Super Smash Bros. Ultimate

Pit (SSBU)

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

Availability Unlockable
Final Smash Lightning Chariot
Tier B- (41)
Pit (SSBU)

Pit (ピット, Pit) is a playable character in Super Smash Bros. Ultimate. He was officially revealed on June 12th, 2018 alongside fellow Kid Icarus fighters Dark Pit and Palutena, and the rest of the returning roster. Pit is classified as Fighter #28.

Antony Del Rio and Minami Takayama reprise their roles as Pit's voice actors in the English and Japanese versions of Ultimate via recycled voice clips from Super Smash Bros. 4 along with some new voice clips. However, Del Rio remains uncredited for his role as in SSB4, most likely because of him still being a union-based voice actor. Both voice actors also provide new Palutena's Guidance conversations for every veteran not present in SSB4, the downloadable fighters of SSB4, the base roster newcomers of Ultimate, and Piranha Plant.

Pit, alongside his Echo Fighter Dark Pit, are ranked 41st out of 82 on the current tier list, placing them in the B- tier. This is a slight improvement over their 32nd out of 54 placement in SSB4.

How to unlock[edit]

Complete one of the following:

Pit must then be defeated on Skyworld (the Ω form is used in World of Light).

Attributes[edit]

Pit is a middleweight who has above-average walking and dashing speeds, a fast initial dash, very high traction (being tied with his Echo Fighter for the 2nd highest behind Sonic), 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 3 double jumps. These attributes render Pit's overall mobility as average, yet make him adept at adapting to most situations.

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 fast frame data; aside from six moves (forward tilt, forward smash, and forward/back/up/down aerials), the rest of Pit's standard moveset has less than 10 frames of startup lag. 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 edgeguarding 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, with down tilt also serving as a useful combo starter unlike in SSB4 in addition to making Pit pseudo-crawl.

Neutral attack's first two hits can jab lock, 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, with the former being viable for setting up juggles even at higher percentages, while the latter also boasts enough power to score KOs. Lastly, forward smash is Pit's strongest KOing option, and it has among the fastest startup of any forward smash in the game.

Pit possesses a respectable grab game. Forward throw can combo into dash attack at low percentages or KO at high percentages while near the edge, while down throw can be used to combo into up smash or any of his aerials. Back throw can combo into a dash attack at low percentages as well and can be used to setup edgeguards at higher percentages. Finally, up throw is Pit's most damaging, yet least useful throw, since its only utility is to occasionally set up juggles or pressure.

Pit's air game is also useful, thanks to his aerial attacks' ability to all autocancel in a short hop and their particular strengths. Neutral aerial has the lowest amount of startup lag out of his entire moveset, a long duration, and an excellent autocancel window. Altogether, these traits make it a decent out of shield option, decent for edgeguarding and approaching, and similarly to Palutena's neutral aerial, it is also useful for pressure and combos. Forward and up aerials are reliable followups from down throw, the latter more so at mid to high percentages; in addition, the former is useful for approaching and edgeguarding, whereas the latter is excellent for juggling. Back aerial is Pit's strongest aerial attack when sweetspotted, making it ideal for spacing as well as for outright KOing. Lastly, down aerial has the lowest ending lag of Pit's aerials, and is useful for edgeguarding thanks to it being a meteor smash during its first frame, and its fairly large range also makes it decent for approaching; the inability to tech grounded meteor smashes in Ultimate also enables down aerial to serve as a combo starter at higher percents that can combo into an up smash for a reliable KO combo. It's also fast for a meteor smash, coming out on frame 10. Pit's aerial attacks also have low landing lag.

Pit's special moves are fairly versatile as well, reinforcing his ease of use. He has a great projectile in Palutena Bow which moves quickly, can be charged and easily maneuvered makes it very useful for camping, edgeguarding, winning projectile wars against characters such as Simon, and even mindgames. 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, and can KO at high percentages. 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 startup 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 grants Pit brief intangibility on startup as well. 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 edgeguarding. However, the Orbitars are not indestructible: should they end up being destroyed, they cannot be used again for 10 seconds. In addition, their high amount of ending lag makes them highly risky when used on the ground or when landing.

Despite his strengths, Pit does have some weaknesses. Like any all-around character, most characters are able to outperform him in various areas: as examples, Mario himself has a significantly more versatile combo game, Fox has better mobility, Olimar and Snake are better at camping, Shulk has much greater range, and R.O.B. has much stronger attacks. Pit's KO potential, however, is his most noticeable weakness, despite being buffed in the transition to Ultimate. Despite possessing a serviceable amount of KOing options, only his forward smash and up smash are consistently effective, and even these are highly unsafe on shield due to their high ending lag. In comparison, his other KOing options are only effective when sweetspotted (forward tilt and back aerial), or above 130% (dash attack, down aerial, down smash, forward throw and Upperdash Arm). This, in turn, is further compounded by his lack of guaranteed KO setups outside of sweetspotted down aerial into up smash or forward smash.

Although rage somewhat alleviates Pit's KO potential, his average endurance means that he cannot utilize it as consistently or effectively as heavier characters can. 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.

Although all of Pit's aerials autocancel in a short hop, only his forward and back aerials autocancel during a short hop buffered fast fall. This means that Pit players will often need to manually delay their fast fall perfectly in order to use his aerials effectively.

Pit's slow air speed, average falling speed and low gravity make him somewhat floaty and he noticeably struggles to both land and contest other aerial opponents due to neutral air and forward air's small looping hitboxes, and they both have glaring blindspots, not fully covering his bow as it spins, the former only hits at very close range and they are both poor defensively due to their lack of range. 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. To make this issue even worse, he has only one aerial which comes out before frame 10, which is his frame 4 neutral aerial, while his back, up, and down aerials come out on frame 10, and his forward aerial at frame 11, being the slowest startup of his entire moveset. Due to his aerials being unable to properly cover him, and his floaty nature, Pit is vulnerable to pressure, as he lacks reliable ways to escape pressure or to defend himself from juggles. While his down aerial is overall fast, especially for a meteor smash, and has good range, he cannot be overly reliant on that to get out of disadvantage, and Palutena Bow, while versatile, needs a long time to be used effectively. This gives Pit a poor disadvantage state overall.

Although long-distanced, Pit's recovery is linear and predictable, and Power of Flight also does not provide Pit with protective hitboxes around him either while its intangibility period is very brief, which can leave him vulnerable to sufficiently strong meteor smashes. 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.

All in all, Pit's strengths outweigh his weaknesses. His moveset consists of many moves with long range (his grounded moves and back aerial), long durations (neutral/forward/up aerials and forward tilt), low ending lag (autocanceled 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, he can cover enough options and retain advantage long enough to rack up good amounts of damage. 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.

Despite being a very balanced character, players often tend to overlook Pit in favor of other characters that possess much more outstanding strengths than he does. This has also been reflected in his tournament representation, which is minimal outside of Japan, much like in SSB4. However, Pit has nevertheless managed to achieve an adequate level of success in the competitive scene, although not as much as in SSB4: Kuro in particular has done well with Pit, with him placing 3rd at Umebura SP. Pit has also received results from others like KiraFlax.

Changes from Super Smash Bros. 4[edit]

Pit has been buffed overall in the transition from SSB4 to Ultimate. Almost all aspects of Pit's moveset have been improved overall, and he generally benefits from the changes to gameplay mechanics.

Among Pit's largest buffs are to his KOing ability and a significantly improved aerial game. Previously plagued with mediocre KO power due to his lack of safe KO options (especially in comparison to the rest of the cast) in SSB4, his dash attack, front hit of down smash, back aerial, down aerial, and Upperdash Arm have all had their knockback increased to the point of KOing reliably at high percentages, while his neutral and forward aerials are much better for edgeguarding due to their slightly higher knockback; particularly, the latter has had some of its lost KO potential restored from Brawl. This is complemented by Pit's already existing KO options, as well as his generally more effective damage racking ability due to his higher damage output and larger amount of combo starters.

His aerial game is drastically more useful as a result of the universally decreased landing lag, which puts his overall landing lag more in-line with the rest of the cast, gives him newfound set-up potential due to most of them being multi-hit based, and makes them safer to use against shields (complemented further by out of shield options being weakened); the latter point means his already respectable neutral game has been strengthened as a result. His aerials themselves have also been buffed to varying degrees; his neutral, forward and up aerials deal more damage, with the former also connecting slightly more reliably and the latter now KOing reliably, and his down aerial has a larger meteor smash hitbox.

Pit has also received some useful buffs to his ground game, as his up tilt and down tilt have received less ending lag and more favorable angles that turn them into more reliable combo starters, and his neutral attack's infinite —previously unreliable due to its poor linking— is much more effective for racking up damage due to the several tweaks it has received. Moreover, his special move kit has increased utility, with both Palutena Bow and Guardian Orbitars being sped up, improving his camping ability; Upperdash's Arm receiving an aforementioned increase in KO power; and Power of Flight now being able to grab edges from behind, making it a much more useful recovery move.

Finally, and apart from the reduced landing lag, Pit largely benefits from many of the universal changes to Ultimate. The changes to air dodges significantly improve his edgeguarding game, which is further bolstered by his improved aerial game and more reliable projectile, while not hampering as much due to his multiple jumps and long-distanced recovery move. The faster mobility, along with the ability to use any attack out of a run also give him many more options in the neutral game, thanks to his more varied amount of combo starters. Altogether, Pit's buffs and the changes to the engine ultimately grant him a much stronger and reliable offensive game, which was a previously large weakness from SSB4.

However, Pit has received a few, though minor, nerfs. The universal nerfs to grabs hinder Pit, as all of his grabs now have increased ending lag in addition to his dash grab and pivot grab's start-up lag being standardized. Combined with the universal nerfing of shields, this makes Pit's grab game less effective than it was in SSB4, although it is still above average. Some of Pit's attacks have received minor nerfs as well; his up tilt has less range, Guardian Orbitars have less HP and shrink the more time they're held out, and Power of Flight now halts immediately at the end of the move's duration, slightly worsening Pit's recovery.

Overall, Pit's moveset has been strengthened as a whole, now boasting an offensive game more comparable to other characters while keeping his defensive game relatively intact, and the universal changes allow him with far more opportunities to take the upper hand. However, he still lacks noteworthy attributes (outside of his edgeguarding ability) and some of the same weaknesses his previous incarnation suffered from, such as hitbox inconsistencies, trouble at landing in general due to being floaty, vulnerable recovery, and KOing issues despite the buffs made to his moveset's power. This isn't helped by many veterans either being buffed to varying degrees and/or benefitting from the universal changes. That said, Pit has received buffs from game updates that have helped fix some inconsistencies or given him new options, letting him moderately keep up with the rest of the cast. Altogether, Pit fares much better than he did in SSB4.

Aesthetics[edit]

  • Change Due to the aesthetic used in Ultimate, Pit's model features a more vibrant color scheme. His eyes and hair appear more detailed, with the latter having a more cel-shaded appearance. His clothing and wings now feature subtle detailing.
  • 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. His black costume has also makes the wings black again to resemble how it was in Brawl, though it is still colored slightly differently from Dark Pit's default costume, much like in SSB4.
  • Change Pit's idle animation has been slightly altered; he now faces the foreground at an angle. However, he reverts to his previous idle animation while holding a small item.
  • Change Like many other characters, Pit is more expressive.
  • 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 up-inputted victory pose now has him do a celebratory jump before showing the hand sign.

Attributes[edit]

  • Buff Like all characters, Pit's jumpsquat animation takes 3 frames to complete (down from 5).
  • Buff Pit walks faster (1.199 → 1.259).
  • Buff Pit runs faster (1.66215 → 1.828).
    • Buff Pit's initial dash is significantly faster (1.5 → 2.09).
  • Buff Pit's air speed is higher (0.89 → 0.935).
  • Buff Pit's air acceleration is higher (0.065 → 0.075).
  • Buff Pit's traction is significantly higher (0.0505 → 0.135), being tied with his Echo Fighter's for the second highest in the game.
  • Nerf Forward roll has more ending lag (FAF 28 → 30).
  • Nerf Back roll has more startup (frame 4 → 5) and ending lag (FAF 28 → 35).
  • Nerf Spot dodge has more startup (frame 2 → 3).
  • Nerf Air dodge has more startup (frame 2 → 3) and significantly more ending lag (FAF 32 → 53).
  • Buff Air dodge grants more intangibility (frames 2-26 → 3-29).

Ground attacks[edit]

  • Neutral attack:
    • Buff The first hit has less startup lag (frame 5 → 4), with its total duration reduced as well (FAF 27 → 26).
    • Change Neutral infinite has a new animation: instead of slashing horizontally with his bow fully formed like a buzzsaw, Pit quickly slashes with the bow split in two.
    • Buff The infinite has a shorter gap between hits (3 frames → 2), alongside a different angle (25°/120° → 361°) and knockback values (18/4 set/100 scaling → 8 base/10 scaling). This allows it to connect much more reliably, with opponents no longer being able to jump out of it before the finisher comes out.
    • Buff 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 The infinite has gained a shieldstun multiplier of 3×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Pit more easily if they shield 10 hits or more.
  • Forward tilt:
    • Nerf Forward tilt has a slightly altered animation during which Pit lunges less far, reducing the move's range.
  • 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 (100° → 365°) and has lower set knockback (110 → 85), enabling it to connect better into the second hit.
    • Nerf Up tilt deals less total damage (10% → 9%).
    • Nerf 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° → 83°) and has less knockback scaling (50 → 46).
      • Buff Combined with Pit's faster jumpsquat, this significantly improves its combo potential to the point that it gains a kill confirm into Up aerial at high percents.
      • Buff Its lower ending lag also allows it to now be used as a pseudo-crawl.
  • Dash attack:
    • Change Dash attack's animation has been altered to a downward swipe of Pit's blade. Pit no longer spins during the animation.
    • 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.
    • Buff The third hit has more knockback scaling (102 → 111).
  • Down smash:
    • Buff Down smash's clean front hit has increased knockback (35 base/93 scaling → 40/98), improving its KO potential.
    • Buff The first hit launches at a lower angle (55° → 48°), further aiding in KO potential.

Aerial attacks[edit]

  • Buff All aerials have 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 use five different hitboxes instead of four, and its two smallest hitboxes have been increased (2u/2.5u → 2.5u/3u), which have altered angles (65°/125°/25°/160° → 48°/335°/220°/140°/130°) and set knockback values (70/70/20/20 → 50/30/30/30/65). This allows them to connect more reliably and reduces the blindspots around Pit.
    • Buff The 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 adjusted (180 → 147). Overall, it deals less knockback at low percents, and more knockback at high percents, improving its KO potential overall.
    • 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 The move has less startup (frame 12 → 10) and ending lag (FAF 50 → 41), and autocancels earlier (frame 37 → 35).
    • Buff Up aerial's linking hits deal less damage (2% → 1.5%), but the last hit deals substantially more damage (2% → 5%), increasing its total output (10% → 11%).
    • Buff The last hit has different knockback values (5 base/270 scaling → 50/143), improving its safety on hit at lower percents, while also drastically improving its KO potential when combined with the increased damage.
    • Buff The last hit launches at a higher angle (68° → 80°), no longer being vulnerable to LSI and improving its juggling ability.
    • 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 teching for grounded meteor smashes improves down aerial's combo potential onstage at high percents, compounded further by its reduced landing lag.

Throws and other attacks[edit]

  • Nerf All grabs have increased ending lag (FAF 30 → 35 (standing), 37 → 43 (dash), 35 → 38 (pivot)).
  • Nerf Dash and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).
  • 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[edit]

  • 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.
    • 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.
  • Power of Flight:
    • Buff Power of Flight can 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 → 40), making it more reliable for reflecting projectiles.
      • Buff They have less ending lag upon release (FAF 36 → 19), and the minimum amount of time they have to be held for upon activation is shorter (20 frames → 15).
    • Buff The Guardian Orbitars can be held for a longer amount of time (80 frames → 100).
    • Nerf They gradually shrink the longer they are held out.
    • Nerf They have less HP against physical attacks (18 → 15).
    • Nerf 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[edit]

Pit received a mix of buffs, nerfs and glitch fixes via game updates, but was buffed overall. Update 2.0.0 ensured that Lightning Chariot would launch crouching opponents akin to a standing opponent, a buff that was shared with Giga Bowser Punch. Although update 3.0.0 decreased Palutena Bow's shield damage output as part of a near-universal nerf to projectiles, update 3.1.0 buffed up smash by making its hits connect together more reliably.

Update 4.0.0 improved Pit's frame data in a few ways. Down smash's front hit became slightly more reliable for KOing, courtesy of its sweetspot's knockback values being increased. Back aerial's lowered landing lag made its sweetspot safer and improved its sourspot's combo potential when SHFF'd. Down aerial's higher base knockback improved its edgeguarding potential. Lastly, neutral attack's first hit and up tilt both became slightly faster via minor lag decreases.

While update 7.0.0 enlarged Pit's shield as part of a near-universal buff, update 8.0.0 improved his moveset in a few noticeable ways. Down tilt launches at a higher angle and deals less knockback, both of which improve its combo potential to the point that it can be followed with aerials even up to high percentages. Up aerial became a much more useful juggling option, thanks to its lowered start-up and ending lag, higher launching angle, and its last hit's much higher knockback. Altogether, these changes also grant Pit new combos that were virtually impossible to perform before the update, such as down tilt into up aerial as a KO confirm. In addition, Pit's KO potential was improved slightly: up smash's final hit gained more knockback, while down smash's first hit had its angle lowered. Lastly, Guardian Orbitars have less ending lag, which makes them safer and less situational.

Overall, Pit fares better than he did at the launch of Ultimate, thanks to his buffs alleviating his mediocre KO potential, improving his already respectable combo and edgeguarding potential, and slightly improving his defense.

Super Smash Bros. Ultimate 2.0.0

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

Super Smash Bros. Ultimate 3.0.0

Super Smash Bros. Ultimate 3.0.1

  • Bug fix Fixed a glitch where aiming Lightning Chariot beyond the blast lines on certain stages would close the game.

Super Smash Bros. Ultimate 3.1.0

  • Buff Up smash's hits connect more reliably.

Super Smash Bros. Ultimate 4.0.0

  • Buff Neutral attack 1 has slightly less startup lag (frame 5 → 4) with its total duration reduced as well (FAF 27 → 26).
  • Buff Up tilt has less ending lag (FAF 35 → 33).
  • Buff Back aerial has less landing lag (11 frames → 8).
  • Buff Down smash's first hit deals more knockback on the sweetspot (35 base/93 scaling → 40/98), improving its KO potential.
  • Buff Down aerial's meteor smash has more base knockback against airborne opponents (0 → 10).
  • Bug fix Fixed an issue in Mega Special Smash that resulted Power of Flight to be used in tight spaces indefinitely, resulting Pit to be stuck in his up special.

Super Smash Bros. Ultimate 7.0.0

  • Buff Overall shield size has been increased.

Super Smash Bros. Ultimate 8.0.0

  • Buff Down tilt launches at a higher angle (75° → 83°) and has less knockback scaling (50 → 46), improving its combo potential.
  • Buff Up smash's third hit has more knockback scaling (102 → 111).
  • Buff Down smash's first hit launches at a lower angle (55° → 48°), improving its KO potential.
  • Up aerial:
    • Buff The move has less startup (frame 12 → 10) and ending lag (FAF 50 → 41), and autocancels earlier (frame 37 → 35).
    • Buff The last hit launches at a higher angle (68° → 80°), no longer being vulnerable to LSI.
    • Buff The last hit has more knockback scaling (130 → 143). In combination with the previous change, this significantly improves its KO potential.
  • Nerf Trip attack has more ending lag (FAF 47 → 50), matching the rest of the cast.
  • Buff Guardian Orbitars has less ending lag upon release (FAF 24 → 19), and the minimum amount of time they have to be held for upon activation is shorter (20 frames → 15).

Moveset[edit]

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

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

  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) / Cutter Rush (カッターラッシュ) / Cutter Finish (カッターフィニッシュ) 2% A downward slash, followed by a reverse gripped inward slash, then by an upward slash. When button mashed, Pit will instead follow up the second slash with a flurry of slashes using both blades, which concludes with a lunging outward slash. In comparison to Pit's neutral infinite in SSB4, his neutral infinite in Ultimate is a drastically more useful damage racking option, thanks to its much better hitbox consistency outweighing its slightly lower damage output.
2%
4%
0.5% (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 with both blades. It has a sweetspot at the tip of the blades. It is decent for spacing and, when sweetspotted, possesses above-average power for a tilt attack; its sweetspot KOs middleweights at ≈150% from the center of Final Destination. Due to it hitting on frame 10, however, it is Pit's slowest tilt attack, and its base hitboxes KO significantly later due to their lower damage output. Overall, it is one of Pit's most situational attacks.
Up tilt Anti-Air Kick (アンチエアキック) 4% (hit 1), 5% (hit 2) A stretch kick followed by a high-level roundhouse kick. Unlike in SSB4, where its short range and high ending lag made it nearly useless outside of dealing damage, its much more favorable ending lag and knockback in Ultimate allow it to set up juggles reliably, as well as combo into neutral aerial at low percentages and into up aerial at low to medium percentages. The animation is similiar to a part of his melee combo when he uses Claws in Kid Icarus: Uprising.
Down tilt Leg Cutter (レッグカッター) 6% A kneeling outward slash. Its minimal startup and ending lag make it Pit's best grounded spacing option. In comparison to its appearance in SSB4, it is a much more useful combo starter, thanks to its higher launching angle and lower ending lag. Follow-ups include dashing up smash at low percentages, as well as neutral, forward and up aerials at low to medium percentages. At high percentages, down tilt's up aerial combo can function as a KO confirm.
Dash attack Dash Slice (ダッシュスライス) 11% A spinning inward slash. Its fast startup, long range and respectable damage output make it excellent for punishing landings. Unlike in SSB4, it can also function as a situational KO option (starting at ≈160%), thanks to its much higher knockback scaling. However, like other dash attacks, 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 an inward slash with a blade, then quickly reassembles the Palutena Bow in order to perform an outward slash with the Palutena Bow. Its first hit has low set knockback to connect reliably into its second hit. Due to it coming out on frame 10, it is also one of the fastest forward smashes in the game. The second hit can KO middleweights at ≈120% from the center of Final Destination. It resembles the melee combo in Kid Icarus Uprising while using a Bow.
Up smash Angel Spin (エンジェルスピン) 3% (hit 1), 2% (hit 2), 8% (hit 3) Jumps to perform a trio of upward arcing slashes. It hits on frame 6, making it one of the fastest smash attacks overall. It is also a useful anti-air attack due to its long vertical range and disjointed hitboxes. However, it conversely possesses short horizontal range, resulting in it hitting grounded opponents only if they are at point-blank range in front of Pit, and its 43 frames of ending lag make it very punishable when missed. Although update 3.1.0 improved the consistency of its linking hits, it is still possible (albeit rare) for the opponent to inadvertently escape the attack after its first hit.
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. Like Pit's other smash attacks, it is among the fastest of its kind, thanks to it coming out on frame 5. While the first hit has higher base knockback and both hits have equal knockback scaling, the back hit's sweetspot KOs earlier thanks to its semi-spike angle.
Neutral aerial Spinning Cycle (スピニングサイクル) 0.7% (hits 1-7), 4.5% (hit 8) While facing the screen, Pit twirls the Palutena Bow in front of himself to perform a buzzsaw-like series of slashes. It hits multiple times, with its last hit having high knockback scaling. Due to it coming out on frame 4, its startup is by far the fastest out of Pit's aerials. It also has long-lasting hitboxes and the ability to autocancel in a short hop quickly after the hitboxes cease, making it useful for approaching, edgeguarding, and canceling out weak projectiles. It can also combo into a neutral attack when autocanceled from a fast fall. However, it has meager range, with small hitboxes that are placed very close to Pit's body and have poor coverage on the spinning bow; as a result, it is rather ineffective to use while Pit is in a disadvantaged state.
Forward aerial Front Cycle (フロントサイクル) 2.5% (hits 1-2), 6% (hit 3) Lunges forward and twirls the Palutena Bow in order to perform a buzzsaw-like series of slashes. It's reminiscent of Pit's melee dash attack with a Bow in Kid Icarus: Uprising. The last hit has high knockback scaling, KOing middleweights at ≈175% from the center of Final Destination, and at ≈130% at the edge, making it useful for edgeguarding at high percentages. Like neutral aerial, it also autocancels quickly in a short hop, but has comparatively longer horizontal range, so it is a safe approach option. However, it has the slowest startup of Pit's entire standard moveset (frame 11) and minimal vertical range. Its horizontal range is also rather unimpressive for a disjointed hitbox, with the first two hits not fully covering the Palutena Bow as it spins; this makes it ineffective to use while Pit is in a disadvantaged state.
Back aerial Air Stab (エアスタッブ) 12% (tip), 8% (base) Splits the Palutena Bow in order to perform a double reverse gripped thrust. It has a sourspot at the base of Pit's blades that launches vertically with weak knockback, allowing it to combo into several grounded moves and aerials (including itself) at low to medium percentages on landing. Conversely, the blades' tips possess a sweetspot that launches horizontally with the highest knockback out of Pit's aerials, KOing at ≈135% from center stage, and making it one of Pit's most reliable KO options. However, the sweetspot can be difficult to land due to having lower priority than the sourspot, as well as the move having moderate startup (frame 10).
Up aerial Lightning Rotor (ライトニングローター) 1.5% (hits 1-4), 5% (hit 5) Twirls the Palutena Bow overhead to perform a buzzsaw-like series of slashes. It hits multiple times, with its last hit launching vertically. Combined with the long duration of its hitboxes, this allows it to function as a reliable juggling tool. With proper timing and spacing, it can also hit characters on the ground upon landing and start combos, much like his back aerial's sweetspot. However, it has a long total duration, which makes it punishable if it is used high up from the ground and fails to hit. As of update 8.0.0, it is a reliable KO option, doing so against most characters at ≈120% in the air.
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 long range and ability to autocancel in a short hop allows it to function as an approach option. It also has the fastest total duration out of Pit's aerials, and its non-meteor hitboxes launch opponents vertically, allowing it to combo into other aerials from low to medium percentages. While its meteor smash is relatively weak, its startup is among the fastest (frame 10) and it has rather low ending lag.
Grab Grab (つかみ) Reaches out with his free hand.
Pummel Grab Kneebutt (つかみニーバット) 1.3% A knee strike. Average power and speed.
Forward throw Upper Swing (アッパースイング) 6% (hit 1), 4% (throw) An upward slash. It is Pit's most powerful throw, KOing middleweights at ≈130% while near the edge. In addition to its KO potential, it is decent at setting up edgeguards, and can even combo into dash attack at low percentages.
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 then slams them onto the ground headfirst. Although it is best suited for setting up edgeguards, it can also combo into a dash attack at low percentages, or act as a set-up into Palutena Bow at medium to high percentages.
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 damage output, base knockback and knockback scaling make it unsuited for combos. While it can be used as a situational KO option, it essentially requires a platform in order to function as such. As a result, its primary utility is dealing damage and initiating aerial pressure by following up with either Palutena Bow's arrows or up aerial.
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, with follow-ups including dashing up smash at low percentages, neutral, forward, down and reverse aerial rushed back aerials at low to medium percentages, and up aerial at low to high percentages.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Slashes on either side of himself while getting up.
Floor attack (back)
Floor getups (back)
  7% Slashes in front of himself, then thrusts behind himself while getting up.
Floor attack (trip)
Floor getups (trip)
  5% Spins the Palutena Bow behind himself and then in front of himself before getting up.
Edge attack
Edge getups
  9% Performs a hook kick while climbing up.
Neutral special Palutena Bow 3.27% (uncharged), 8.6% (fully charged) Shoots a whitish sky blue, ethereal arrow from his Palutena Bow. The arrow can be aimed left, right, or directly upward while charging, and the arrow itself can be curved in any direction while flying, which make it very useful for edgeguarding and gimping.
Side special Upperdash Arm 11% (grounded), 9% (aerial), 1× (reflected projectiles) Wields the Upperdash Arm to perform a dashing uppercut. The animation is very similiar to Pit's melee dash attack in Kid Icarus: Uprising when using an Arm. The grounded version's decent damage output and high base knockback enable it to KOs middleweights at ≈115%, turning it into one of Pit's strongest KO moves. Upperdash Arm also grants super armor during the dash, and reflects projectiles at 50°. However, it is an overall laggy attack, especially if missed; the aerial version in particular has a total duration of 104 frames (≈1.73 seconds), leaving Pit susceptible to self-destructing if it is used below ground-level. The aerial version is also significantly weaker, to the point that it KOs ground-level middleweights beginning at slightly over 150%. Nevertheless, the aerial version can aid Pit's recovery, as it is capable of sweetspotting edges and can still allow him to get back to the stage if he has enough jumps left.
Up special Power of Flight Soars through the air by using the Power of Flight. It covers a significant amount of distance, and the flight's direction can be angled in any way except downward, making it capable of being a purely vertical and nearly horizontal recovery option. It also grants intangibility on frames 9-19 when used on the ground, and on frames 15-19 when used in the air. Due to its high ending lag and lack of hitboxes, however, it leaves Pit more vulnerable than other recoveries, especially if he does not grab an edge.
Down special Guardian Orbitars 1.5× (reflected projectiles) Wields the Guardian Orbitars to create twin energy shields that protect his left and right sides. They reflect projectiles with 50% more power and 70% more speed than they originally had, and can block physical attacks. However, they have 15 HP for physical attacks, with 0.07 HP regenerated every frame (4.2 HP per second), and break if it is fully depleted, after which they require 10 seconds to regenerate. Guardian Orbitars also push away opponents who are near Pit when he wields them, which makes them capable of edgeguarding. In the air, Pit can drift while using them, even if they are broken. Guardian Orbitars have a minimum duration of 20 frames (0.33 seconds) and a maximum duration of 100 frames (1.66 seconds). However, they leave Pit open to attacks from above and below him, and they gradually shrink in size as they are held out.
Final Smash Lightning Chariot 40% Calls for the Lightning Chariot, then jumps aboard it and flies off-screen. Afterwards, Pit says "Phos! Lux! Let's go!" and a player-controlled reticle will then appear on-screen. If the attack button is pressed, Pit will then command Phos and Lux to ram the Lightning Chariot into any opponents, which deals very high damage and knockback. Overall, the move functions very similarly to the Dragoon.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height Empty landing Lag
Value 96 2.09 – Initial dash
1.828 – Run
1.259 0.135 0.008 0.935 0.01 – Base
0.065 – Additional
0.081 1.48 – Base
2.368Fast-fall
3 31 - Base
14.96 - Short hop
23.70148302, 19.110125, 15.01259414 5

Announcer call[edit]

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The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

On-screen appearance[edit]

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

Taunts[edit]

  • 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, Wolf or the Ice Climbers) and even Alucard (when fighting against Richter). Pit then receives information on one of his opponents; this applies to every character in the game, including himself, and additional conversations for the Koopalings and the male Wii Fit Trainer. Aside from Piranha Plant, all downloadable characters share a generic "placeholder" conversation. Palutena's Guidance can only be used on Palutena's Temple, and is performed by rapidly pressing the button which activates Pit's down taunt. Pit will hold a pose for a few seconds prior to the conversation starting. Paluena's Guidance can only be done once per match, and if Pit gets hit while holding his pose before the conversation starts, it will be canceled. If Pit is KOed, the conversation will end. Lastly, if there is more than one opponent on-screen when the conversation begins, one of the opponents will be randomly chosen to be discussed.

Idle poses[edit]

  • 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 cheer[edit]

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
NTSC

PAL
Description Pit! Pit! This is it! Pit - kun! Pi - it! Pi - it! Pit Pit Pit! *claps 3 times* Pit! *clap*
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
NTSC

PAL
Description Pit! *clap* Pit, Pit, y na - die más! Pit! Pit! Pit! Pi - teu!

Victory poses[edit]

  • Left: After landing, he does two alternating inward slashes with his detached blades and says "It's game over for you!" ("撃破ー!", Struck down-!). The finishing pose he does is similar to his Ultimate official artwork, albeit with the blade in his left hand held in a proper grip.
  • Up: Pit jumps up with his fist raised. After landing, he briefly faces away from the screen, and turns back around. He then strikes the V sign and says "Victory!" ("ピース!", Peace!). Based on the ending of Kid Icarus: Uprising.
  • Right: Spins his bow in his right hand, then stops with the bow held out in front of him (similar to his Brawl pose) and says "That was easy!" or "What's up now?!" ("楽勝楽勝", Easy peasy! or "任務完了!", Mission complete!).
A flourished remix of a small excerpt of the title screen theme of Kid Icarus with an original ending.

In competitive play[edit]

Most historically significant players[edit]

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

Tier placement and history[edit]

In early Ultimate, many players believed Pit and Dark Pit were improved significantly from their incarnations in SSB4, with the universal increased mobility, landing lag reduction on all aerials, and new KO moves fixing many of their core problems from the previous game. However, their representation remained small due to how straightforward the characters were: professional players believe Pit and Dark Pit lacked an explosive factor in their kits, especially when compared to the rest of the cast, leading to the archetype that they were "honest" characters with average capabilities all around. Although there were some solid performances from players such as Lucky and RaZe, the Pits were widely considered mid tier at best. This reputation remained largely the same for the following few years, and although many old Pit players eventually dropped the character, newer Pit players were able to take their place, such as Tet. and Nata. Without much change in their metagames during this time, the Pits were ranked 52nd on the first tier list as an upper-mid tier.

Around the time of the first tier list, Zackray began playing the Pits. Although he never won a major with the two characters, he was able to push the characters to heights never seen before, regularly placing top 8 at large Japanese events, especially in the Kagaribi series. These strong performances, as well as other noteworthy performances from Japanese players, led many to notice how effective their options and movesets are when used in the right hands. As such, many players reevaluated their opinions on the characters, leading the Pits to rise eleven spots to 41st on the second tier list, one of the largest rises out of any character between the first and second tier lists.

Classic Mode: Fighting for the Goddess![edit]

Pit's congratulations screen.

Pit's opponents reference various enemies that he faces in Kid Icarus: Uprising. Additionally, the order of the stages is a reference to Pit's journey in the original Kid Icarus, in which he has to escape the Underworld and traverse the Overworld in order to return to Skyworld. This theme is further reinforced by each Round playing a song from the Kid Icarus series (regardless of what universe the stage originates from). While playing solo, Dark Pit also appears as a CPU ally in Round 6 and the Final Round, in reference to his and Pit's sporadic alliances in Uprising.

Round Opponent Stage Music Notes
1 Dark Samus (SSBU) Dark Samus Brinstar Underworld References Dark Lord Gaol.
2 Bowser (SSBU) Bowser and Bowser Jr. (SSBU) Bowser Jr. Find Mii (Ω form) Boss Fight 1 - Kid Icarus: Uprising References a Reaper and a Reapette.
3 Ganondorf (SSBU) Ganondorf Gerudo Valley Magnus's Theme References Magnus.
4 Dark Pit (SSBU) Dark Pit Reset Bomb Forest Dark Pit's Theme References Pit's battles with Dark Pit.
5 Bayonetta (SSBU) Bayonetta Umbra Clock Tower Hades's Infernal Theme References Medusa.
6 Palutena (SSBU) Palutena Palutena's Temple (Battlefield form) Destroyed Skyworld References Palutena while she was controlled by the Chaos Kin. Dark Pit (SSBU) Dark Pit is a CPU ally when playing solo.
Bonus Stage
Final Master Hand and Crazy Hand Final Destination Master Hand / Crazy Hand References Hades during the final battle in Uprising. Dark Pit (SSBU) Dark Pit is a CPU ally when playing solo.

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

Role in World of Light[edit]

Finding Pit in World of Light

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

Pit tried to rally the other fighters to fight the army of Master Hands; he felt confident that the fighters would win the exchange against the Master Hands. Pit was present on the cliffside when Galeem unleashed his beams of light. He was flying alongside Dark Pit to escape the beams, but after Palutena was vaporized, they lost their Power of Flight and fell victim to the beams as well. They were both placed under Galeem's imprisonment along with the rest of the fighters, excluding Kirby.

He appears in the Temple of Light sub-area at the very end. Defeating him allows access to a bridge that was previously blocked by being engulfed in light, making him one of the few characters who must be unlocked to complete the mode.

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

Fighter Battle[edit]

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

Spirits[edit]

Pit's fighter spirit can be obtained by completing Classic Mode as Pit. It is also available periodically for purchase in the shop for 300 Gold, but only after Pit has been unlocked. Unlocking Pit in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in Ultimate.

Additionally, Pit makes an appearance in a few primary spirits.

In Spirit Battles[edit]

As the main opponent[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
363
SSBU spirit Bronto Burt.png
Bronto Burt Kirby Series Pit Team Pit (SSBU)×4
Attack
1,800 Dream Land N/A •The enemy favors side specials in the air Kirby Retro Medley (Green Greens)
425
SSBU spirit Pidgey.png
Pidgey Pokémon Series •Tiny Pit Pit (SSBU)
Attack
2,100 Saffron City (Battlefield form) •Hazard: Heavy Wind •Dangerously high winds are in effect
•The enemy loves to jump
Road to Viridian City - Pokémon Red / Pokémon Blue
680
SSBU spirit Takumi.png
Takumi Fire Emblem Series Pit Pit (SSBU)×2
Grab
9,100 Mushroomy Kingdom (Battlefield form) •Hazard: Heavy Wind •Dangerously high winds are in effect
•The enemy's neutral special has increased power
•The enemy favors neutral specials
Lost in Thoughts All Alone (Remix)
707
Centurion spirit
Centurion Kid Icarus Series •Tiny Pit Team Pit (SSBU)×8
Attack
1,700 Skyworld N/A •The enemy favors neutral specials in the air
•Defeat an army of fighters
Underworld
708
SSBU spirit Three Sacred Treasures.png
Three Sacred Treasures Kid Icarus Series •Reflect Pit Pit (SSBU)
Neutral
9,600 Palutena's Temple (Battlefield form) N/A •The enemy reflects projectiles
•The enemy's special moves have increased power
In the Space-Pirate Ship Pit
817
SSBU spirit Swooping Snitchbug.png
Swooping Snitchbug Pikmin Series Pit Team Pit (SSBU)×4
Grab
1,900 Distant Planet (hazards off) •Item: Boss Galaga •The enemy is easily distracted by items Main Theme - Pikmin (Original)
840
SSBU spirit Phyllis & Pelly.png
Phyllis & Pelly Animal Crossing Series Pit Pit (SSBU)
Dark Pit Dark Pit (SSBU)
Neutral
3,600 Town and City •Item Tidal Wave
•Uncontrollable Speed
•All fighters move faster and can't stop quickly after a little while
•Certain items will appear in large numbers after a little while
•The enemy is easily distracted by items
Town Hall and Tom Nook's Store - Animal Crossing: Wild World Pelly
1,021
SSBU spirit Affinity.png
Affinity Bayonetta Series Pit Team Pit (SSBU)×4 (120 HP)
Neutral
2,000 Umbra Clock Tower (Battlefield form) N/A Stamina battle
•The enemy has increased move speed
One Of A Kind
1,187
Spirit of Cupid/Cupit from Sennen Kazoku
Cupid Sennen Kazoku Pit Team Pit (SSBU)×4
Shield
2,000 Skyworld N/A •The enemy favors neutral specials Afternoon on the Island

As a minion[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
1,127
diskun
Diskun Disk System Young Link Young Link (SSBU)
Pit Pit (SSBU)
Simon Simon (SSBU)
Samus Samus (SSBU)
Attack
9,100 Temple (Battlefield form) N/A •Take your strongest team into this no-frills battle Famicom Medley Pit (Hikari Shinwa: Palutena no Kagami for the Famicom Disk System)
1,246
SSBU spirit Orville.png
Orville Takt of Magic Robin Robin (SSBU)
Pit Pit (SSBU)
Zelda Zelda (SSBU)
Grab
3,400 PictoChat 2 N/A •Defeat the main fighter to win Struggle Against Chaos Samuel
1,316
SSBU spirit Goro Akechi.png
Goro Akechi Persona Series Marth Marth (SSBU)
•Giant Pit Pit (SSBU)
Neutral
3,800 Fourside (Battlefield form) •Hazard: Left Is Right, Right Is Left •Defeat the main fighter to win
•Left and right controls will suddenly reverse
Rivers In the Desert Robin Hood
1,423
SSBU spirit H'aanit & Ophilia.png
H'aanit & Ophilia OCTOPATH TRAVELER Palutena Palutena (SSBU)
Wolf Wolf (SSBU)
Pit Pit (SSBU)
Grab
9,200 Summit (Battlefield form) •Health Recovery •The enemy's ranged weapons have increased power
•The enemy can unleash powerful critical hits at random
•The enemy is healed significantly when the enemy's at high damage
Battle Start - Fossil Fighters: Frontier H'aanit
1,514
SSBU spirit Rauru.png
Rauru The Legend of Zelda Series Mewtwo Mewtwo (SSBU) (100 HP)
Zelda Zelda (SSBU) (70 HP)
•Giant R.O.B. R.O.B. (SSBU) (70 HP)
Robin Robin (SSBU) (60 HP)
Inkling Inkling (SSBU) (60 HP)
Charizard Charizard (SSBU) (60 HP)
Pit Pit (SSBU) (60 HP)
Neutral
13,000 Temple (Battlefield form) N/A Stamina battle
•The enemy favors neutral specials
•Reinforcements will appear after an enemy is KO'd
Calamity Ganon Battle - Second Form Rito Sage of Wind

Alternate costumes[edit]

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

Gallery[edit]

Fighter Showcase Video[edit]

Trivia[edit]

  • Pit's pose in his official artwork is very similar to Dark Pit’s battle stance before they battle near the end of Chapter 5 in Kid Icarus: Uprising. It also resembles the finishing pose of Pit’s side taunt.
  • When Pit is star KO'd, he shouts, "I never learned how to read!", referencing a line of dialogue he uses in Chapter 17 of Kid Icarus: Uprising. This makes Pit the first character in the Super Smash Bros. series to speak a full sentence during a star KO, and would be followed by Byleth and Min Min.
    • He and Byleth are the only characters to receive a language exclusive KO scream in the game; in the Japanese version, Pit reuses his star KO voice clip from SSB4, while Byleth merely screams like the rest of the cast. Min Min, meanwhile, speaks Chinese in all regions.
  • Pit is one of four characters that has appeared in all games with Final Smashes to have a different Final Smash in all of them; the other three are Zero Suit Samus, King Dedede, and R.O.B.
  • Pit is the only fighter who was introduced in Brawl to have an Echo Fighter, that being Dark Pit.
  • Pit can be unlocked by clearing Classic Mode as Samus, which likely references the original Metroid and Kid Icarus NES games running on the same engine, and both being produced by Nintendo designer Gunpei Yokoi.
    • Coincidentally, both characters each have dark doppelgangers playable in Ultimate.
  • Not counting Samus, who is a starter, Pit is the only unlockable character with an Echo Fighter who is always unlocked or encountered before his Echo Fighter, no matter which combination of unlocking methods is used.
    • In World of Light, out of all unlockable characters with Echo Fighters, Pit and Simon must be encountered before entering The Dark Realm, namely that both must be defeated in the Temple of Light; thus, it is possible to encounter Daisy, Lucina, Chrom and Ken before their respective base characters. Although, if the player unlocks Young Link through VS. Matches or Snake in World of Light, then completes their Classic Mode, it will go to the next fighter in Link's unlock tree, thus Simon can be challenged after Richter. This could not be done with Pit and Dark Pit, as all of the characters in Samus' unlock tree that are between Pit and Dark Pit are all encountered after Pit in World of Light. However, he can be unlocked first if the player loses to Pit, then does not unlock Dark Pit via Challenger's Approach.
  • Pausing and zooming the camera around Pit's ears reveals a gap between the top part of his ear and his hair, which is more visible when looking at his left ear. This is shared with Dark Pit.