Project M

Pit (PM)

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Pit
in Project M and Project+
Pit SSBB.jpg
KidIcarusSymbol.svg
Universe Kid Icarus
Base game appearance Brawl
Moveset inspiration Pit (SSBB)
Alternate costume Classic Pit
Pit (SSBB)
Pit's Retro Costume in Project M 3.5

Pit is a playable character in the Brawl mod Project M. He has been buffed for his Project M appearance.

Attributes

Hence the name of his game, Pit is primarily based off Icarus, a man in Greek mythology who made wings to fly. This is a trait that Pit inherits via the Wings of Icarus, with said wings allowing him to fly as a recovery move. His power of flight is what makes Pit a formidable opponent.

Aside from wings, Pit also has weapons granted to him by Palutena. One of them is a bow that contains magical arrows which allow Pit to not only shoot, but also control the direction that they travel, which serves as a perfect out-of-range attack. The other is a shield that allows him to reflect projectiles with full power, and reflect enemies to the other direction.

Changes from Brawl to PM

Pit's new up special, Shield Bash.

Pit was significantly buffed from Brawl to Project M, as the faster paced physics combined with his versatile mobility now give him much more options to combo, though he was slightly nerfed in his defensive game, having weaker projectiles and a shortened recovery.

Aesthetics

Attributes

  • Buff Pit's attack mechanics are now similar to Roy's: moves involving his bow daggers now inflict more damage/knockback (if not both) the closer enemies are to him, with most sourspotted attacks keeping their Brawl power. Some notable examples include his forward tilt and down smash, which gain more KO potential when connecting with the hilt, as well as his forward and back aerials, which give Pit an enhanced, deadlier wall of pain employable against almost any character, potentially enhancing Pit's combo, edgeguarding and KO options.
  • Change Pit can no longer glide by holding a jump button; he must use his side special to do so.

Ground Attacks

  • Buff Rapid jab is much easier to perform.
  • Buff Up tilt has less knockback which with Project M's physics allow for better follow-ups at lower percents.
  • Buff Down tilt does slightly more damage, and the meteor smash hitbox is easier to land. It also has less base knockback and allows for follow-ups at low percents.
  • Buff Forward tilt does more damage and has more KO potential, and can be angled.
  • Buff Up smash does more damage and knockback and connects better with less hitlag.
  • Buff Down smash first hit does slightly more knockback, and the second hit does more damage and sends vertically with more knockback.
  • Buff Forward smash second hit is now optional like Links, and is a stronger KO move, and the second hit is activated by another press of the attack button, so Pit can either lead into aerials with the first hit at high percentages, or rack up damage with both hits at low percents, increasing his follow-up options and mindgames and gives you a boost foward on the ground.
  • Nerf Up tilt's bow dagger hitbox has been removed, inflicting less damage and no longer dragging in crouching opponents as reliably.
  • Nerf Dash attack with the new physics makes it less of a KO move, though its still a good move to use at lower percents.

Aerial Attacks

  • Buff Forward aerial does slightly more damage and has stronger knockback.
  • Buff Up aerial now consists of a single, powerful hit which decays on damage, capable of juggling most characters up to great amounts of damage if sweetspotted, increasing Pit's aerial combo options, and ends sooner.
  • Buff Down aerial now spikes upon connecting with the tip (akin to Marth's down aerial), improving its utility as an edgeguarding move and combo starter.
  • Nerf Neutral aerial inflicts less damage, and connects much worse, overall making it less usable.
  • Nerf Back aerial deals slightly less damage and is a weaker KO move.

Grabs and Throws

  • Buff Down throw does more damage.
  • Buff Standing grab range is increased.
  • Nerf Forward throw is slightly weaker.
  • Nerf Back throw is slightly weaker.

Special Moves

  • Buff Palutena's Arrow decays on damage as it travels, with close-up arrows being notably stronger, and weakened ones having juggling potential, the latter which can be used against offstage foes to lead into a wall of pain. They also much have much more knockback.
  • Nerf Palutena's Arrow decaying on damage causes it to be less useful for camping, thus discouraging over-reliance on them and encouraging close range combat.
  • Buff Pit now has a new side special; a redesigned Wings of Icarus, in which he boosts horizontally and glides. Pit can now use any of his aerial attacks during a glide, in addition to his glide attack (now inputted with a grab button, akin to a zair), granting him bolstered approach and guard breaking options that his previous Angel Ring didn't have. Ending the glide or using a glide attack no longer enforces helplessness, and Pit can use any action except another glide afterwards.
  • Nerf Mirror Shield can now only be held for a maximum of one second.
  • Change Pit's up special (Wings of Icarus) has been replaced with Shield Bash; a jumping Mirror Shield strike upwards, which inflicts damage and acts as a powerful vertical finisher at high percents.
    • Nerf Shield Bash grants considerably less distance, both horizontally and vertically, giving even less distance than Mario's Super Jump Punch and not being as versatile as Wings of Icarus, thus significantly worsening Pit's recovery options.

Revisions

v2.5b

  • Buff Down tilt meteor sweetspot moved from blade to body and made stronger in knockback.
  • Buff Forward smash is two parts and the first hit links into the second hit better.
  • Buff Up smash hitboxes cleaned up and link better.
  • Buff Down air sweetspot is now a spike and easier to hit.
  • Buff Grounded Shield Bash links better into the sweetspot and damage on sourspot slightly increased.
  • Buff Aerial Shield Bash goes a bit higher, animation adjusted, and the sweetspot is easier to hit.
  • Change No longer has two glides in the air, however, starting from the ground does not use it up, and it is regained when grabbing an edge.
  • Change Ending glide animation smoothed out.
  • Change Glide cancels into fall rather than Special Fall.
  • Change Forward tilt can be angled up or down.
  • Change Back air strong hit sends at a lower angle, lasts slightly longer, and has a bit less base knockback.
  • Change Arrows take longer to weaken initially, but then reach their weakest level at the same time they did before.
  • Change Arrows can now be SDIed normally, and use the new light element effect.
  • Change Shield Bash is now reversible.
  • Change Shield Bash uses the new light element effect.
  • Change Grounded Shield Bash sweetspot placement adjusted.

v2.6b

  • Buff Arrows no longer lose charge when they degrade in damage.
  • Buff Arrow knockback no longer degrades to set knock back, but always has some growth.
  • Nerf Shield Bash landing lag increased to the default duration to be similar to other KO specials.
  • Nerf Mirror Shield Super Armor replaced with Heavy Armor.
  • Change Up smash hitboxes redone from scratch and animation tweaked so that the hitboxes properly follow the blades.
  • Change Up smash has less base knockback and more growth.
  • Change Down throw trajectory raised slightly.
  • Change Palutena's Arrows start up slightly increased, and aerial end lag matched to grounded end lag.
  • Change Mirror Shield hold duration significantly shortened.

v3.0

  • Buff Standing grab range slightly increased.
  • Buff Down tilt IASA added two frames before the move ends.
  • Buff Up Smash final hit knockback increased.
  • Buff Down air spike sweetspot has increased knockback and the trajectory was raised to send further outward.
  • Nerf Down tilt meteor sweetspot reduced in knockback. Tipper knockback behavior homogenized to be a standard launcher.
  • Change Fixed animation glitches during forward smash 2 and angled forward tilts.
  • Change Neutral air revamped as a more traditional “drill” move. Hits an additional time, linking knockback tweaked for consistency, hitboxes cleaned up and sync’d to his blades, and the final hit has reduced knockback and hitlag.

v3.5

  • Nerf Dash attack deals less damage.
    • Buff It deals more knockback.
  • Nerf Forward tilt deals less knockback.
  • Nerf Down tilt has higher startup.
    • Buff It deals more knockback at higher percents.
  • Change Pit has a new forward Smash, reminiscent of his forward smash from Super Smash Bros 4.
  • Buff The first two hits of Pit's up smash deal slightly more damage.
    • Nerf The final hit deals slightly less damage.
    • Buff It also deals slightly more knockback.
  • Nerf Neutral aerial deals less damage.
  • Nerf Forward aerial has less knockback and has more endlag.
    • Buff Hitboxes come out one frame earlier.
  • Nerf Up aerial deals less damage at the tip.
    • Buff It deals more knockback.
  • Nerf Down aerial deals less damage at the tip.
    • Buff It deals more knockback.
  • Nerf Up aerial deals less damage at the tip.
  • Nerf Down throw deals less knockback.
    • Buff It has less endlag.
  • Nerf Glide attack deals less damage at the blade.
  • Buff Arrows no longer decay in damage.
  • Buff Sweetspotted Shield Bash deals more damage.

v3.6

  • Change Pit's wings will burn when he loses momentum using the Wings of Icarus.
  • Change As an aesthetic when Pit uses the Wings of Icarus in his "Dark" costumes, Pit's wings will glow purple rather than blue.
  • Nerf The duration of Pit's flight has been reduced.
  • Change Pit's forward smash, forward tilt, running, and back air use animations from Super Smash Bros. 4.

Moveset

Up to date as of version 3.5.

Name Damage Description
Neutral attack 3% (hit 1), 3% (hit 2), 5% (hit 3), 1% (hit 3 loop) Slashes three times and then spins the blades together back and forth, hitting repeatedly. Pit cannot enter his rapid fire attack by simply holding the "Attack" button, he will only do his three hit combo by hitting the button three times. Pressing the buttons rapidly will make him enter his rapid fire attack. Once he has entered the rapid fire attack, it is necessary only to continue holding 'Attack' to continue it.
Forward tilt 11%/14% (high/tip), 10%/13% (mid/tip), 9%/12% (low/tip) Thrusts both blades forward. Has decent knockback and can be angled.
Up tilt 6% (hit 1), 7% (hit 2) (13% total) Plants one sword into the ground and does a handstand on it, performing a two-hitting kick above him, the first kick connecting into the next. This is one of Pit's fastest attacks start-up wise.
Down tilt 10% (blade), 12% (body) Crouches and swipes the blade towards the ground. Can spike when the foot and blade touch the opponent. Good for edgeguarding.
Dash attack 7% (blade), 12% (arm), 9% (body) Small slash forward with one of his blades near the ground doing below average knockback, but knockback is much higher at around 100% and up.
Forward smash 4%/6% (hit 1 blade/arm), 12%/15% (hit 2 blade/body) A weak slash with an inward cut by his right-handed blade followed immediately by a very strong slash upper by his left handed blade (with the bow back together on the second blow). The attack button must be pressed twice for both slashes. All the knockback is in the second slash. If fully charged and both hits connect, it can KO at 80%.
Up smash 3% (hits 1-2), 10% (hit 3) (16% total) Three quick slashes above his head as he floats a bit into midair. Faster, but less knockback than Link's, and with more vertical range and less horizontal. All the knockback is in the last slash, the other two have reverse knockback, sucking the opponent closer to set up for the final slash.
Down smash 10%/12%/13% (hits 1-2 blade/hilt/body) Slashes toward the ground in front of and behind him. Similar to several swordsman characters' down smash attacks. Interestingly, when using his down smash in Brawl, Pit only uttered a sound upon charging the smash, however this was changed and he will now utter the sound when releasing the attack button.
Neutral aerial 2%/3% (bow tip/center) Spins both blades together in front of him, hitting multiple times. This can stop weak projectiles if executed at the right time. This aerial has the highest ending lag out of all of Pit's aerials, and if used right can be a solid damage-rack up tool as well as a lock-down attack.
Forward aerial 15% (blades), 13% (body) Thrusts both blades forward and quickly brings them apart, slashing horizontally. Powerful edgeguarding and gimping tool that also works great for combos.
Back aerial 14%/12% (clean hilt/blade), 8%/6% (late hilt/blade) Thrusts sword behind him. Quick and very powerful, Pit's highest knockback aerial move if sweetspoted. Not easy to short hop with, but with a fast-fall used in conjunction with the move, it can provide many opportunities to string up combos and to gimp opponents with.
Up aerial 14%/10% (clean center/tip), 9%/7% (late center/tip) Spins his blades together above his head, hitting once. Can be used after down throw to hit heavy/fast falling characters reliably. Similar to Meta Knight's up aerial, if tap jump is turned on, Pit will jump (whilst airborne) once every time he uses it if the Control Stick is held up at the right time. Very good combo tool.
Down aerial 12%/8% (clean hilt/tip), 8%/12% (late hilt/tip) Slashes under him in a downward-inward sweep with his left-handed blade. Can be used up to four times in the air if used right after initial-midair jumps.
Glide attack 9% (blade), 12% (hilt) Slashes both swords in a 160° arc upward. If used right before landing, there is almost no ending lag upon execution.
Grab Grabs the enemy with his hand.
Pummel 3% Knees the opponent in their midsection.
Forward throw 6% (hit), 4% (throw) (10% total) Slashes opponent away with an uppercut slash. Can chaingrab at very low percentages against heavier characters.
Back throw 8% Twirls around with the enemy in tow, slamming them on the ground with one arm and launches/bounces the opponent backward.
Up throw 1% (hit), 7% (throw) (8% total) Does a handstand and kicks the opponent upward with both feet.
Down throw 4% (hit), 4% (throw) (8% total) Slams opponent on the ground then follows up quickly with reaping the opponent with a downward chop slam (with the fully-formed bow). Bounces the opponent off the ground into the air, which makes for a good throw to follow up opponents in the air with aerial attacks.
Floor attack (front) 6% Slashes with his bow split left and right separately. Identical to Ike's down smash in form.
Floor attack (back) 6% Slashes with his bow vertically back and front.
Floor attack (trip) 5% Slashes with his bow horizontally front and back.
Edge attack (fast) 8% Slides on stage with a kick.
Edge attack (slow) 10% Pauses for a moment while getting his swords ready, then stabs.
Neutral special Palutena's Arrow 3-7% Pull his bow string back, and fires it when the button is released. The player can change the direction the arrow will go while holding it; backwards, forwards, and upwards. Pit's arrows move a tad bit slower than other character's arrows and stale the longer they are out, but can be controlled in midair. He is not able to hold his drawn bow indefinitely in normal use however, unlike Link and Toon Link. Palutena's arrows can actually be curved around in a full circle if controlled properly and thus avoid going off screen. Also, if two of Palutena's Arrows collide, they will cancel each other out.
Side special Wings of Icarus Pit will perform a glide, which can be canceled by hitting the grab button or using an aerial. This move cannot be used again until Pit touches the ground.
Up special Shield Bash 9% (startup), 14% (clean), 9% (late) Pit throws his shield upward, bashing any enemies directly above him. This can be a good finishing move at high percents.
Down special Mirror Shield x1.5 of reflected attack Pit pulls out his shield and crouches down while holding it in front of him. The shield can be angled up or down to reflect attacks. If used in the air, this can be used to reflect characters recoveries and force them to SD.
Final Smash Palutena's Army 18% (per centurion) An enormous image of Palutena will appear in the sky (which is transparent on most stages, but is easier seen on stages such as Final Destination). The Centurions fly onto screen ramming into other players at incredibly high speeds. Each Centurion makes a single attack to a character, and then falls in battle. During the course of the attack, Pit is not bound to a position. Therefore, he is free to move and attack as he pleases. However, unlike most characters, he is not invincible during his Final Smash. When fighting against an opponent using this, they can attack some Centurions to prevent them from attacking, but it is better to dodge, though a Smart Bomb is useful for eliminating multiple threats. This move is similar to Waddle Dee Army.

In competitive play

Notable players

Alternate costumes

Pit's alternate costumes remain largely unchanged from Brawl with the exception of his black swap, which has been adjusted to look identical to Dark Pit.

He also has a costume based on his appearance in Kid Icarus and Kid Icarus: Of Myths and Monsters, in addition to the trophy of Pit which was present in Melee. This costume has a "fallen angel" recolor (similar to Pit's "fallen angel" costume from Brawl) in 3.6. Pit's red costume has also been modified in version 3.6.

Pit's alternate costumes in PM
PitHeadSSBB.png PitHeadYellowSSBB.png PitHeadRedSSBB.png PitHeadGreenSSBB.png PitHeadBlueSSBB.png PitHeadBlackPM.png PitHeadRetroPM.png

Trivia

  • A reference is made to the Greek myth of Icarus, the namesake character of Pit. Icarus was a man whose makeshift wings melted by the sun before plummeting into the sea, which reflects the function of Pit's wings in Project M.
  • Many aesthetic elements of Pit's appearance in Project M take inspiration from Kid Icarus: Uprising:
    • The Wings of Icarus will burn as Pit loses gliding momentum, making reference to a side effect when using the Power of Flight in Kid Icarus: Uprising. They will also glow purple when wearing the dark costumes, referencing both Dark Pit and his infinite flight power after having absorbed Pandora.
    • The Retro costumes have different facial expressions, with Pit always smiling (reflecting Pit's silly yet kind-hearted nature) and the dark costume always frowning (reflecting Dark Pit's more aggressive, stoic and serious nature).

External links