Super Smash Bros. 4

Pit (SSB4)

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This article is about Pit's appearance in Super Smash Bros. 4. For the character in other contexts, see Pit.
Pit
in Super Smash Bros. 4
Pit SSB4.png
KidIcarusSymbol.svg
Universe Kid Icarus
Other playable appearances in Brawl
in Ultimate

Availability Starter
Final Smash Three Sacred Treasures
Tier D (32)
Pit (SSB4)

Pit (ピット, Pit) is a playable character in Super Smash Bros. 4. His return to the series was announced during the E3 Nintendo Direct on June 11th, 2013.[1]

Rather than retaining Lani Minella as his voice actor from the English version of Super Smash Bros. Brawl, Pit is now voiced by Antony Del Rio, who reprises his role from the English version of Kid Icarus: Uprising. However, he remains uncredited, possibly due to being a union-based voice actor. Minami Takayama, who voiced Pit in the Japanese versions of Brawl and Uprising, also reprises her role, with new voice clips.

Pit, alongside his clone Dark Pit, is ranked 32nd out of 54 on the tier list, placing him in the D tier. This is a moderate drop from his placement in Brawl, where he was ranked 17th out of 38, making this Pit's worst tier placement yet. Pit's frame data is deceptively fast, as almost the entirety of his moveset has less than 10 frames of start-up lag. On a related note, all of his aerial attacks are capable of auto-canceling with a short hop. When these traits are coupled with his disjointed range and projectile, Palutena Bow, Pit boasts a very effective neutral game.

Pit is also among the handful of characters who possesses multiple double jumps, which not only assists his recovery and landing options, but also makes him very capable at edge-guarding. Lastly, Pit's grab game has improved considerably: his forward throw now possesses KO potential, and the changes to hitstun canceling have made his down throw into a very reliable combo starter.

However, Pit's KO potential is unimpressive: aside from edge-guarding and his forward/up smashes, his other KOing options are only effective when sweetspotted (forward tilt and back aerial), or at very high percentages (forward throw and Upperdash Arm). Changes to game mechanics have also nerfed Pit in certain ways: the removal of gliding hinders his recovery, while edge trumping hinders his edge-guarding potential.

Although Pit has a small playerbase, he has nevertheless managed to achieve a decent level of success, thanks to the likes of Earth, Kuro and KiraFlax. Earth, in particular, has demonstrated Pit's viability: he has won a number of regional tournaments; achieved a number of above-average placings at the regional and national levels in both singles and doubles play; and was ranked 35th on Panda Global Rankings' v3 list.

AttributesEdit

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 SSB4 when utilized properly.

Much like his attributes, Pit's moveset is balanced, so much so that it seemingly has no glaring strengths or weaknesses. When coupled with his great neutral game, Pit's 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.

Unlike in Brawl, Pit now possesses a respectable grab game. His grabs' ranges have increased, 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. 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, 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 a reverse aerial rush or 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.

In the transition to SSB4, almost the entirety of Pit's special moveset underwent numerous changes in reference to Kid Icarus: Uprising. His new side and down specials use weapons that debuted in Uprising; his new up special references Palutena's ability to grant him the Power of Flight; and his new Final Smash uses the Three Sacred Treasures. Upperdash Arm functions very similarly to Raptor Boost: it propels Pit forward and, upon making contact with something, results in him throwing an uppercut that has a decent damage output and very high base knockback. As a result, it boasts KO potential unlike Angel Ring, at the cost of damage racking potential. Upperdash Arm also has utility outside of offense: it grants super armor; can reflect projectiles; and can function as a horizontal recovery option. However, it is very punishable because of its dash's noticeable start-up lag and extreme amount of ending lag, especially when it misses. Upperdash Arm's deflection property is also fairly inconsequential, since it reflects projectiles at an upward diagonal angle instead of directly back at the opponent.

Power of Flight covers an impressive amount of distance, and be angled to propel Pit either vertically, diagonally, or almost horizontally. It also offers better protection compared to Wings of Icarus: Pit can immediately reuse it upon being hit, and it grants intangibility that lasts slightly longer than Wings of Icarus' invincibility. However, Power of Flight's linearity results in it lacking the unpredictability and impressive versatility that Wings of Icarus possesses. 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. While these traits make them seem like a direct upgrade of Mirror Shield, the Orbitars are not indestructible like the Shield: 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; Mewtwo has better mobility; Link and Toon Link are better at camping; Cloud has greater range; and Charizard is overall much stronger. Pit's KO potential, however, is his most noticeable weakness. 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 (down smash, forward throw and Upperdash Arm). This, in turn, is further compounded by his lack of guaranteed KO set-ups.

Although rage alleviates Pit's KO potential, his average endurance means that he cannot utilize it as consistently or effectively as heavier characters can. In addition, rage also hinders Pit's combo game out of down throw and neutral aerial, which are two of Pit's most effective combo starters. As a result, Pit will typically spend a comparatively longer time racking up damage before attempting to score a KO, and will often give the opponent high amounts of rage in the process.

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.

Pit possesses some decent custom moves. Guiding Bow grants even more control over the arrow's curvature, albeit at the cost of a lower damage output. Interception Arm functions similarly to a counterattack and boasts better KO potential, thanks to its higher damage output and knockback. However, it lacks any recovery potential because of it moving Pit very slightly backward upon being used, and also forces him into his lengthy aerial ending lag while in midair. Breezy Flight makes Pit more difficult to gimp at its start, but at the cost of weakening his long-distanced recovery. Lastly, Amplifying Orbitars are significantly stronger reflectors, making them a better choice against projectile-reliant characters. However, they lack pushboxes and have less durability.

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.

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 consistent KO potential. This has also been reflected in his tournament representation, which is minimal outside of Japan, much like in Brawl. However, Pit has nevertheless managed to achieve a decent level of success in the competitive scene: Earth has won a number of regional tournaments, while Chompy, Len, Kuro, and KiraFlax have collectively achieved a number of above-average tournament results at the regional and national levels in both singles and doubles play.

Changes from Super Smash Bros. BrawlEdit

Pit received some of the most noticeable changes of any returning veteran, similarly to Bowser, Dr. Mario, Roy, King Dedede and Charizard. Most of his moves have been heavily altered, with his special moves being the most noticeably changed in order to reference Kid Icarus: Uprising. As a result, Pit's transition from Brawl to Smash 4 saw him receive a mix of buffs and nerfs, but due to his key weaknesses being more exploitable, he has been overall nerfed.

Due to Pit's special moveset being changed to reflect Kid Icarus: Uprising, it has received a mix of both buffs and nerfs. Pit's new side special, Upperdash Arm, provides the most utility out of the three: it possesses KO potential and super armor; can be used for horizontal recovery; and can deflect projectiles. His new down special, Guardian Orbitars, provide protection on both sides, but have limited durability. Lastly, Pit's new up special, Power of Flight, can be immediately reused even if he is hit during its usage, though it has vastly less versatility because of its strictly linear path as well as lacking the windbox and advanced techniques Wings of Icarus had.

Pit's previously poor grab game has been improved: the changes to hitstun canceling make his down throw into a very useful combo starter, while his forward throw has KO potential at very high percentages. The removal of meteor canceling benefits Pit more than other returning veterans, as he is no longer more vulnerable to meteor smashes than most of the rest of the cast and he has gained a new meteor smash with his down aerial. Pit's grounded mobility has improved, which allows him to extend his combos and apply more grounded pressure to his opponents.

However, Pit has received some significant nerfs, most notably to his recovery: it is now hindered by lower and less floaty double jumps, the removal of gliding, and Power of Flight's aforementioned lack of versatility. Many of Pit's attacks also have lower damage outputs, shorter hitbox durations, and increased start-up and ending lag. This is notably obvious with Palutena Bow and his back aerial, with the former being laggier, travelling much slower and being less maneuverable while the latter has drastically reduced KO potential going from one of the most powerful back aerials to a back aerial with below average power.

In addition to the removal of gliding, other game mechanic changes within Smash 4 have indirectly nerfed Pit. The removal of edge-hogging in favor of ledge trumping nerfs Pit's edge-guarding potential (although it greatly benefits Power of Flight), which is further compounded by the majority of the cast having improved recoveries. Additionally, rage is a mixed bag for Pit: while it alleviates his unimpressive KO potential, his merely average endurance results in him being unable to utilize it as consistently or effectively as other characters. As a result, Pit generally has more trouble KOing effectively while becoming easier to KO himself.

Overall, Pit's strengths and weaknesses are more balanced out as while he has no detrimental weaknesses, he also lacks any highly notably strengths or options putting him at a disadvantage compared to the rest of the cast who either have much more prevalent strengths or they posses moves with far more utility. As a result of these changes, Pit is worse overall as his weaknesses were not properly addressed while his strengths were toned down. The general changes to the game's mechanics also benefit him less than other returning veterans. Pit's position relative to the cast is debatable, as while a majority of the veterans ranked above him in Brawl were either nerfed to some degree or were outright removed, some of the veterans who were once low-tier or bottom-tier, have been buffed to varying degrees and most of the rest of the returning veterans benefit from Smash 4's mechanics more than he does to the point where some characters are far more effective in Smash 4 regardless of if the character was directly buffed or nerfed overall.

AestheticsEdit

  •   Pit's design has changed. His eyes are now slightly larger; his nose is now slightly smaller; and his hair is now slightly longer and maple brown, instead of auburn. Additionally, Pit's ornaments are now metallic gold, instead of aureolin; his leg ring is now ornate, instead of plain; his leotard now has a matte finish, instead of a satin finish; his plate fibula has a thinner plate and a larger gem; his bracers and buskins are thicker; and his buskins have larger buckles. Lastly, the aesthetic used in Smash 4 has resulted in his bracers being sleeker; his bracers, buskins, and gauntlet being slightly more vibrant; and his buskers' fur trim being of a significantly higher visual quality than in Brawl. Altogether, these changes make Pit appear virtually identical to his appearance in Kid Icarus: Uprising.
  •   Pit's eye color is now slightly subdued. He also now wears archery gloves on both hands, instead of only wearing one on his left hand. These changes are unique to Smash 4.
  •   Pit has received two new alternate costumes.
  •   Pit is significantly more expressive. He now scowls with his mouth open during certain attacks; appears alarmed upon tripping; blushes while being grabbed; his irises shrink while teetering and  upon being screen KO'd; and he  sports a toothy smirk during his new victory pose. Each of these new expressions are largely based on Pit's expressions used during his conversations in Kid Icarus: Uprising.
  •   Pit's on-screen appearance has an updated sound taken directly from Kid Icarus: Uprising, which plays when he descends onto the ground after starting missions or reviving from tall heights.
  •   Pit has a new victory pose. He now rears his right arm back before thrusting it forward to strike the V sign and saying "Victory!" It is based on the pose he strikes upon defeating Hades at the end of Uprising. This replaces his victory pose from Brawl where he would kneel in prayer and raise his bow upward while saying, "Great Palutena, victory is ours!"
  •   Dash's animation has changed. It is now based on Pit's running animation in Kid Icarus: Uprising.
  •   Rolls, spot dodge and air dodge have updated sound effects. They now emit the same sound effect as Pit's dodge from Uprising.
  •   Pit now has a Smash Taunt that can be used on Palutena's Temple. It is based on his conversations with Palutena in Uprising. The animation he performs to access it is identical to his previous victory pose from Brawl, where he kneels and raises his bow victoriously, the latter which happens if the input is successful.
  •   Pit now says "Come on!" during his up taunt, "That all you got?" during his side taunt, and occasionally "I'm finished!" upon being KO'd. These are alternate translations of his respective quotes in Japanese, which are unchanged. The lattermost being quoted directly from the English releases of Kid Icarus games, makes having the reference in both Japanese and English. Down taunt is also lower pitched.
  •   Palutena Bow is thicker, slightly longer, and its blades' edges and fullers are now metallic gold and cerulean respectively, instead of aureolin and ultramarine, respectively. Additionally, its trail is now whitish gold with cerulean accents, instead of whitish amber. Lastly, its bow and blade swings' sound clips are lower pitched.
  •   Palutena Bow no longer emits a sound effect upon being split apart during Pit's idle pose.

AttributesEdit

  •   Pit walks faster (1.18 → 1.199).
  •   Pit dashes faster (1.583 → 1.66215).
  •   Pit's air speed is slightly slower (0.893 → 0.89), going from the 15th slowest out of 39 characters to the 8th slowest out of 58.
  •   Pit falls slightly faster (1.42 → 1.48), although he falls slower relative to the cast. This improves his vertical endurance, but makes him more susceptible to combos.
  •   Pit's gravity is slightly higher (0.075 → 0.081).
  •   Pit's mid air jumps have a lower relative height multiplier (1.05x → 1x) and Pit's third and fourth jumps have less vertical momentum (2 (jump 3)/1.73 (jump 4) → 1.8/1.6). When combined with Pit's higher gravity, this noticeably reduces the height of his jumps.
  •   Pit is slightly heavier (94 → 96), improving his endurance.
  •   Pit's item throw is weaker (1 → 0.9866667). When combined with the removal of glide tossing, this considerably hinders his item game.
  •   Air dodge has less startup (frame 4 → 2) and ending lag (FAF 40 → 32).
  •   Air dodge has a shorter duration (frames 4-29 → 2-26).
  •   Back roll has less ending lag (FAF 33 → 28), now matching Pit's forward roll.
  •   Rolls have a shorter duration (frames 4-17 → 4-15).
  •   Spot dodge has a shorter duration (frames 2-20 → 2-16).
  •   The removal of gliding hinders Pit's recovery. This also means that he no longer has a glide attack removing one of his strongest and safest KO options.[2]

Ground attacksEdit

  • Neutral attack:
    •   Neutral attack's first two hits have more ending lag (FAF 20 (hit 1)/21 (hit 2) → 27/30).
    •   The first two hits transition into the next hit later (frame 9 → 12).
    •   The first two hits deal less damage (3% → 2%).
    •   The first hit deals more knockback (10 (base), 40 (scaling) → 38/30), which prevents certain characters from escaping the second hit at lower percents as well as improving its jab canceling potential (despite its higher ending lag).
    •   The first hit's angles have been altered (80° → 50°/90°), which overall makes it connect more reliably into the second hit.
    •   The first hit now uses static extended hitboxes, which overall gives it more horizontal range.
      •   However, this also gives it less range below Pit.
    •   The first hit's hitboxes are smaller compared to the previous far hitboxes (3.5u/3.84u → 3.3u/3.8u).
    •   The second hit's near hitbox is larger (2.88u → 3u).
    •   The second hit now uses static extended hitboxes. This gives it more range during its second active frame but this also reduces its range above and behind Pit during this frame.
    •   The second hit's far hitbox launches opponents at a lower angle (140° → 120°).
    •   The second hit deals more knockback (0 (base), 70/85 (set), 40 (scaling) → 30/0/30). This makes it connect less reliably into the third hit or loop hits (especially at higher percents) and while this would improve its jab canceling potential, this is offset by its higher ending lag, hindering its jab canceling potential overall.
    •   The second hit's far hitboxes are smaller (3.2u/4.32u → 3u/3u).
    •   The third hit deals more knockback (50 (base), 70 (scaling) → 60/100).
    •   The third hit has a new animation where Pit stretches further forward and now immediately swings his staff upwards. This along with the far hitbox being moved further away from Pit (y offset: 4.9 → 6) improves its range.
    •   The third hit's near hit now consists of one static extended hitbox, giving it more consistent range below Pit.
    •   The third hit now launches opponents vertically (361° → 70°). This allows it to set up juggles or platform tech chases but hinders its edgeguarding potential.
    •   The third hit has a shorter duration (frames 3-7 → 3-4).
    •   The third hit's far hitboxes are smaller (4.5u/3.84u → 3.8u/2.9u).
    •   The infinite has a lower SDI multiplier (1.5x/1.3x → 1x) which along with the weakening of the mechanic, makes the infinite more difficult to escape from.
    •   The infinite's near hitbox now has consistent set knockback (25/30 (base), 0 (set), 130/100 (scaling) → 0/18/100) and it now has the highest priority, which makes it connect more reliably (although it is still unreliable).
    •   The infinite's far hitbox is larger (3.8u → 4u), it is extended and it extends further away from Pit (z offset: 16 → z strectch: 17), giving it more range.
    •   The infinite's angles have been altered (110°/20°/10°/361° → 25°/120°).
    •   The infinite now has weight independent knockback.
    •   The infinite deals less damage (1% (near/far)/2% (mid) → 0.8%).
    •   The infinite's near hitbox is smaller (5u/5u/4.5u → 3.4u) and it does not extend as far inside of Pit (z offset: 2 → 5).
    •   The infinite's far hitbox has lower set knockback (10 → 4), making it connect less reliably.
    •   As with other infinites, the infinite now pushes Pit away from his opponent after a few hits. This significantly hinders its damage racking potential, especially at walls.
      •   If Pit uses the infinite near an edge, this property can potentially push Pit off the edge and cancel the move. This improves its safety but hinders its reliability.
    •   Neutral infinite has received an updated finisher, a lunging outward slash. This finisher possesses a hitbox, improving its safety and utility.
    •   The finisher has more ending lag (FAF 12 → 40).
  • Forward tilt:
    •   Forward tilt has a new animation where Pit performs a scissoring slash while arcing his body. Pit now moves his body forwards which gives the move more range, despite its hitboxes not extending nearly as far from Pit (z offset: 21 → z stretch: 14).
      •   However, this forwards movement also causes the move to whiff against close opponents as its position inside of Pit has not been changed.
    •   Forward tilt has less startup with a longer duration (frames 14-16 → 10-14).
      •   However, its total duration was unchanged, giving it more ending lag.
    •   Forward tilt deals more knockback (12 (base), 95 (scaling) → 40/100), improving the far hit's KO potential despite its lower damage.
    •   Forward tilt's hitboxes are positioned slightly higher (y offset: 7.2 → 7.5).
    •   Forward tilt now always launches opponents in the direction Pit is facing.
    •   Forward tilt deals less damage (12% → 7% (near)/10% (far)), hindering the near hit's KO potential despite its higher knockback.
    •   Forward tilt no longer deals extra shield damage (1 → 0).
    •   Forward tilt has smaller hitboxes (5.2u/4.8u/3.84u/4.8u → 3.5u/3.5u).
  • Up tilt:
    •   Pit's up tilt has a new animation where he performs a bicycle kick followed by a stretch kick.
    •   Up tilt has more startup lag (frame 2 → 6) and ending lag (FAF 36 → 43).
    •   Up tilt deals much less damage (3% (hit 1)/6% (hit 2)/7% (hit 3)/16% (total) → 2%/3%/5%/10%).
    •   The first hit is larger (3.5u → 4.5u) and it has been moved further away from Pit (z offset: 0 → 8.5), giving it much more range.
      •   However, this removes its ability to hit opponents behind Pit.
    •   The first hit now launches opponents towards Pit (90° → 100°). When considering its altered positioning, this allows it to connect more reliably into the second hit.
    •   The first hit is positioned much higher (y offset: 1.6 → 7), hindering its ability to hit characters below Pit.
    •   The second hit has altered angles (115°/75°/90° → 365°/90°) and knockback (90/0/0 (set), 50/60/70 (scaling) → (60/80)/100). When combined with the weakening of SDI, this allows the second hit to connect more reliably into the third hit.
    •   The second hit now has static extended hitboxes on Pit's fit, giving it more consistent range throughout its duration.
    •   The second hit has smaller hitboxes (3.84u/3.84u/5.76u/5.76u → 3u/3u) and its lower hitboxes have been removed, giving it less range.
    •   The second and third hits have a higher hitlag multiplier (1× → 1.2×), making them easier to DI.
    •   The third hit deals more knockback (60 (base), 70 (scaling) → 50/120), improving its KO potential despite its lower damage.
    •   The third hit has a larger hitbox (3.84u/3.84u/5.76u/5.76u → 7.5u), which is now extended, giving it more range above Pit.
    •   The third hit now launches opponents at a consistent angle (90°/115°/75° → 83°).
    •   The third hit has a shorter duration (frames 15-18 → 15-16).
    •   The third hit's lower hitboxes have been removed, giving it less range below Pit.
  • Down tilt:
    •   Down tilt has an updated animation where Pit now leans farther inward to perform the kneeling slash. This overall gives the move more range despite its hitboxes not extending nearly as far from Pit (z offset: 20 → z stretch: 16).
      •   However, the hitbox does not extend as far inside of Pit (z offset: 3.2 → 7) which along with its new animation, reduces its range inside of him.
    •   Down tilt has a shorter duration (frames 6-8 → 6-7).
    •   Down tilt has more ending lag (FAF 30 → 32).
    •   Down tilt deals much less damage (11% → 6%) and has less base knockback (80 → 70), greatly hindering its KO potential.
    •   Down tilt now launches opponents at an upwards horizontal angle, rather than a vertical or downwards meteor smash angle (80° (far)/280° (near) → 55°). This removes its ability to set up juggles (despite its lower knockback) as well as greatly hindering its edgeguarding potential.
    •   Down tilt has a smaller hitbox (4.32u/3.84u/2.88u/2.88u → 2.5u).
  • Dash attack:
    •   Pit's dash attack has an altered animation where Pit performs a spinning inward slash. The move covers a considerably higher amount of distance, making it much better as an approach, punishment or followup option.
    •   Dash attack has less ending lag (FAF 42 → 39).
    •   Dash attack now deals consistent damage due to now having one extended hitbox (11% (body)/12% (arm)/9% (blade) → 11%).
    •   Dash attack has more base knockback but less knockback scaling (20 (base), 100 (scaling) → 80/50). This improves its safety on hit at lower percents and improves its ability to lead into mixups (especially when combined with its higher distance/lower ending lag) but this also hinders its KO potential.
    •   Dash attack has a smaller hitbox (4.8u/4.32u/3.36u/2.4u → 3.5u) which does not extend as far vertically or horizontally (y/z offsets: (2.8/7.2)/(2/16.8) → 4.5/7, y/z stretch: 7/16).
    •   Dash attack retains the lower launch angle from its previous near hitbox (80°/70°/60° → 60°) which overall hinders its ability to set up juggles.
  • Forward smash:
    •   Forward smash has a new animation where Pit now steps a considerable distance forward when performing the move. This new animation considerably improves its range, especially the second hit.
    •   Forward smash has larger hitboxes which are now extended (4u/4.3u/3.3u/2.8u (hit 1)/4.1u/4.5u/3.5u/3.1u → (6u/6u/6u/6u)/6u).
    •   The first hit launches aerial opponents at a much lower angle (110°/90° → 70°/0°), allowing it to connect more reliably into the second hit against them.
    •   The first hit launches grounded opponents at a lower angle (110°/90° → 70°/35°) and it has higher set knockback (40 → 43/53) against them. This would make it connect less reliably into the second hit although this is compensated by the second hit's longer range.
    •   The second hit deals more knockback (30 (base), 108 (scaling) → 42/122), improving its KO potential despite its lower damage.
    •   Forward smash has more startup lag with a shorter duration (frames 6-8 (hit 1)/18-20 (hit 2) → 10/21), now being tied for being the fastest forward smash (rather than being the sole fastest by multiple frames).
      •   The shorter hitbox duration combined with the hitboxes now being static also means that the move has less vertical range, both above and below Pit.
    •   Forward smash has more ending lag (FAF 48 → 59).
    •   Forward smash deals less damage (7% (hit 1)/12% (hit 2)/19% (total) → 5%/10%/15%).
    •   The first hit has lower set knockback against aerial opponents (40 → 5/15). The near hit in particular (which has higher priority) no longer has enough hitstun to lead into the second hit, which allows some characters to avoid the second hit, hindering its reliability against aerial opponents.
  • Up smash:
    •   Up smash has a new animation where Pit jumps up much higher. The move's hitboxes have been moved upwards to compensate for this change (y offset: 23 (hits 1 and 2)/23.6 (hit 3) → 28/34), giving it considerably more range above Pit.
    •   Up smash starts charging later (frame 1 → 2). This means that the move now have consistent startup lag, regardless of if it is buffered or not.
      •   However, the move retains its startup lag from the non buffered version, giving it more startup lag when buffered (frame 5 → 6).
    •   The first hit now has a late hit, giving it a longer duration (frame 6 (non buffered) → 6 (clean)/7 (late)).
      •   This new late hit is positioned lower and further forwards than the previous side hitboxes (y/z offsets: 18/6.6 → 14/10), giving it more range below and in front of Pit.
    •   The first hit's angles (270°/90°/110° → 365°/365°/105° (clean)/365°/365°/110° (late)) and set knockback (12/40/33 → 40/33/33) have been altered, allowing it to connect more reliably into the second hit.
    •   The second hit has less startup lag compared to its previous non buffered counterpart (frame 11 → 10).
    •   The second hit's side hitboxes have higher set knockback (35 → 50).
    •   The third hit launches at a higher angle (80° → 89°) and it deals more knockback (75 (base), 83 (scaling) → 66/102), significantly improving its KO potential.
    •   The third hit's lowest hitbox is larger (4u → 5u).
    •   The third hit's side hitboxes are positioned slightly further away from Pit (z offset: 6.4/-6.4 → 7/-8), giving it more horizontal range.
    •   Up smash has more ending lag (FAF 47 (non buffered) → 52).
    •   The first two hits have smaller hitboxes (5u/7u/6.2u/6.2u (hit 1)/5u/5u/6.2u/6.2u (hit 2) → (4.5u/4u/4u)/(4u/5.2u/5.2u)) and their lowest hitbox has been removed.
      •   This especially hurts the first hit as shorter characters in front of Pit can now low profile under the move while the move flat out no longer works against almost the entire cast if they are grounded and behind Pit.
      •   This also gives the early first hit and the second hit less horizontal range despite their hitboxes being moved slightly further away from Pit (z offset: 6.6/-6.6 → 7/-7).
    •   The third hit's highest hitbox is smaller (6.5u → 5.8u).
    •   The third hit has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.
  • Down smash:
    •   Down smash has a new animation where Pit now leans farther inward to perform each slash. This new animation improves its range (especially the back hit), despite its furthest hitboxes being moved closer to Pit (z offset: 18/-18 → 17.4/-17).
    •   The mid and far hitboxes are larger (3.3u/3u → 3.6u/3.4u).
    •   The first hit's far hitbox deals more knockback (18 (base), 90 (scaling) → 35/93), improving its KO potential despite its less favorable launch angle (361° → 55°).
    •   The second hit deals more damage (10% (body)/9% (base)/8% (tip) → 12%/10%) and knockback (20 (base), 90 (scaling) → 25/93), and it is now a semi-spike (75° → 30°), significantly improving its edgeguarding and KO potential.
    •   The first hit's near hitbox deals less damage (13% (body) → 12%) and the first hit launches opponents at a higher angle (361° → 55°), hindering its KO potential (especially the near hit and excluding the far hit), as its knockback was not fully compensated (30/25 (base), 90 (scaling) → 35/93).
    •   The nearest hitbox has been removed on both hits, giving down smash less range inside of Pit despite the new nearest hitbox being moved closer to Pit (z offset: 4/-4 (nearest)/9/-9 (mid near) → 6.4/-6).

Aerial attacksEdit

  • Neutral aerial:
    •   Neutral aerial has less landing lag (30 frames → 24).
    •   The loop hits have lower SDI multipliers (1.4× → 0.8×), which along with the weakening of the mechanic, makes them more difficult to escape from (although they are still fairly unreliable).
    •   The final hit has a larger hitbox (8u → 9.2u).
    •   Neutral aerial has an updated animation where Pit now swings his Palutena Bow slightly behind himself for its last hit. This new animation is longer (51 frames → 67), increasing the amount of time Pit cannot grab ledges after performing the move.
    •   Neutral aerial has more ending lag (FAF 52 → 55).
    •   The loop hits deal less damage (1% → 0.7%), which reduces the move's overall damage output (11% → 8.9%).
    •   The loop hits' far hitboxes are positioned closer to Pit (z offset: 8.8 → 7.8), while the upper hitboxes have been moved downwards (y offset: 13.5 → 12.5), reducing their range.
    •   The final hit has a higher hitlag multiplier (1× → 1.8×). This makes it easier to DI and as neutral aerial cannot be frame canceled, this hinders the move overall.
  • Forward aerial:
    •   Pit has a new forward aerial, a buzzsaw-like series of slashes. Instead of being a single hitting move, it is a multi hitting move with three hits.
    •   Forward aerial has less startup lag with a longer duration (frames 12-15 → 11-12/14-15/18-19).
    •   Forward aerial extends further away from Pit (z offset: 16 → z stretch: 18 (hits 1-2)/19 (hit 3), giving the final hit more range.
    •   Forward aerial's hitboxes are positioned lower (y offset: 7/8 → 5).
    •   Forward aerial has more ending lag (FAF 38 → 47).
    •   Forward aerial has a longer animation (37 frames → 55).
    •   Forward aerial has more landing lag (15 frames → 20).
    •   Forward aerial deals much less damage (13%/14%/15% → 1.5% (hits 1-2)/4% (hit 3)/7% (total)). The final hit's knockback was mostly compensated compared to the previous 13% hitbox (10 (base), 82 (scaling) → 20/180).
    •   Due to its multi hit nature, forward aerial has become less reliable overall.
    •   Forward aerial has smaller hitboxes (3.8u/5.5u/4.5u → 1.5u (hits 1-2)/4u (hit 3)). The first two hits in particular now have deceptively tiny hitboxes, giving them less range in front of Pit, despite extending further forwards.
    •   Forward aerial does not extend nearly as far inside of Pit (z offset: 4.8 → 11), giving it much less range inside of him (especially the loop hits).
    •   The final hit has a much higher hitlag multiplier (1× → 2.2×). This makes it easier to DI (despite its much lower damage) and as forward aerial cannot be frame canceled, this hinders the move overall.
  • Back aerial:
    •   Back aerial has an altered animation where Pit now leans farther backwards while performing the double reverse gripped thrust. The move now uses static extended hitboxes which extend much further backwards to accommodate this new animation, giving it considerably more range.
      •   However, this animation also makes Pit much more vulnerable and it is considerably longer (38 frames → 51).
      •   Additionally, the hitboxes do not extend as far inside of Pit, giving it less range in front of him.
    •   Back aerial has more startup lag (frame 9 → 10) and ending lag (FAF 39 → 41).
    •   Back aerial no longer has a late hit, greatly shortening its duration (frames 9-10 (clean)/11-25 (late) → 10-12).
      •   However, its duration is longer than the previous clean hit (2 frames → 3).
    •   Back aerial has more landing lag (15 frames → 20).
    •   Back aerial has smaller hitboxes (4u/4u/4u → 3.4u/3.2u).
    •   The far hit deals less damage (15% → 12%), launches opponents at a higher angle (361° → 46°) and it has lower knockback scaling (100 → 96), greatly hindering its KO potential, going from the third strongest back aerial to a back aerial with below average power.
    •   The near hit deals much less damage (15% → 8%) and has lower knockback scaling (100 → 96), immensely hindering its KO potential (although it is still stronger than the previous late hit).
    •   The near hit launches opponents at a higher angle (361° → 66°). This removes its locking potential, but grants it combo potential.
  • Up aerial:
    •   Up aerial has less landing lag (30 → 24 frames).
    •   Up aerial has lower SDI multipliers (1.3× → 0.7× (loop)/1× (final)), which along with the weakening of the mechanic, makes it considerably more difficult to escape from.
    •   The loop hits' highest hitbox has been moved higher upwards (y offset: 17 → 19), giving it more range above Pit.
    •   The loop hits' highest hitbox has higher hitbox priority (ID# 3 → 1), which overall makes up aerial connect more reliably.
    •   The final hit launches opponents at a higher angle (361° → 68°). This allows it to set up juggles but this also hinders its edgeguarding potential.
    •   Up aerial has more startup (frame 9 → 12) and ending lag (FAF 45 → 50).
    •   Up aerial has a longer animation (44 frames → 59).
    •   Up aerial now only has five hits instead of six, which shortens its duration (frames 9-10/12-13/15-16/18-19/21-22/24-25 → 12-13/15-16/18-19/21-22/24-25) and reduces its total damage output (12% → 10%).
    •   The loop hits have smaller hitboxes (3.36u/4.8u/4.8u/4.8u → 2.8u/3.8u/3.8u/3.8u).
    •   The final hit has a much higher hitlag multiplier (1× → 2×). This makes it easier to DI and as up aerial cannot be frame canceled, this hinders the move overall.
  • Down aerial:
    •   Down aerial has less landing lag (30 → 24 frames).
    •   The clean hit's middle hitbox is now a meteor smash (80° → 270°). This grants its edgeguarding potential as well as improving its followup potential, especially out of a missed tech.
    •   Down aerial deals less damage (12% → 10%), hindering its KO potential.
    •   The clean hit's middle hitbox has much lower base knockback (50 → 0) which along with its lower damage and launch angle, greatly hinders its KO potential, especially on stage.
      •   However, this also grants it locking potential along with its new angle.
    •   The clean hit's middle hitbox is smaller (6u → 3u), giving it less range despite being positioned further below Pit (y offset: -2.4 → -4).

Throws/other attacksEdit

  • Grabs:
    •   Dash grab has less startup (frame 10 → 8) and ending lag (FAF 40 → 37).
    •   Pivot grab has less ending lag (FAF 36 → 35).
    •   All grabs extend further away from Pit (z offset: 9 (standing/dash)/-13 (pivot) → z stretch: 9.9 (standing)/11.8 (dash).-16.4 (pivot)), improving dash and pivot grabs' range.
    •   Standing grab extends further inside of Pit (z offset: 5 → 4), giving it marginally more range inside of him.
    •   All grabs have smaller grabboxes (4u → 3.1u (standing/pivot)/2.5 (dash)).
    •   Dash and pivot grabs do not extend as far inside of Pit (z offset: 2 (dash)/-3 (pivot) → 4/-4).
  • Forward throw:
    •   Forward throw has higher base knockback (30 → 50), improving its KO potential.
      •   However, this combined with the removal of chain grabbing hinders its followup potential at lower percents.
    •   The hitbox has a longer duration (frame 12 → 12-13).
    •   Pit releases his opponent from forward throw one frame later (frame 13 → 14).
  • Back throw:
    •   Back throw has higher base knockback (50 → 65), improving its KO potential.
  • Up throw
    •   The hitbox has more startup lag (frame 12 → 13).
    •   The hitbox has a longer duration (frame 12 → 13-14).
    •   The hitbox is now extended, giving it more range inside of Pit.
    •   Pit releases his opponent from up throw slightly later (frame 13 → 15).
  • Down throw:
    •   Down throw has an altered animation which overall slightly alters the position of the hitbox. On certain stages in certain positions, the hitbox will now whiff against Peach because of this change.
    •   The changes to hitstun canceling and DI significantly improve down throw's combo potential despite its lower launch angle (80° → 70°).
  • Floor attacks:
    •   Floor attacks have less startup lag (frame 16 → 14 (front)/13 (back)).
      •   Back floor attack's second hit also has less startup lag (frame 27 → 24).
    •   Floor attacks have less ending lag (FAF 50 → 46).
    •   Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).
    •   Floor attacks now uses one larger extended hitbox (3.84u → 5u), giving them more range.
    •   Floor attacks have less intangibility (frames 1-27 → 1-26 (front)/1-25 (back).
    •   Floor attacks launch opponents at a higher angle (361° → 48°).
  • Front Floor Attack:
    •   Front floor attack's second hit extends further away from Pit (z offset: -13.2 → 16), improving its range.
    •   The front hit does not extend as far away from Pit (z offset: 15.2 → 16) and both hits do not extend as far inside of Pit (z offset: 3.2/-1.2 → z stretch: 4/-4). While the first hit does have more range due to its larger hitbox, this gives the second hit less range inside of Pit.
  • Back floor attack:
    •   Front floor attack's first hit extends further away from Pit (z offset: -13.2 → -15), improving its range.
    •   The first hit does not extend as far inside of Pit (z offset: -1.2 → z stretch: -4), giving it less range inside of Pit.
  • Edge attack:
    •   As with other edge attacks, edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).
    •   Edge attack extends further inside of Pit (z offset: 0 → z stretch: -5), giving it more range inside of him.
    •   Edge attack has a shorter duration (frames 25-29 → 25-27).
    •   Edge attack has less intangibility (frames 1-23 → 1-22).
    •   Edge attack deals less damage (8% → 7%) and launches opponents at a less favorable angle (361° → 45°).
    •   Edge attack now uses one extended hitbox rather than four normal hitboxes which is smaller (5u → 4.5u) and it does not extend as far away from him (z offset: 15 → 11), giving it less range.
    •   As with other edge attacks, edge attack can no longer send opponents behind Pit, removing its ability to set up edgeguards.
  • Trip attack:
    •   Trip attack deals more shield damage (1 → 8) per hit.
    •   Trip attack now uses an extended hitbox which is larger than the previous near hitboxes (4u/4u → 5u), giving it more vertical range at close range.
      •   However, its hitbox is smaller than the previous far hit (6u → 5u), giving the first hit less range.
    •   The second hit has less startup lag (frame 30 → 29).
    •   The second hit extends further away from Pit (z offset: 11 → 14), giving it more range.
    •   Trip attack has less intangibility (frames 1-8 → 1-7).
    •   Trip attack does not extend as far inside of Pit (z offset: 0 → z stretch: -5/5), giving it less range inside of Pit.

Special movesEdit

  • Palutena Bow:
    •   Palutena's Arrow has been renamed to Palutena Bow.
    •   Palutena Bow's visual effects have slightly changed. Its arrow's outline is now sky blue, instead of blue.
    •   Palutena Bow's animation has slightly changed. Pit now uses it while leaning slightly forward and having his legs and wings spread-eagle, instead of using it while in a kneeling position. It also has updated sound effects.
    •   Palutena's Bow has less ending lag in the air if the arrow is shot forwards (FAF 44/30 (instantly shot/from release) → 43/27).
    •   Palutena Bow has more ending lag on the ground if the arrow is shot forwards (FAF 44/30 (instantly shot/from release) → 59/45).
    •   Palutena Bow has one more frame of ending lag if the arrow is shot upwards (FAF 26 (from release) → 27).
    •   Palutena Bow has more startup lag in the air (frame 20 → 22).
    •   The arrows deal less damage (5% (uncharged)/11% (fully charged) → 3.27%/8.6%) and knockback (4 (base), 80 (scaling) → 11/65), and their damage increases less per frame (0.1% → 0.09%).
    •   The arrows travel much slower (8 → 3.5).
      •   The arrows now increase in speed as they are charged, although they still travel slower than the Brawl arrows when fully charged (8 → 7.7).
    •   The arrows now only have a duration of 44 frames, rather than lasting until they hit something/go off screen.
      •   In addition to this, Pit can now only have one arrow out at a time, even if he can act before the arrow disappears.
    •   Due to their reduced speed, the arrows cannot be curved as quickly.
  • Upperdash Arm:
    •   Pit has a new side special, Upperdash Arm, which functions very differently to Angel Ring. Pit equips the Upperdash Arm where he proceeds to dash forward and if he comes into contact with an opponent, he will perform an uppercut (similar to Raptor Boost).
    •   Upperdash Arm consists of a one strong hitbox, instead of loop hitboxes, which makes it a much more reliable move that can potentially KO.
      •   However, its set duration significantly hinders its ability at pressuring shields or covering an opponent's ledge options.
    •   As Pit moves forwards when using Uppderdash Arm, it can be used for recovering.
    •   Pit now gains some super armor when he performs Upperdash Arm.
    •   Upperdash Arm has more startup (frame 11 (reflector)/12 (hitbox) → 16 (grounded)/19 (aerial)) and it is overall a laggier move, especially in the air.
    •   Upperdash Arm now deflects projectiles rather than reflecting them, meaning that the projectiles can no longer hit the opponent after they have been reflected. This considerably hinders the move's effectiveness against projectiles.
    •   Reflected projectiles are launched at a much higher angle (0° → 50°). As they can no longer hit the opponent, this has no impact on gameplay.
  • Power of Flight:
    •   Pit has a new up special, Power of Flight, which functions very differently from Wings of Icarus. Pit quickly flies in a given direction by using the Power of Flight.
    •   Power of Flight possesses a linear trajectory, which overall makes it much more predictable and exploitable than Wings of Icarus, in addition to it not being able to cover as much distance (although it still covers a large amount of distance).
    •   Pit cannot cancel Power of Flight with an attack. This significantly hinders the safety and mixup potential of Power of Flight and when combined with its altered functionality, this also removes advanced techniques such as wing dashing.
    •   Power of Flight no longer has a windbox on startup, hindering its safety and utility.
      •   Altogether, these changes make Power of Flight a considerably more linear and exploitable recovery move with less utility than Wings of Icarus.
    •   Pit covers much more distance in a shorter period of time, which can make it easier for Pit to make it back to the stage in some situations compared to Wings of Icarus.
    •   Power of Flight can now be reused if Pit is hit or grab released out of it.
    •   Power of Flight grants more intangibility (frames 1-5 (grounded)/N/A (aerial) → 9-19/15-19).
      •   However, it grants intangibility on the ground much later (frame 1 → 9). When combined with its altered functionality, this greatly hinders its use as an escape option on the ground.
  • Guardian Orbitars:
    •   Pit has a new down special, Guardian Orbitars where Pit wields the Guardian Orbitars near his arms in order to protect himself. It is functionally similar to Mirror Shield but unlike Mirror Shield, Guardian Orbitars cover both sides of Pit and they are much taller, making them better at protecting Pit.
    •   Guardian Orbitars have a push effect, instead of a reverse effect.
    •   Unlike Mirror Shield, Guardian Orbitars are breakable, possessing 18 hit points with gradual regeneration similar to shields, and the move cannot be used for 10 seconds if broken.
    •   Guardian Orbitars have more startup lag (frame 6 → 9).
    •   Guardian Orbitars have much more ending lag on release (FAF 15 → 36).
    •   Guardian Orbitars no longer has super armor on startup.
    •   Guardian Orbitars cannot be held for nearly as long (600 frames → 80).
  • Three Sacred Treasures:
    •   Pit has a new Final Smash, Three Sacred Treasures. Pit wields the Three Sacred Treasures (the Arrow of Light, the Mirror Shield, and the Wings of Pegasus) in order to fire a barrage of ethereal arrows, energy blasts, and energy pillars. Compared to Palutena's Army, Three Sacred Treasures' projectiles travel faster than the Centurions, making them better at damage racking and pressuring.[2] Like Palutena's Army, they do not have set accuracy. Unlike Palutena's Army, they render Pit invincible, yet completely immobile, throughout their duration.

Update historyEdit

Like Mario, Pit has received a very small number of minor changes from game updates. His only noteworthy buff was from update 1.1.0, which decreased the ending lag for Palutena Bow and its custom variations. Similarly to Mario, Pit is both helped and hindered by the changes to shield mechanics brought about by updates 1.1.0 and 1.1.1. Although these changes make his multiple hitting moves and Upperdash Arm slightly safer on shield, they also make it slightly harder for him to punish out of shield because of his slightly below-average traction.

  1.0.6

  •   Fixed a glitch where Pit would clip through sloped terrain while using his edge attack as another character grabbed the edge.

  1.1.0

  •   Neutral infinite deals less damage (1% → 0.8%).
  •   Neutral infinite launches opponents at a more favorable angle (30°/80° → 25°/120°) and it has higher set knockback (10/3 → 18/4), making it connect more reliably.
  •   Neutral infinite's far hitbox is larger (3.5u → 4u).
  •   Neutral infinite is now weight independent.
  •   Neutral infinite's finisher is larger (5u → 6u) and it has been extended closer to Pit (Z stretch: 9 → 8.5).
  •   Palutena Bow and all of its variations have three frames less ending lag.


MovesetEdit

For a gallery of Pit's hitboxes, see here.

  Name Damage Description
Neutral attack Forehand Slice (フォアハンドスライス) / Backhand Slice (バックハンドスライス) / Upper Swing (アッパースイング) / Spinning Cutter (スピニングカッター) / Upper Cutter (アッパーカッター) 2% A downward slash, followed by a reverse gripped inward slash, followed by an upward slash. If button mashed, Pit will spin the Palutena Bow repeatedly to perform an undulating, buzzsaw-like series of slashes, which concludes with a lunging outward slash. Its first hit can also be jab canceled reliably, which is more effective at higher percents and if Pit has rage, with its most notable followups being down tilt, down smash, dash grab, and neutral aerial.
2%
5%
0.8% (loop), 2% (last)
Forward tilt Cross Chop (クロスチョップ) 7% (base), 10% (tip) Arcs his body forward to perform a scissoring slash. It is decent for spacing and quite powerful for a tilt attack when sweetspotted. Its sweetspot is located at the tips of the blades. While near the edge of Final Destination, the sweetspot KOs middleweights at 134%/122% (3DS/Wii U). Due to it hitting on frame 10, however, it is Pit's slowest tilt attack. Despite having the same knockback values as its tip, its base's lower damage output makes it unsuited for KOing.
Up tilt Anti-Air Kick (アンチエアキック) 2% (hit 1), 3% (hit 2), 5% (hit 3) A bicycle kick followed by a stretch kick. Compared to up smash, its lower ending lag makes it safer at harassing an opponent on a platform directly above Pit. However, it lacks any guaranteed followups due to its high launch point and ending lag, and although its last hit has very high knockback scaling, it lacks KO potential because of said hit's low damage output.
Down tilt Leg Cutter (レッグカッター) 6% A kneeling outward slash. Its minimal startup and moderate ending lag make it Pit's best grounded spacing option. However, despite its high base knockback, its mostly horizontal angle prevents it from having any guaranteed followups, with the closest being dash attack at low percents. Because of its angle and low knockback scaling, it is also ineffective for edgeguarding and KOing.
Dash attack Dash Slice (ダッシュスライス) 11% A spinning inward slash. It has low knockback scaling and launches at 60°, which allows it to combo into an up smash at low percents, depending on the opponent's DI. Its long range also makes it excellent for punishing landings. However, its moderate ending lag makes it punishable on shield.
Forward smash Dual Attack (デュアルアタック) 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. However, against aerial targets, the first hit's set knockback on its innermost hitbox deals insufficient hitstun to lead into the second hit, allowing opponents with fast air dodges to avoid the second hit altogether if they are hit offstage, unless Pit has a high amount of rage. On the edge of Final Destination, the second hit KOs middleweights at 107%/92% (3DS/Wii U).
Up smash Angel Spin (エンジェルスピン) 3% (hit 1), 2% (hit 2), 8% (hit 3) Jumps to perform three upward slashes. It hits on frame 6, which is very fast for a smash attack, and its long vertical range makes it a useful anti-air attack. Its last hit's very high knockback scaling enables it to KO middleweights from anywhere on Final Destination at 130%/119% (3DS/Wii U). However, its deceptively horizontal range results in it hitting grounded opponents only if they are at point-blank range in front of Pit.
Down smash Low Attack Combination (ローアタックコンビネーション) 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. It hits on frame 5, which ties it with Dark Pit, Mario, Dr. Mario, Zelda and Ryu's down smashes as the second fastest smash attack of any kind in the game, being surpassed only by Meta Knight's buffered down smash. It is thus very useful for punishing rolls. 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. At the edge of Final Destination, the back hit's sweetspot KOs middleweights at 125%/116% (3DS/Wii U), while the front hit's sweetspot KOs at 155%/144% (3DS/Wii U).
Neutral aerial Spinning Cycle (スピニングサイクル) 0.7% (hits 1-7), 4% (hit 8) A buzzsaw-like series of slashes in front of himself. It hits multiple times, with its last hit having high knockback scaling, though it has a smaller hitbox behind Pit that connects less reliably. It has the ability to nullify weak projectiles and its last hit has very high knockback scaling, which make it ideal approaching or edge-guarding. Auto-cancels from a short hop, making it a decent set-up option when SHFF'd.
Forward aerial Front Cycle (フロントサイクル) 1.5% (hits 1-2), 4% (hit 3) Lunges forward to perform a buzzsaw-like series of slashes that hits multiple times. The last hit has the second highest knockback scaling out of his entire moveset, although the final hitbox's low damage output makes the move best suited for edge-guarding, spacing, or approaching. Auto-cancels from a short hop, but has a very short duration and minimal vertical range.
Back aerial Air Stab (エアスタッブ) 8% (base), 12% (tip) A double reverse gripped thrust. It is Pit's longest ranged aerial and can auto-cancel in a short hop, which make it a fairly useful spacing option, especially when used as part of a reverse aerial rush. When sweetspotted, it is also Pit's most damaging aerial. While its base is largely ineffective, it nonetheless has follow-up potential at certain percents. While near the edge of Final Destination, its sweetspot KOs middleweights at 137%/125% (3DS/Wii U). However, it has noticeable landing lag and a very small hitbox, the latter of which can make it difficult to land its sweetspot.
Up aerial Lightning Rotor (ライトニングローター) 2% (hits 1-5) An overhead, buzzsaw-like series of slashes. It hits multiple times, with its last hit launching at 68° and having the highest knockback scaling out of his entire moveset. These traits make it a useful juggling option. Even though it KOs middleweights beginning at 153% while near the upper blast line, it only does so if all of hits connect because of its last hit's very low damage output. It can also auto-cancel.
Down aerial Under-Arc Slash (アンダースラッシュ, Under 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 large range allows it to function as an approach option. However, it has noticeable landing lag and takes longer to auto-cancel after the hitboxes cease compared to Pit's other aerials.
Grab Grab (つかみ) Reaches out with his free hand.
Pummel Grab Kneebutt (つかみニーバット) 2% A knee strike. A fairly fast pummel.
Forward throw Upper Swing (アッパースイング) 6% (hit 1), 4% (throw) An upward slash. Due to having the highest knockback scaling out of his throws, it is Pit's only throw with KO potential. While near the edge of Final Destination, it KOs middleweights at 163%/148% (3DS/Wii U). Although it is best suited for KOing, it is decent at setting up edge-guards, and even has minimal combo potential, leading into a dash attack or up smash at low percents.
Back throw Behind Throw (ビハインドスルー) 8% Grabs the opponent by their head, spins around with them in tow, and them slams them onto the ground headfirst. It is best suited for spacing, but it can also combo into a dash attack at low percents, or act as a set-up into Palutena Bow at medium to high percents.
Up throw Stand Shoot (スタンドシュート) 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 Bone Divide (ボーンディバイド) 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 0%-10%, and into a neutral, forward and up aerial at low to medium 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
  7% Performs a hook kick while climbing up.
Neutral special Default 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 in mid-flight, which make it very useful for edge-guarding and gimping.
Custom 1 Piercing Bow 5.1% (uncharged), 11.7% (fully charged) Shoots a larger, stronger arrow that pierces through enemies. However, it takes longer to charge, travels slower, has less range, and lacks the ability to be curved. Startup and end lag are increased.
Custom 2 Guiding Bow 2.1% (uncharged), 6% (fully charged) Shoots an arrow that stays on-screen longer, has longer range, and can be curved to the point of forming two complete circles. However, its damage output and knockback are both lower.
Side special Default Upperdash Arm 11% (grounded), 9% (aerial), 1× (reflected projectiles) Wields the Upperdash Arm to perform a dashing uppercut. Despite having below-average knockback scaling, its decent damage output and very high base knockback enable its grounded version to KOs middleweights on Final Destination at 142%/130% (3DS/Wii U). Upperdash Arm also grants super armor during the dash, and reflects projectiles at a 50° angle. Its aerial version deals slightly less damage and has less knockback scaling, but is still strong enough to KO middleweights while near the upper blast line of Final Destination at 148%/132% (3DS/Wii U). However, Upperdash Arm is an overall laggy attack, regardless of whether it is used on the ground or in the air. This is especially evident in regard to its aerial version, as missing it results in Pit enduring a lengthy ending animation that can easily cause a self-destruct if it is used unwisely.
Custom 1 Interception Arm 13% (grounded), 11% (aerial) Pit assumes a defensive stance and retaliates against any opponent who gets in front of him. In addition, the uppercut itself is overall stronger; its grounded version KOs middleweights at 119% while near the edge of Final Destination in the 3DS version, whereas its aerial version KOs them at 136% while near the upper blast line of Final Destination in the 3DS version. Like Upperdash Arm, it grants super armor. However, it completely lacks recovery potential, as Pit will only move very slightly backward after using it before tumbling downward with the move's usual aerial ending lag. There is also a slight delay until Pit throws the uppercut, which can allow opponents to shield it.
Custom 2 Quickdash Arm 9% (grounded), 7% (aerial) The dash is faster, which makes it better suited for horizontal recovery. Pit also plows through opponents after hitting the uppercut, whereas the uppercut itself launches the opponent diagonally like Electroshock Arm. As a result, Pit can either chase after an opponent for a potential follow-up, or avoid being punished by a shielding opponent. However, there is a slight delay until Pit performs the dash, while the uppercut's slightly lower damage output and significantly lower knockback make it unsuited for KOing.
Up special Default 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. With a maximum duration of 2.42 seconds (145.2 frames), Power of Flight also lasts much longer than the majority of other recovery moves. It also grants intangibility on frames 9-19 when used on the ground, and on frames 15-19 when used in the air.
Custom 1 Striking Flight 9% (clean), 6% (late) Deals damage, which makes it safer against edge-guards. However, it has more start-up, cannot be angled as much, and covers very minimal horizontal distance.
Custom 2 Breezy Flight The flight is faster and Pit emits a tornado upon start-up that pushes away opponents in the opposite direction of his ascent. However, it covers less distance.
Down special Default 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 18 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 edge-guarding. In the air, Pit can drift while using them, even if they are broken. Guardian Orbitars have a minimum duration of 0.33 seconds (20 frames) and a maximum duration of 1.33 seconds (80 frames), and have moderate ending lag when deactivated. However, they leave Pit open to attacks above and below him, and have moderate ending lag unless they are broken; in the latter case, ending lag is significantly reduced and allows Pit to react almost immediately.
Custom 1 Impact Orbitars 5% Offensive variations that generate two semi-spike hitboxes on each side of Pit. They also grant super armor. However, they have a much shorter duration, and are unable to reflect projectiles or block melee attacks.
Custom 2 Amplifying Orbitars 2× (reflected projectiles) Variations that have an increased reflection multiplier for both damage and speed. They also have less start-up lag, a minimum duration of 0.27 seconds (16 frames), and a maximum duration of 2.5 seconds (150 frames). However, they are more fragile and cannot push opponents.
Final Smash Three Sacred Treasures 2% (small arrows, energy blasts), 12% (large arrows), 15% (energy pillars) Wields the Three Sacred Treasures to perform an automatic assault by using the Arrow of Light and the Mirror Shield interchangeably for combat, while the Wings of Pegasus are used for hovering in midair. Pit initially fires three types of projectiles: numerous small, whitish orange arrows are fired rapidly in a fanning motion; large, whitish yellow arrows that home in on opponents are fired one at a time; and a quartet of whitish green energy blasts home onto the opponent's location (similarly to Autoreticle) are fired in an intersecting pattern. The barrage concludes with Pit firing a quartet of whitish sky blue arrows into the sky, which cause energy pillars to rain down in random locations, similarly to PK Starstorm in Brawl. Its small arrows can easily rack up damage, but only its large arrows and energy pillars have KO potential.

StatsEdit

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height
Value 96 1.5 – Initial dash
1.66215 – Run
1.199 0.0505 0.008 0.89 0.01 – Base
0.065 – Additional
0.081 1.48 – Base
2.368Fast-fall
5 31 - Base
14.955608 - Short hop
23.70148302, 19.110125, 15.01259414

Announcer callEdit

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On-screen appearanceEdit

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

TauntsEdit

  • 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, Viridi, Dark Pit (when fighting against him) and even Chrom (when fighting against Robin). Pit then receives information on one of his opponents; this applies to every character in the game, including himself, with altered conversations for the Koopalings and the male Wii Fit Trainer. There is a specific conversation reserved for the downloadable characters, but the dialogue remains the same regardless of which DLC character Pit is fighting. 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. Palutena'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.
Up taunt Side taunt Down taunt
     

Idle posesEdit

  • 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.
   

Crowd cheerEdit

English Japanese
Cheer
Description Pit! Pit! This is it! Pit-to!
Pitch Group chant Female

Victory posesEdit

An orchestral excerpt of Kid Icarus' title screen theme.
  • Descends from the sky and flourishes his blades while saying "It's game over for you!" In Japanese, he yells "撃破ー!" (Struck down-!). It is very similar to his side taunt.
  • Slightly turns to his right side while rearing his right arm back, then thrusts it forward to strike the V sign while saying "Victory!" and sporting either  a neutral expression, or  a toothy smirk. In Japanese, he yells "ピース!" (Peace!) It is very similar to the pose he strikes after defeating Hades in Kid Icarus: Uprising.
  • Slowly spins the Palutena Bow in front of himself, then strikes a pose while saying "That was easy!" or "What's up now?!" In Japanese, he says "楽勝楽勝!" (Easy win easy win!/Easy peasy!). Pit's concluding pose is very similar to the one he sports in his official artwork for Brawl.
     

In competitive playEdit

Tier placement and historyEdit

In the early metagame, players considered Pit to be a mid-tier character, mainly because of his small playerbase and sparse tournament results. Despite this perception, however, players such as Earth, KiraFlax, and Kuro spearheaded his metagame and prove he could keep up with the faster pace of the metagame. This consensus also applied to his clone, Dark Pit, because of their very minor gameplay differences. Earth's efforts in competitive play, most notably placing 13th at GENESIS 3, supported Pit's viability as a character. As a result, he was ranked 18th on the first tier list.

However, while Pit's tournament results were impressive up to this point, they have never been as consistent or common as other mid-tier characters such as Bowser. As a result, Pit's continually barren result and very small playerbase, the addition of DLC characters such as Bayonetta and Cloud, and Earth's declining results, leading him to pick up Corrin as as secondary, hindered his standing within subsequent tier lists: Pit fell to 24th on the second tier lsit, 30th/31st on the third list, and finally 32nd on the fourth list. Dark Pit followed a largely similar path to Pit: although he was initially ranked 17th on the first tier list, a place above Pit, the second tier list saw him drop to 27th, 3 spots below Pit. Subsequent tier lists had him ranked alongside Pit due to how similar the characters were.

Although some have argued that his current placement is accurate, other players such as Dabuz noted that both Pits should be ranked lower due to possessing a weak moveset as well as having one of the worst representation in the metagame. Some players also believed that Dark Pit should be ranked lower than his clone due to the former seeing even worse representation than the latter. Nevertheless, both Pits have seen no major shift in perception since the game's launch and remain a mid-tier character.

Official Custom Moveset ProjectEdit

Character Custom sets available
  Pit 3111 3112 1113 2113 3113
2111 2112 1112 3311 3121
Character Custom sets available
  Dark Pit 3111 3112 1113 2113 3113
2111 2112 1112 3311 3121

Most historically significant playersEdit

Any number following the Smasher name indicates placement on the PGR 100, which recognizes the official top 100 players in Super Smash Bros. 4 of all time.

See also: Category:Pit players (SSB4); Category:Dark Pit players (SSB4)

In Solo ModesEdit

All-Star ModeEdit

In All-Star Mode, Pit is fought in Stage 3 in the 3DS version or Stage 5 in the Wii U version alongside Yoshi, Captain Falcon, Dr. Mario, Marth, Mega Man, Palutena, and Ryu.

 Event MatchesEdit

Solo EventsEdit

Co-op EventsEdit

Congratulations screensEdit

3DSEdit

Wii UEdit

TrophiesEdit

Pit's default trophy is obtained by clearing Classic Mode as Pit. His alternate trophy is obtained by clearing All-Star Mode as Pit in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Three Sacred Treasures trophy is obtained only in the Wii U version by clearing All-Star Mode as Pit.

 
3DS Classic Mode trophy
 
Wii U Classic Mode trophy
Pit
   Pit is the captain of Palutena's royal guard. Despite the wings on his back, Pit needs the Power of Flight from Palutena in order to truly fly. In Smash Bros., he can still get more air than most, with four jumps and a special move that boosts him higher. He has a new reflect move—it protects both sides!
   Pit is the captain of Palutena's royal guard. Despite the wings on his back, Pit needs the power of flight from Palutena in order to truly fly. In Smash Bros., he can still get more air than most, with four jumps and a special move that boosts him higher. He has a new reflect move—it protects both sides!
 : Kid Icarus (08/1987)
 : Kid Icarus: Uprising (03/2012)
  Despite being an angel with wings and all that jazz, Pit can't fly without a little bit of help from his favourite goddess, Palutena. In this game, he's good at both close and ranged combat, and can even deflect projectiles. On top of that, with a high-flying up special and the ability to jump four times in mid-air, he's also got great recovery skills.
 : Kid Icarus (02/1987)
 : Kid Icarus: Uprising (03/2012)
 
3DS All-Star Mode trophy
 
Wii U alternate trophy
Pit (Alt.)
  Pit's side special Upperdash Arm delivers an uppercut so strong, it can send foes flying for a KO. If you miss and fall off the stage, Pit's up special can bring him soaring back. Another of Pit's specials is Palutena Bow, which fires arrows Pit can aim even after they've left the bow.
 : Kid Icarus (08/1987)
 : Kid Icarus: Uprising (03/2012)
  Pit's Upperdash Arm special launches him forwards to strike with an uppercut. It's so powerful, it can deliver an instant KO! If you accidentally dash off the stage with it, one of his up specials will get you back on easily. His Palutena Bow special can be charged up, shot straight up into the air, and you can even guide the arrows mid-flight!
 : Kid Icarus (02/1987)
 : Kid Icarus: Uprising (03/2012)
 
Three Sacred Treasures trophy
Three Sacred Treasures
  The Arrow of Light, the Wings of Pegasus, and the Mirror Shield—three legendary artifacts that Pit once used to defeat the evil Medusa. When you activate Pit's Final Smash, he can use them in this game too! After firing a barrage of different bow attacks, his final shot will cause powerful light pillars to rain down on the battlefield.
  The Arrow of Light, the Wings of Pegasus and the Mirror Shield – three legendary artefacts that Pit once used to defeat the evil Medusa. And when you activate his Final Smash, he can use them in this game too! After firing a medley of different bow attacks, his final shot makes powerful light pillars rain down on the battlefield.

Alternate costumesEdit

 
               

GalleryEdit

TriviaEdit

  • Pit was the first Brawl newcomer confirmed to reappear in SSB4.
  • Of all the characters who made the transition from Brawl to SSB4, Pit underwent the most changes to his special moves, with his previous side special, up special, down special and Final Smash being replaced.
    • Despite this, Mirror Shield has technically remained a part of his moveset, albeit now as a part of his new Final Smash.
  • Pit and Dark Pit are the only characters with two reflectors in their default movesets.
  • In Super Smash Bros. for Nintendo 3DS, Pit and Dark Pit's wings will not be outlined if outlines are turned on.
  • Both Pit and Dark Pit, akin to the former in Brawl, have some of their moves not applying to their respective bows being in their bow forms or being split into blades. The moves that fit this are their down tilts, dash attacks, up specials, down taunts (despite both of them being different), rolls and sidesteps (only if the latter two are done at the frame before their shielding animation properly occurs).

ReferencesEdit