Pit (SSB4)
| Pit in Super Smash Bros. 4 | |
|---|---|
| Universe | Kid Icarus |
| Other playable appearances | in Brawl in Ultimate |
| Availability | Starter |
| Final Smash | Three Sacred Treasures |
| Tier | D (32) |
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 his worst placement in the series to date. 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.
Attributes[edit]
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 grab 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 follow-ups 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 can 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 can 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 comes 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 to use neutral, back, and forward aerials effectively. This can also make Pit's combos and pressure game difficult to execute.
Even though most of Pit's aerials are relatively weak, each has a large amount of landing lag. When coupled with Pit's slow air speed and his forward aerials' 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-distance, 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 its 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 its 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-distance 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 at 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 several regional tournaments, while Chompy, Len, Kuro, and KiraFlax have collectively achieved several above-average tournament results at the regional and national levels in both singles and doubles play.
Changes from Super Smash Bros. Brawl[edit]
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 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, protects both sides but has 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 laggy, 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 notable strengths or options, putting him at a disadvantage compared to the rest of the cast, who either have much more prevalent strengths or they possess 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.
Aesthetics[edit]
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 is 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 of 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 latter 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.
Attributes[edit]
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 attacks[edit]
- 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 overall jab canceling potential.
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 stretch: 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 to 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 with 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 follow-up 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 for 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 has consistent startup lag, regardless of whether 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.
