Super Smash Bros. Ultimate

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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Having been often regarded as a mid-tier character in ''Smash 4'', Pit has been drastically [[buff]]ed in the transition to ''Ultimate''. 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 is 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 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.
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]], 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. Overall, Pit is a considerably better character than in ''Smash 4'', as while he has received a few nerfs, they have a comparatively weaker impact on him, to the point of being almost entirely negated by his larger amount of buffs.


===Aesthetics===
===Aesthetics===
*{{change|As with all [[veteran]]s returning from ''SSB4'', 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|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|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|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''.}}
Line 32: Line 35:
*{{change|Pit's side taunt has been shortened. He now swings his bow three times instead of four.}}
*{{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|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 [[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.}}
*{{change|Pit's "victory sign" animation has changed. He now does a celebratory jump before showing the hand sign.}}


===Attributes===
===Attributes===
*{{buff|Like all characters, Pit's [[jumpsquat]] animation now takes three frames to complete (down from 5).}}
*{{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 [[walk]]s faster (1.199 → 1.259).}}
*{{buff|Pit [[dash]]es much faster (1.66215 → 1.828).}}
*{{buff|Pit [[run]]s much faster (1.66215 → 1.828).}}
*{{buff|Pit's [[air speed]] is slightly higher (0.89 → 0.935).}}
**{{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), now 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).}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{nerf|The third hit of neutral attack deals less damage (5% → 4%).}}
**{{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.}}
**{{change|Neutral infinite's animation has changed. Pit's bow no longer spins while fully formed, he now quickly slashes with the bow split in two.}}
**{{buff|Neutral infinite deals drastically less [[hitlag]], making it harder to [[SDI]] out of.}}
**{{buff|Neutral infinite connects better into the final hit, improving the move's utility.}}
**{{buff|The neutral infinite's finisher has less startup with a longer hitbox duration (frame 5 → frames 4-5).}}
**{{buff|Neutral infinite deals more knockback.}}
**{{buff|The finisher deals more knockback (45 base/170 scaling → 40/185).}}
**{{nerf|The third hit and neutral 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 neutral 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, Pit now quickly slashes with the bow split in two.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{change|Up tilt's animation has been altered into two lunging upward kicks.}}
**{{change|Up tilt's animation has been altered into two lunging upward kicks. The move now deals two hits instead from three, with its hitbox timings altered (frames 6, 8-10, 15-16 → 6-8, 15-16).}}
**{{nerf|Up tilt deals slightly less damage (10% 9%).}}
**{{buff|It has noticeably less ending lag (FAF 43 35), which combined with Pit's faster jumpsquat and jump speed turns it into a reliable combo starter.}}
**{{buff|Up tilt has less endlag (FAF 43 35).}}
**{{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.}}
***{{buff|Up tilt's final hit deals less knockback, combined with the lower endlag, this grants it improved combo potential.}}
**{{nerf|Up tilt deals less total damage (10% → 9%).}}
**{{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]]:
*[[Down tilt]]:
**{{buff|Down tilt has less endlag (FAF 32 → 26), and launches at a more vertical angle, improving its combo potential.}}
**{{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.}}
**{{buff|Down tilt, when used in quick succession, can now make him pseudo-crawl.}}
**{{buff|When used in quick succession, it can now make Pit pseudo-crawl.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack's animation has been altered to a downward swipe of his blade. It is quicker and covers more area in front of Pit. It also deals significantly higher knockback.}}
**{{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 increased knockback scaling (50 → 74), drastically improving its KO ability.}}
*[[Forward smash]]:
*[[Forward smash]]:
*{{change|Forward smash's first hit has more range, but its second hit has less range. This makes it easier to land the first hit of the move and harder to land the second.}}
**{{buff|Forward smash has less ending lag (FAF 59 → 55).}}
**{{buff|Forward smash has less ending lag (FAF 59 → 55).}}
**{{buff|Forward smash's second hit connects better, improving the move's utility.}}
**{{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]]:
**{{change|Up smash's clean first hit has altered angles (365°/365°/105° → 365°/120°/120°/367°/105°).}}


===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials have less landing lag (Neutral: 24 → 14, Forward: 20 → 12, Back: 20 → 11, Up: 24 → 14, Down: 24 → 12).}}
*{{buff|All aerials have reduced landing lag (24 frames → 14 (neutral), 20 frames → 12 (forward), 20 frames → 11 (back), 24 frames → 14 (up), 24 frames → 12 (down)).}}
*{{buff|Neutral aerial's multi-hits connect more consistently.}}
*[[Neutral aerial]]:
*{{buff|[[Forward aerial|Forward]] and [[up aerial]] multi-hits deal less damage, while the final hits deal more. As a result, their knockback, kill power, and overall damage are increased.}}
**{{buff|Neutral aerial's multi-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|Back aerial deals more knockback.}}
**{{buff|The multi-hits deal drastically less hitlag, making them harder to SDI out of.}}
*{{buff|Down air hitbox is bigger.}}
**{{buff|The multi-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.}}
**{{change|The first two hits use a different kind of autolink angle (366° → 367°).}}
*[[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.}}
*[[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]] hitbox is larger, making it easier to edgeguard with it.}}
**{{buff|The clean hit's sourspot has increased knockback scaling (80 → 100), 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.}}


===Throws/other attacks===
===Throws and other attacks===
*{{nerf|Standing grab and dash grab have increased ending lag.}}
*{{nerf|All [[grab]]s have increased ending lag (FAF 30 → 35 (standing), 37 → 43 (dash), 35 → 38 (pivot)).}}
*{{nerf|Pummel deals less damage (2% → 1.3%).}}
*{{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%).}}
*[[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 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%).}}


===Special Moves===
===Special moves===
*{{buff|[[Palutena Bow]] has less startup lag (19 frames 15).}}
*{{buff|[[Palutena Bow]] has less startup (frame 20 (grounded)/22 (aerial) → 16), and drastically less ending lag on the ground (FAF 59 47).}}
*[[Upperdash Arm]]:
*[[Upperdash Arm]]:
**{{buff|Pit can act out of Upperdash Arm if it connects.}}
**{{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|Grounded and aerial Upperdash Arm has less ending lag (FAF 83 (grounded)/121 (aerial) → 70/105).}}
**{{buff|Upperdash Arm has increased knockback scaling (60 → 72), improving its KO ability.}}
**{{buff|Upperdash Arm deals significantly more knockback.}}
**{{nerf|The aerial version has a shorter hitbox duration upon activation (frames 2-5 → 2-3).}}
*[[Power of Flight]]:
*[[Power of Flight]]:
**{{buff|Power of Flight can now grab the ledge when facing backwards.}}
**{{buff|Power of Flight can now [[edge sweetspot|sweetspot edges]] from behind.}}
**{{nerf|Power of Flight halts at the end of the move, reducing its recovery potential.}}
**{{nerf|It takes longer for Pit to move after he begins to fall, leaving him more vulnerable to attacks.}}
***{{nerf|Pit will float for a little bit after the move, but that means he will be more vulnerable to attacks.}}
*[[Guardian Orbitars]]:
*[[Guardian Orbitars]]:
**{{buff|Guardian Orbitars comes out faster when activated.}}
**{{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.}}
**{{change|Guardian Orbitars will shrink the longer they are held out.}}
**{{buff|The Guardian Orbitars can be held for a longer amount of time (80 frames → 100).}}
***{{nerf|However, they now gradually shrink the longer they are held out.}}


=={{SSBU|Classic Mode}}: Fighting for the Goddess!==
=={{SSBU|Classic Mode}}: Fighting for the Goddess!==

Revision as of 10:23, January 12, 2019

Current.png This page documents information about recently released content.
Information may change rapidly as it becomes available. All information in this article must be verifiable.
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This article is about Pit's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Pit.
Pit
in Super Smash Bros. Ultimate
Pit SSBU.png
KidIcarusSymbol.svg
Universe Kid Icarus
Other playable appearances in Brawl
in SSB4

Availability Unlockable
Final Smash Lightning Chariot
Pit (SSBU)
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!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Pit (ピット, 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 Minami Takayama reprise the role of Pit in the English and Japanese versions of the game, respectively.

How to unlock

Complete one of the following:

With the exception of the third method, Pit must then be defeated on Skyworld.

Changes from Super Smash Bros. 4

Having been often regarded as a mid-tier character in Smash 4, Pit has been drastically buffed in the transition to Ultimate. 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 attacks safer to use against shields (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 is 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 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.

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, 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. Overall, Pit is a considerably better character than in Smash 4, as while he has received a few nerfs, they have a comparatively weaker impact on him, to the point of being almost entirely negated by his larger amount of buffs.

Aesthetics

  • Change As with all veterans 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.

Attributes

  • Buff Like all characters, Pit's jumpsquat animation now takes 3 frames to complete (down from 5).
  • Buff Pit walks faster (1.199 → 1.259).
  • Buff Pit runs 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), now being tied with 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).

Ground attacks

  • Neutral attack:
    • Buff Neutral infinite has a shorter gap between hits (3 frames → 2), alongside a different angle (25°/120° → 361°) and knockback values (18/4 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 Neutral infinite deals drastically less hitlag, making it harder to SDI out of.
    • Buff The neutral 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 neutral 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 neutral 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, Pit now 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 now 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 → 35), 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%).
    • 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.
    • Buff When used in quick succession, it can now make Pit 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 increased knockback scaling (50 → 74), drastically 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:
    • Change Up smash's clean first hit has altered angles (365°/365°/105° → 365°/120°/120°/367°/105°).

Aerial attacks

  • Buff All aerials have reduced landing lag (24 frames → 14 (neutral), 20 frames → 12 (forward), 20 frames → 11 (back), 24 frames → 14 (up), 24 frames → 12 (down)).
  • Neutral aerial:
    • Buff Neutral aerial's multi-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 multi-hits deal drastically less hitlag, making them harder to SDI out of.
    • Buff The multi-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.
    • Change The first two hits use a different kind of autolink angle (366° → 367°).
  • 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.
  • 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 hitbox is larger, making it easier to edgeguard with it.
    • Buff The clean hit's sourspot has increased knockback scaling (80 → 100), improving its KO potential.
    • Buff The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage at high percents, compounded further by its reduced landing lag.

Throws and other attacks

  • Nerf All grabs 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%).
  • 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 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%).

Special moves

  • Buff Palutena Bow has less startup (frame 20 (grounded)/22 (aerial) → 16), and drastically less ending lag on the ground (FAF 59 → 47).
  • 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).
  • Power of Flight:
    • Buff Power of Flight can now sweetspot edges from behind.
    • 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 now gradually shrink the longer they are held out.

Classic Mode: Fighting for the Goddess!

Pit's opponents are similar to the enemies he faces in Kid Icarus Uprising.

Round Opponent Stage Music Notes
1 Dark Samus Brinstar Underworld
2 Bowser and Bowser Jr. Find Mii (Ω form) Boss Fight 1 - Kid Icarus: Uprising
3 Ganondorf Gerudo Valley Magnus’s Theme
4 Dark Pit Reset Bomb Forest Dark Pit’s Theme
5 Bayonetta Umbra Clock Tower Hades’s Infernal Theme
6 Palutena Palutena's Temple (Battlefield form) Destroyed Skyworld Dark Pit is a CPU ally when playing solo.
Bonus Stage
Final Master Hand and Crazy Hand Final Destination Master Hand / Crazy Hand Dark Pit is a CPU ally when playing solo.

Role in World of Light

Pit was among the fighters that were summoned to fight the army of Master Hands.

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 Dark Pit to escape the beams, but after 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 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.

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

Alternate costumes

Palette swap (SSBU)
Pit (SSBU) Pit (SSBU) Pit (SSBU) Pit (SSBU) Pit (SSBU) Pit (SSBU) Pit (SSBU) Pit (SSBU)

Gallery

Character Showcase Video

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Trivia

  • 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!" 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.
  • Pit is one of the few characters to have a completely different Final Smash in every Smash game since the concept's introduction in Super Smash Bros. Brawl, along with King Dedede, R.O.B., and Zero Suit Samus.
  • Pit is the only fighter who was introduced in Brawl to have an Echo Fighter, that being Dark Pit.