Super Smash Bros. Ultimate

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*Have Pit join the player's party in [[World of Light]].
*Have Pit join the player's party in [[World of Light]].
With the exception of the third method, Pit must then be defeated on [[Skyworld]].
With the exception of the third method, Pit must then be defeated on [[Skyworld]].
==Attributes==
Pit is a [[weight|middleweight]] who has above-average [[walk]]ing and [[dash]]ing speeds; slightly below-average [[traction]]; average [[air acceleration]] and [[falling speed]]; and below-average [[air speed]] and [[gravity]]. Pit's [[jump]] and [[double jump]] are both low, although this flaw is largely offset by his [[Double jump#Multiple double jumps|three double jumps]]. These attributes collectively render Pit's overall mobility as average, yet make him adept at adapting to most situations. Unlike most of his fellow middleweights, Pit also has above-average height.
As a beginner-friendly character, Pit has a low learning curve, yet is quite rewarding when played wisely. His ease of use is probably best exemplified by his frame data: aside from six moves (forward tilt, forward smash, and forward, back, up and down aerials), the rest of Pit's normal moveset has less than 10 frames of start-up lag. Pit's neutral special, [[Palutena Bow]], reinforces his ease of use: its ability to be [[charge]]d and easily maneuvered makes it very useful for zoning, edge-guarding, and even [[mindgame]]s. When these traits are coupled with his {{s|icaruspedia|Palutena Bow}}'s disjointed range, Pit's [[neutral game]] is among the most effective in ''Ultimate'' when utilized properly.
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 edge-guarding potential, [[punishment]] ability, and conversions are all balanced compared to the rest of the cast. Pit's ground game overall possesses a decent level of utility. Neutral attack, down tilt and down smash are decent spacing options, thanks to their quick start-up and moderate ending lag in proportion to their range.
Neutral attack is also useful for [[jab cancel]]ing, while dash attack can punish landings and whiffed attacks very effectively, and down smash's back hit is a moderately strong [[semi-spike]]. Up tilt and especially up smash are useful anti-air moves, while the latter also boasts enough power to score KOs. Lastly, forward smash is Pit's strongest KOing option, and is tied with {{SSBU|Marth}}, {{SSBU|Lucina}}, and {{SSBU|Samus}}' forward smashes as the fastest smash attack of its kind in the game.
Like in ''SSB4'', Pit possesses a respectable grab game. His grabs' ranges have increased from ''Brawl'', while his dash grab's decreased start-up and ending lag make it much safer. However, his forward and down throws underwent the most noticeable improvements since the previous installment. Forward throw's increased base knockback enables it to KO at high percentages while near the edge, whereas the changes to hitstun canceling have made down throw into a very reliable combo starter. Although Pit's up and back throws have less utility in comparison to ''Brawl'', akin to his appearance in ''SSB4'', they have decent damage outputs and launch opponents into unfavorable positions. These traits make them useful at keeping his forward throw [[Stale-move negation|fresh]] for a later KO attempt, as well as alleviating the staleness of his other moves.
Pit's air game is also useful, thanks to his aerial attacks' ability to [[auto-cancel]] and their particular strengths. Neutral aerial has the lowest amount of startup lag out of his entire moveset, a long duration, and an excellent auto-cancel window. Altogether, these traits make it useful for edge-guarding, approaching and, when [[SHFF]]'d, starting combos. Forward and up aerials are reliable followups from down throw; in addition, the former is useful for approaching and edge-guarding, whereas the latter is excellent for juggling. Back aerial is Pit's strongest aerial attack when sweetspotted, making it ideal for spacing as part of KOing outright. Lastly, down aerial is useful for edge-guarding, thanks to it being a meteor smash during its first frame, and its fairly large range also makes it decent for approaching.
[[Power of Flight]] covers an impressive amount of distance, and be angled to propel Pit either vertically, diagonally, or almost horizontally. Pit can immediately reuse it upon being hit, and it grants [[intangibility]] that lasts slightly longer than Wings of Icarus' [[invincibility]]. Lastly, [[Guardian Orbitars]] protect Pit on his left and right sides with energy shields that [[Reflection|reflect]] projectiles. They are also capable of [[Wind#Pushing attacks|pushing]] opponents back, which makes them capable of edge-guarding. 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.
Despite his strengths, Pit does have some weaknesses. Like {{SSBU|Mario}}, most characters are able to outperform him in various areas: as examples, Mario himself and {{SSBU|Luigi}} have more versatile combo games; {{SSBU|Zero Suit Samus}} has better mobility; {{SSBU|Snake}} and {{SSBU|Simon}} are better at [[camp]]ing; {{SSBU|Cloud}} has greater range; and {{SSBU|King Dedede]}} 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 at very high percentages (dash attack, down aerial, down smash, forward throw and [[Upperdash Arm]]). This, in turn, is further compounded by his lack of guaranteed KO set-ups.
Each of Pit's aerials also come with noticeable drawbacks. Neutral aerial has notoriously small loop hitboxes which opponents can SDI out of; forward aerial has small initial hitboxes; up aerial is among the slowest in the game relative to its power; and down aerial is inconsistent because its multiple hitboxes launch at different angles. Although all of Pit's aerials auto-cancel with a short hop, none of them auto-cancel with a short hop buffered fast fall. This means that all Pit players must manually delay their fast fall perfectly in order to use neutral, back and forward aerials effectively. This can also make Pit's combos and pressure game difficult to execute.
Despite the fact that most of Pit's aerials are relatively weak, each has large amounts of landing lag. When coupled with Pit's slow air speed and his forward aerial's very small initial hitboxes, Pit noticeably struggles to both land and contest other aerial opponents. In the end, Pit's aerials are helpful in his advantage state and supplement his grounded neutral game, but are much less useful when he is disadvantaged.
Although it is still long-distanced, Pit's recovery has nevertheless worsened since ''Brawl''. Once renowned for its versatility, Pit's recovery is now linear and predictable: his double jumps are lower; [[gliding]] has been removed; and Power of Flight is largely inferior to Wings of Icarus because of it functioning like a traditional recovery move. Additionally, while Upperdash Arm can aid Pit's horizontal recovery, it has an extreme amount of ending lag when performed in the air, making it extremely risky when improperly used as a recovery option. Lastly, Pit's grab game is slightly offset by his slightly below-average traction, which can make [[shield grab]]s slightly difficult to use when blocking powerful attacks.
All in all, Pit's strengths are on par with his weaknesses. His moveset consists of many moves with either long ranges (his grounded moves and back aerial); long durations (neutral/forward/up aerials and forward tilt); low ending lag (auto-canceled neutral/forward aerials, down smash and Palutena Bow); or quick movement (dash attack, dash grab and Upperdash Arm). This combination of traits, along with his good grounded mobility, allows Pit to reliably keep opponents in a disadvantage state, either stuck trying to land or getting off the edge.
In the end, this is arguably Pit's saving grace: he can cover enough options and retain advantage long enough to rack up more damage than a character of his limited combo potential should. However, he suffers from unimpressive KO potential similarly to lightweights, yet lacks the extended combo options and safe pressuring options that they typically possess for damage racking. Conversely, Pit also has a poor disadvantage state like many heavyweights, yet his overall damage output is considerably lower than most of theirs. As a result, Pit's pros are on par with his cons.
Despite being a very balanced character, players often overlook Pit in favor of his fellow all-rounder Mario, due to the latter having better frame data and more consistent KO potential. 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 getting 3rd place in [[Umebura SP 3]]. Pit has also received results from others like {{Sm|KiraFlax}}.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==

Revision as of 18:18, June 11, 2019

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 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.

How to unlock

Complete one of the following:

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

Attributes

Pit is a middleweight who has above-average walking and dashing speeds; slightly below-average traction; average air acceleration and falling speed; and below-average air speed and gravity. Pit's jump and double jump are both low, although this flaw is largely offset by his 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 frame data: aside from six moves (forward tilt, forward smash, and forward, back, up and down aerials), the rest of Pit's normal moveset has less than 10 frames of start-up lag. Pit's neutral special, Palutena Bow, reinforces his ease of use: its ability to be charged and easily maneuvered makes it very useful for zoning, edge-guarding, and even mindgames. When these traits are coupled with his Palutena Bow's disjointed range, Pit's neutral game is among the most effective in Ultimate when utilized properly.

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 edge-guarding potential, punishment ability, and conversions are all balanced compared to the rest of the cast. Pit's ground game overall possesses a decent level of utility. Neutral attack, down tilt and down smash are decent spacing options, thanks to their quick start-up and moderate ending lag in proportion to their range.

Neutral attack is also useful for jab canceling, while dash attack can punish landings and whiffed attacks very effectively, and down smash's back hit is a moderately strong semi-spike. Up tilt and especially up smash are useful anti-air moves, while the latter also boasts enough power to score KOs. Lastly, forward smash is Pit's strongest KOing option, and is tied with Marth, Lucina, and Samus' forward smashes as the fastest smash attack of its kind in the game.

Like in SSB4, Pit possesses a respectable grab game. His grabs' ranges have increased from Brawl, while his dash grab's decreased start-up and ending lag make it much safer. However, his forward and down throws underwent the most noticeable improvements since the previous installment. Forward throw's increased base knockback enables it to KO at high percentages while near the edge, whereas the changes to hitstun canceling have made down throw into a very reliable combo starter. Although Pit's up and back throws have less utility in comparison to Brawl, akin to his appearance in SSB4, they have decent damage outputs and launch opponents into unfavorable positions. These traits make them useful at keeping his forward throw fresh for a later KO attempt, as well as alleviating the staleness of his other moves.

Pit's air game is also useful, thanks to his aerial attacks' ability to auto-cancel and their particular strengths. Neutral aerial has the lowest amount of startup lag out of his entire moveset, a long duration, and an excellent auto-cancel window. Altogether, these traits make it useful for edge-guarding, approaching and, when SHFF'd, starting combos. Forward and up aerials are reliable followups from down throw; in addition, the former is useful for approaching and edge-guarding, whereas the latter is excellent for juggling. Back aerial is Pit's strongest aerial attack when sweetspotted, making it ideal for spacing as part of KOing outright. Lastly, down aerial is useful for edge-guarding, thanks to it being a meteor smash during its first frame, and its fairly large range also makes it decent for approaching.

Power of Flight covers an impressive amount of distance, and be angled to propel Pit either vertically, diagonally, or almost horizontally. Pit can immediately reuse it upon being hit, and it grants intangibility that lasts slightly longer than Wings of Icarus' invincibility. Lastly, Guardian Orbitars protect Pit on his left and right sides with energy shields that reflect projectiles. They are also capable of pushing opponents back, which makes them capable of edge-guarding. 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.

Despite his strengths, Pit does have some weaknesses. Like Mario, most characters are able to outperform him in various areas: as examples, Mario himself and Luigi have more versatile combo games; Zero Suit Samus has better mobility; Snake and Simon are better at camping; Cloud has greater range; and [[King Dedede] (SSBU)|King Dedede]]] 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 at very high percentages (dash attack, down aerial, down smash, forward throw and Upperdash Arm). This, in turn, is further compounded by his lack of guaranteed KO set-ups.

Each of Pit's aerials also come with noticeable drawbacks. Neutral aerial has notoriously small loop hitboxes which opponents can SDI out of; forward aerial has small initial hitboxes; up aerial is among the slowest in the game relative to its power; and down aerial is inconsistent because its multiple hitboxes launch at different angles. Although all of Pit's aerials auto-cancel with a short hop, none of them auto-cancel with a short hop buffered fast fall. This means that all Pit players must manually delay their fast fall perfectly in order to use neutral, back and forward aerials effectively. This can also make Pit's combos and pressure game difficult to execute.

Despite the fact that most of Pit's aerials are relatively weak, each has large amounts of landing lag. When coupled with Pit's slow air speed and his forward aerial's very small initial hitboxes, Pit noticeably struggles to both land and contest other aerial opponents. In the end, Pit's aerials are helpful in his advantage state and supplement his grounded neutral game, but are much less useful when he is disadvantaged.

Although it is still long-distanced, Pit's recovery has nevertheless worsened since Brawl. Once renowned for its versatility, Pit's recovery is now linear and predictable: his double jumps are lower; gliding has been removed; and Power of Flight is largely inferior to Wings of Icarus because of it functioning like a traditional recovery move. Additionally, while Upperdash Arm can aid Pit's horizontal recovery, it has an extreme amount of ending lag when performed in the air, making it extremely risky when improperly used as a recovery option. Lastly, Pit's grab game is slightly offset by his slightly below-average traction, which can make shield grabs slightly difficult to use when blocking powerful attacks.

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

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

Despite being a very balanced character, players often overlook Pit in favor of his fellow all-rounder Mario, due to the latter having better frame data and more consistent KO potential. 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: Kuro in particular has done well with Pit, with getting 3rd place in Umebura SP 3. Pit has also received results from others like KiraFlax.

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 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.

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. In spite of his notable improvements, though, his tournament results have been sparse during Ultimate's early metagame, and his representation as a whole has been notably scarce. Because of this, he has garnered much of the same lukewarm reception he had received during SSB4 from notable competitive players such as Mew2King, VoiD, and Dabuz. Despite this, some players like KiraFlax continue to represent him, so his true viability remains to be seen.

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), 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 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 → 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%).
    • Nerf Up tilt has smaller hitboxes (4.5u (hit 1)/7.5u (hit 2) → 4.0u/6.0u).
    • 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 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.
    • Buff Forward aerial's multihits have larger hitboxes (1.5u → 2.3u).
    • 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.
    • Buff Back aerial 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 hitbox is larger (3.0u → 4.0u), 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%).
    • 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 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

  • 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).
    • 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).
  • Power of Flight:
    • Buff Power of Flight can 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 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

Super Smash Bros. Ultimate 2.0.0

  • Buff Lightning Chariot will launch crouching opponents the same as standing opponents.

Super Smash Bros. Ultimate 3.0.0

  • Nerf Palutena Bow deals less shield damage.

Super Smash Bros. Ultimate 3.0.1

  • Bug fix A bug where aiming the Lightning Chariot beyond the blast zones on certain stages would cause the game to close has been fixed.

Super Smash Bros. Ultimate 3.1.0

  • Buff Up smash's hits connect more reliably.

Moveset

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   2% A reverse gripped downward slash, followed by a reverse gripped inward slash, then by an upward slash. If button mashed, Pit will instead follow up the second slash with a flurry of slashes using both blades, which concludes with a lunging outward slash.
2%
4%
0.5% (loop), 2% (last)
Forward tilt   7% (base), 10% (tip) 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 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.
Up tilt Anti-air Attack 4% (hit 1), 5% (hit 2) 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.
Down tilt   6% 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.
Dash attack   11% 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.
Forward smash   5% (hit 1), 10% (hit 2) Performs a reverse gripped inward slash with a blade, then quickly reassembles the Palutena Bow in order to perform an outward slash with the Palutena Bow. Its first hit has low set knockback to connect reliably into its second hit. 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.
Up smash   3% (hit 1), 2% (hit 2), 8% (hit 3) 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 hitboxes. 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.
Down smash   12% (base), 10% (tip) 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.
Neutral aerial   0.7% (hits 1-7), 4.5% (hit 8) 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 autocancels in a short hop quickly after the hitboxes cease, making it useful for approaching, edgeguarding, and canceling out weak projectiles.
Forward aerial   2.5% (hits 1-2), 6% (hit 3) 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.
Back aerial   12% (tip), 8% (base) 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.
Up aerial   1.5% (hits 1-4), 5% (hit 5) 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.
Down aerial Under-Arc Slash 10% 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.
Grab   Reaches out with his free hand.
Pummel   1.3% A knee strike. A fairly fast pummel.
Forward throw   6% (hit 1), 4% (throw) 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.
Back throw   8% 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.
Up throw   4% (hit 1), 7% (throw) A handstand kick, similar to 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.
Down throw   2% (hit 1), 4% (throw) 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.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Slashes on either side of himself while getting up.
Floor attack (back)
Floor getups (back)
  7% Slashes in front of himself, then thrusts behind himself while getting up.
Floor attack (trip)
Floor getups (trip)
  5% Spins the Palutena Bow behind himself and then in front of himself before getting up.
Edge attack
Edge getups
  9% Performs a hook kick while climbing up.
Neutral special Palutena Bow 3.27% (uncharged), 8.6% (fully charged) 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 gimping.
Side special Upperdash Arm 11% (grounded), 9% (aerial), 1× (reflected projectiles) Wields the 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 reflects 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-destructs if used below ground level. Nevertheless, the aerial version can aid Pit's recovery, as it is capable of sweetspotting edges and can still allow him to get back to the stage if he has enough jumps left.
Up special Power of Flight Soars through the air by using the 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 landing lag and lack of hitboxes, however, it leaves Pit more vulnerable than other recoveries, especially if he does not grab an edge.
Down special Guardian Orbitars 1.5× (reflected projectiles) Wields the Guardian Orbitars to create twin energy shields that protect his left and right sides. They reflect projectiles with 50% more power and 70% more speed than they originally had, and can block physical attacks. However, they have 15 HP for physical attacks, with 0.07 HP regenerated every frame (4.2 HP per second), and break if it is fully depleted, after which they require 10 seconds to regenerate. Guardian Orbitars also push away opponents who are near Pit when he wields them, which makes them capable of edgeguarding. In the air, Pit can drift while using them, even if they are broken. Guardian Orbitars have a minimum duration of 20 frames (0.33 seconds) and a maximum duration of 100 frames (1.66 seconds). However, they leave Pit open to attacks from above and below him, and they gradually shrink in size as they are held out.
Final Smash Lightning Chariot 40% Calls the 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.

On-screen appearance

  • Slowly descends onto the stage while surrounded by rays of sparkling light that shine down from the sky.

Taunts

  • Up Taunt: Separates the Palutena Bow and crouches down, then twirls its blades before standing up, crossing them over his head and saying "Come on!" (勝負だ!, Let's battle!).
  • Side Taunt: Separates the Palutena Bow and then flourishes its blades before striking a pose while saying "That all you got?" (まだまだ!, Not just yet!) It is similar to Pit's animation during the end of Skyworld'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.
  • Smash Taunt: Activates Palutena's Guidance. Kneels down before contacting Palutena and Viridi. Pit then receives information on one of his opponents; this applies to every character in the game, including himself. Palutena's Guidance can be used only on Palutena's Temple, and is performed by rapidly pressing the button which activates Pit's down taunt. Pit will hold a pose for a few seconds prior to the conversation starting. 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 KO'd, the conversation will end. Lastly, if there is more than one opponent on-screen when the conversation begins, one of the opponents will be randomly chosen to be discussed.

Idle poses

  • Briefly fiddles with his Palutena Bow. Pit will split it into its blades if it is in its bow form.
  • Taps the tips of his buskins on the ground and then impatiently hops in place.

Victory poses

  • After landing, he does two alternating inward slashes with his detached blades and says "It's game over for you!" (撃破ー!, Struck down-!). The finishing pose he does is similar to his Ultimate official artwork, albiet with the blade in his left hand held in a proper grip.
  • 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!" (ピース!, Peace!). Based on the ending of Kid Icarus: Uprising.
  • 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?!" (楽勝楽勝!, Easy win easy win!/Easy peasy!).
A flourished remix of a small excerpt of the title screen theme of Kid Icarus, with an original ending.

In competitive play

Notable players

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

Credits roll after completing Classic Mode. Completing it as Pit has Underworld accompany the credits.

Role in World of Light

Finding Pit 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.

Fighter Battle

No. Image Name Type Power Stage Music
28
Pit SSBU.png
Pit Shield 3,300 Skyworld (Ω form) Underworld

Template:-

Spirits

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.

In Spirit battles

As the main opponent

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
363 Bronto Burt Kirby series Pit Team Pit (SSBU) (x4)
Attack
1,800 Dream Land N/A •The enemy favors side specials in the air Kirby Retro Medley
425
Pidgey Spirit.png
Pidgey Pokémon series •Tiny Pit Pit (SSBU)
Attack
2,100 Saffron City (Battlefield form) •Hazard: Heavy Wind •Dangerously high winds are in effect
•The enemy loves to jump
Road to Viridian City - Pokémon Red / Pokémon Blue
680
Takumi.png
Takumi Fire Emblem series Pit Pit (SSBU) (×2)
Grab
9,100 Mushroomy Kingdom (Battlefield form) •Hazard: Heavy Wind •Dangerously high winds are in effect
•The enemy's neutral special has increased power
•The enemy favors neutral specials
Lost in Thoughts All Alone (Remix)
707 Centurion Kid Icarus series •Tiny Pit Team Pit (SSBU) (×8)
Attack
1,700 Skyworld N/A •The enemy favors neutral specials in the air
•Defeat an army of fighters
Underworld
708
Three Sacred Treasures Spirit.png
Three Sacred Treasures Kid Icarus series •Reflect Pit Pit (SSBU)
Neutral
9,600 Palutena's Temple (Battlefield form) N/A •The enemy reflects projectiles
•The enemy's special moves have increased power
In the Space-Pirate Ship
817
Swooping Snitchbug Spirit.PNG
Swooping Snitchbug Pikmin series Pit Team Pit (SSBU) (×4)
Grab
1,900 Distant Planet •Item: Boss Galaga •The enemy is easily distracted by items Main Theme - Pikmin (Original)
840
Phyllis & Pelly Spirit.png
Phyllis & Pelly Animal Crossing series Pit Pit (SSBU)
Dark Pit Dark Pit (SSBU)
Neutral
3,600 Town and City •Item: Tidal Wave
•Uncontrollable Speed
•All fighters move faster and can't stop quickly after a little while
•Certain items will appear in large numbers after a little while
•The enemy is easily distracted by items
Town Hall and Tom Nook's Store - Animal Crossing: Wild World
1,021 Affinity Bayonetta series Pit Team Pit (SSBU) (×4)
Neutral
2,000 Umbra Clock Tower (Battlefield form) N/A Stamina battle
•The enemy has increased move speed
One Of A Kind
1,187 Cupid Sennen Kazoku Pit Team Pit (SSBU) (×4)
Shield
2,000 Skyworld N/A •The enemy favors neutral specials Afternoon on the Island

As a minion

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
1,127 Diskun Disk System Young Link Young Link (SSBU)
Pit Pit (SSBU)
Simon Simon (SSBU)
Samus Samus (SSBU)
Attack
9,100 Temple (Battlefield form) N/A •Take your strongest team into this no-frills battle Famicom Medley Pit (Hikari Shinwa: Palutena no Kagami for the Famicom Disk System)
1,246
Orville Spirit.png
Orville Takt of Magic Robin Robin (SSBU)
Pit Pit (SSBU)
Zelda Zelda (SSBU)
Grab
3,400 PictoChat 2 N/A •Defeat the main fighter to win Struggle Against Chaos Samuel
1,316
P5 Goro Akechi.png
Goro Akechi Persona series Marth Marth (SSBU)
Pit Pit (SSBU)
Neutral
3,800 Fourside (Battlefield form) •Hazard: Left Is Right, Right Is Left •Defeat the main fighter to win
•Left and right controls will suddenly reverse
Rivers in the Desert Robin Hood

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

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 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 the only fighter who was introduced in Brawl to have an Echo Fighter, that being Dark Pit.