit by [[Thundaga]].
</gallery>
</gallery>


===Fighter Showcase Video===
===Character Showcase Video===
{{#widget:YouTube|id=M_Pszs9I7S4}}
{{#widget:YouTube|id=M_Pszs9I7S4}}


== Trivia ==
== Trivia ==
*Pit's pose in his official artwork is very similar to Dark Pit’s battle stance before they battle near the end of Chapter 5 in ''Kid Icarus: Uprising''. It also resembles the finishing pose of Pit’s side taunt.  
*Pit's pose in his official artwork resembles his side taunt.
*When Pit is [[star KO]]'d, he shouts, "I never learned how to read!", referencing a line of dialogue he uses in Chapter 17 of ''Kid Icarus: Uprising''. This makes Pit the first character in the ''Super Smash Bros.'' series to speak a full sentence during a star KO, and would be followed by {{SSBU|Byleth}} and {{SSBU|Min Min}}.
*When Pit is [[Star KO]]'d, he shouts, "I never learned how to read!" This is a reference to a line of dialogue he uses in ''Kid Icarus: Uprising''. This makes Pit the first character in ''Super Smash Bros.'' to speak a full sentence during a Star KO.  
**He and Byleth are the only characters to receive a language exclusive KO scream in the game; in the Japanese version, Pit reuses his star KO voice clip from ''SSB4'', while Byleth merely screams like the rest of the cast. Min Min, meanwhile, speaks Chinese in all regions.
*Pit is one of four characters to have appeared since ''Brawl'' to have a different [[Final Smash]] across every installment; the other three are [[Zero Suit Samus]], [[King Dedede]], and [[R.O.B.]].
*Pit is one of four characters that has appeared in all games with [[Final Smash]]es to have a different Final Smash in all of them; the other three are [[Zero Suit Samus]], [[King Dedede]], and [[R.O.B.]]
*Pit is the only fighter who was introduced in ''Brawl'' to have an [[Echo Fighter]], that being {{SSBU|Dark Pit}}.
*Pit is the only fighter who was introduced in ''Brawl'' to have an [[Echo Fighter]], that being {{SSBU|Dark Pit}}.
*Pit can be unlocked by clearing Classic Mode as Samus, which likely references the original ''Metroid'' and ''Kid Icarus'' NES games running on the same engine, and both being produced by Nintendo designer Gunpei Yokoi.
*Pit can be unlocked by clearing Classic Mode as Samus, which may be a reference to the original ''Metroid'' and ''Kid Icarus'' NES games running on the same engine, and both being produced by Nintendo designer Gunpei Yokoi.
**Coincidentally, both characters each have dark doppelgangers playable in ''Ultimate''.
*Pit is the only unlockable character with an Echo Fighter who is always unlocked or encountered before his Echo Fighter, no matter which combination of unlock methods are used.
*Not counting {{SSBU|Samus}}, who is a starter, Pit is the only unlockable character with an Echo Fighter who is always unlocked or encountered before his Echo Fighter, no matter which combination of unlocking methods is used.
**In World of Light, out of all characters with Echo Fighters, Pit is the only non-starter character that must be encountered before the Final Battle. So it's possible to encounter {{SSBU|Daisy}}, {{SSBU|Lucina}}, {{SSBU|Chrom}} and {{SSBU|Ken}} first. In {{SSBU|Richter}}'s case, one can unlock {{SSBU|Young Link}} through VS. Matches, then complete his Classic Mode to encounter Richter before {{SSBU|Simon}}. This cannot be done with Pit and Dark Pit, as all of the characters in {{SSBU|Samus}}' unlock tree that are between Pit and Dark Pit are all encountered after Pit in World of Light.
**In World of Light, out of all unlockable characters with Echo Fighters, Pit and {{SSBU|Simon}} must be encountered before entering [[The Dark Realm]], namely that both must be defeated in the [[Temple of Light]]; thus, it is possible to encounter {{SSBU|Daisy}}, {{SSBU|Lucina}}, {{SSBU|Chrom}} and {{SSBU|Ken}} before their respective base characters. Although, if the player unlocks {{SSBU|Young Link}} through VS. Matches or {{SSBU|Snake}} in World of Light, then completes their {{SSBU|Classic Mode}}, it will go to the next fighter in {{SSBU|Link}}'s unlock tree, thus Simon can be challenged after {{SSBU|Richter}}. This could not be done with Pit and Dark Pit, as all of the characters in Samus' unlock tree that are between Pit and Dark Pit are all encountered after Pit in World of Light. However, he can be unlocked first if the player loses to Pit, then does not unlock Dark Pit via [[Challenger's Approach]].
*Pausing and zooming the camera around Pit's ears reveals a gap between the top part of his ear and his hair, which is more visible when looking at his left ear. This is shared with Dark Pit.


{{SSBUCharacters}}
{{SSBUCharacters}}

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