Pit (SSBU): Difference between revisions

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