Pit (SSBU): Difference between revisions

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Overall, while Pit fares better than he did in ''SSB4'', he still carries most of the same weaknesses: a lack of noteworthy attributes, hitbox inconsistencies, landing in general due to being floaty, vulnerable recovery, and mediocre KO power despite the buffs, which 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 worse. {{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 overly "honest" character, has garnered him the same increasingly negative reception he had received during ''SSB4'': players including {{sm|VoiD}}, {{sm|ESAM}}, {{sm|ZeRo}}, and {{sm|Dabuz}} view him as a lower mid-tier character, or even a low-tier character with {{sm|Mew2King}} listing him as a bottom tier character. Despite patch 4.0.0 brought Pit some buffs to his frame data, as well as a slight buff to his edgeguarding potential, the effect of his viability is minimal, due to not addressing his primary flaws. Though his viability remains to be seen.
Overall, while Pit fares better than he did in ''SSB4'', he still carries most of the same weaknesses: a lack of noteworthy attributes, hitbox inconsistencies, landing in general due to being floaty, vulnerable recovery, and mediocre KO power despite the buffs, which 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 worse. {{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 overly "honest" character, has garnered him the same increasingly negative reception he had received during ''SSB4'': players including {{sm|VoiD}}, {{sm|ESAM}}, {{sm|ZeRo}}, and {{sm|Dabuz}} view him as a lower mid-tier character, or even a low-tier character with {{sm|Mew2King}} listing him as a bottom tier character. Despite patch 4.0.0 brought Pit some buffs to his frame data, as well as a slight buff to his edgeguarding potential, the effect of his viability is minimal, due to not addressing his primary flaws. Though his viability remains to be seen.


===Aesthetics===
{{SSB4 to SSBU changelist|char=Pit}}
*{{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|Like many other characters, Pit is more expressive.}}
*{{change|Pit has a new [[alternate costume]]; it is almost identical to his default costume, but turns his hair and shoes blonde and white respectively. This replaces his cyan costume from ''SSB4''.}}
*{{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 has a new [[Star KO]] scream in the English version. He now shouts "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 [[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).}}
 
===Ground attacks===
*[[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, allowing to connect better in to the the second hit.}}
**{{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.}}
 
===Aerial attacks===
*{{buff|All aerials have significantly 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' two smallest hitboxes have been increased (2u/2.5u → 2.5u/3u), and its smallest hitbox uses altered angle (25° → 220°/140°) and set knockback values (20 → 30/30) for aerial and grounded opponents, with the rest of the multhit hitboxes having their angle (65°/125°/160° → 48°/335°/130°) and set knockback values (70/70/20/20 → 50/30/65) changed as well. This allows them to connect more reliably and reduces the blindspots around Pit.}}
**{{buff|The looping hits have reduced hitlag (1× → 0.5×) and SDI multipliers (1× → 0.8×), making them harder to escape from.}}
**{{buff|The looping hits have longer hitbox durations (1 frame → 2 frames).}}
**{{buff|The last hit deals more damage (4% → 4.5%).}}
**{{buff|The final hit is larger (9.2u → 9.5u), and has been repositioned (Y offset: 8 → 9.5, Z offset: 2 → 3), improving its horizontal and vertical range.}}
*[[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), partially restoring its KO potential from Brawl.}}
**{{buff|The looping hits have reduced hitlag multipliers (1× → 0.8×), making them harder to SDI out of.}}
**{{buff|The looping hits have larger hitboxes (1.5u → 2.3u), and extend further (Z offset: 11-18 → 10-19), improving its range.}}
*[[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 more base knockback but drastically less knockback scaling to compensate(5 base/270 scaling → 50/130),  improving its [[juggling]] ability and making it safer on hit at low percents.}}
**{{buff|The looping hits have reduced hitlag multipliers (1× → 0.8×), making them harder to SDI out of.}}
*[[Down aerial]]:
**{{buff|Down aerial's [[meteor smash]] sweetspot is larger (3u → 4u), and extends further downwards (Y offset: -4 → -4—-6) 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.}}
 
===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)).}}
*{{nerf|Dash grab has slightly less range (Z2 offset: 11.8u → 11.5u).}}
*[[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%).}}
 
===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 ''SSB4''. 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).}}
**{{nerf|Unlike in Smash 4, Pit's left foot noticeably sticks out from the bottom, leaving it more easily exposed to attacks from the side that wouldn't have normally hit him in Smash 4.}}
*[[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==
==Update history==