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. Instead of retaining Lani Minella as his voice actor from the English version of Super Smash Bros. Brawl, Pit is now voiced by Antony Del Rio in the English version of SSB4, who reprises his role from the English version of Kid Icarus: Uprising. Minami Takayama, who voiced Pit in the Japanese versions of Brawl and Uprising, also reprises her role.
Pit is currently ranked 30th/31st out of 58 on the tier list, placing him in the C tier and tying him with his clone, Dark Pit. This is a drop from his placement in Brawl, where he was ranked 17th out of 38. The number of differences between the Pits is extremely small, yet somewhat noticeable: Pit's forward tilt and Palutena Bow are stronger and significantly more maneuverable than Dark Pit's forward tilt and Silver Bow, respectively. Conversely, Silver Bow is stronger than Palutena Bow, while Electroshock Arm is a more reliable KOing option compared to Upperdash Arm.
Outside of these differences, Pit and Dark Pit share the same primary strengths and weaknesses. Their damage racking and edge-guarding potentials are strong, they boast very good approaches and neutral games, their respective bows grant them disjointed ranges, and their recoveries are long-distanced. However, both Pits have unimpressive KO potentials, which forces them to be largely reliant on their forward smashes, forward throws, sweetspotted back aerials, Upperdash/Electroshock Arms and aggressive edge-guarding in order to score KOs.
Although Pit has a small playerbase, he has nevertheless managed to achieve a decent level of success: Earth has won a number of regional tournaments, while he, Kuro and KiraFlax have collectively achieved a number of above average placings at the regional and national levels in both singles and doubles play.
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. Although his jump and double jump are both low, this flaw is largely counteracted by his three double jumps, which also grant him decent horizontal recovery. 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.
Unsurprisingly for a beginner-friendly character, Pit's greatest strength is his fast frame data. Aside from his forward tilt and forward smash, his remaining regular grounded moves and grabs have less than 10 frames of start-up lag. By extension, all of his aerials can auto-cancel with a short hop, while his rolls and sidestep have minimal ending lag. When these are coupled with his Palutena Bow's disjointed range, Pit ultimately boasts a very good approach despite his balanced attributes. This is complimented by his neutral special, Palutena Bow, which grants him very good stage control thanks to its arrow's ability to be charged and easily curved, even in mid-flight. All of these traits give Pit one of the most effective neutral games among the cast when played properly. His recovery is also one of the longest distanced in the game, thanks to his multiple double jumps and Power of Flight, his new up special move. By extension, these two traits allow Pit to edge-guard noncommittally, and in turn make him rather difficult to gimp effectively.
Much like his attributes, Pit's moveset is balanced, so much so that it seemingly has no glaring strengths of weaknesses. When this is 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. His ground game is a prime example of balance: his neutral attack, sweetspotted forward tilt, up tilt, dash attack and smash attacks all have decent damage outputs, and thus allow Pit to deal respectable damage to his opponents when he is grounded. Neutral attack, forward tilt, down tilt, dash attack and down smash are also useful spacing options thanks to their quick start-up, although neutral attack, down tilt and dash attack also have particular strengths. Neutral attack can be jab canceled into a grab, down tilt can combo into dash attack from low to medium percentages when used against middleweights and heavyweights, and dash attack can combo into a dashing up smash, forward aerial and up aerial from low to medium percentages. Up tilt and especially up smash are useful anti-air moves, the latter of which also boasts enough power to score KOs. Lastly, forward smash is Pit's primary KOing option, thanks to being both his longest ranged ground attack and overall strongest attack.
Unlike in Brawl, Pit now possesses a respectable grab game. His grabs' ranges have increased, while his dash grab's decreased start-up and ending lag make it much safer. However, his forward and down throws underwent the most noticeable improvements. Forward throw's increased base knockback enables it to KO at high percentages while near the edge, whereas the changes to hitstun canceling have made down throw into a very reliable combo starter. With down throw's newfound ability to combo into a dashing up smash and any of his aerials, the latter of which being effective even up to high percentages depending on the opponent, Pit has become even more capable at damage racking. Although his up and back throws have significantly less utility in comparison, they nonetheless deal respectable damage and launch opponents into unfavorable positions. These traits make them useful at keeping Pit's 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, while each one also has particular strengths. Neutral aerial has the lowest amount of start-up lag out of his entire moveset and boasts a long duration, which makes it useful for edge-guarding and as a follow-up from down throw. When coupled with its great auto-cancel window, it is a very useful approaching option and a deceptively useful set-up option when SHFF'd. Forward and up aerials are, like neutral aerial, useful follow-ups from down throw. Forward aerial is also useful for approaching and excellent for edge-guarding, whereas up aerial 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 for edge-guarding. Lastly, down aerial is also well suited for edge-guarding, thanks to it being a meteor smash at its start and its fairly large range, the latter of which also makes it decent at approaching.
In the transition to SSB4, Pit's special moveset underwent numerous changes to reference Kid Icarus: Uprising: his side and down specials use weapons that debuted in Uprising, his up special references Palutena's ability to grant him the Power of Flight, and his Final Smash uses the Three Sacred Treasures. These new special moves are rather versatile: Upperdash Arm consists of a dashing uppercut to any opponents in his path, similarly to Raptor Boost. It grants super armor, can deflect projectiles, function as a horizontal recovery option and is fairly powerful, thanks to its decent damage output and high base knockback. While Upperdash Arm possesses KO potential unlike Angel Ring, it lacks damage racking potential like Angel Ring does. Additionally, it is very punishable because of its noticeable start-up lag and extreme amount of ending lag, especially when it misses. Lastly, its deflection property is largely inconsequential, since it deflects projectiles at a diagonal angle instead of directly back at the opponent.
Power of Flight covers an impressive amount of distance and be angled to be either directly vertical or nearly horizontal. While it does not boast the versatility and unpredictability of Wings of Icarus, it nevertheless offers better protection. Unlike Wings of Icarus, Pit can immediately reuse it upon being hit. It also briefly grants him intangibility instead of invincibility, but does so for a longer period of time, and regardless of whether he uses it on the ground or in the air. Guardian Orbitars protect Pit on his left and right sides with energy shields that reflect projectiles and push opponents back. While this seems like a direct upgrade of the Mirror Shield, the Orbitars are not indestructible like the Shield; should they end up being destroyed, they cannot be used again for 10 seconds. His neutral special, Palutena Bow, is his only special move that has been retained since Brawl, and while it is still difficult to anticipate, it has been weakened by the universal nerf to camping. Additionally, its overall damage output and range have decreased, to the point that its advanced techniques and mindgame potential have been noticeably worsened because of its arrow now vanishing after a short time or when it crosses a blast line.
Despite his strengths, Pit does have some weaknesses. Like Mario, most characters are able to outperform him in various areas: Mario himself and Luigi have more versatile combo games, Mewtwo has better mobility, Link and Toon Link are better at camping and zoning, Shulk has greater range, and Charizard is overall much stronger. Power, in particular, is Pit's most noticeable weakness, as he suffers from a lack of guaranteed KO set-ups. Like in Brawl, Pit's KO potential is overall unimpressive, as continued use of his strongest attacks can make KOing a difficult task for him if the player uses them because of their respectable damage outputs. This is compounded by stale-move negation, which forces the player to use other attacks to alleviate the staleness of said stronger moves. As a result, Pit must spend a comparatively longer time racking up damage before attempting to score a KO. While rage helps Pit in this regard, it also offsets his combo game, and his average endurance means that he cannot utilize it as consistently or effectively as heavier characters can.
While it is still long-distanced, Pit's recovery has nevertheless worsened since Brawl. Once renowned for its versatility, Pit's recovery is now linear and predictable: his double jumps are lower, gliding has been removed, and Power of Flight is largely inferior to Wings of Icarus because of it functioning much 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 against characters with powerful attacks.
Pit possesses some decent custom moves. Piercing Bow, true to its name, pierces opponents and deals more damage at the cost of sacrificing control, making it very similar to Silver Bow. Conversely, Guiding Bow grants even more control over the arrow's curvature, though 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, yet it lacks any recovery potential because of it moving Pit very slightly backward upon being used. Breezy Flight makes Pit more difficult to gimp at its start, but at the cost of weakening his long-distanced recovery. Lastly, Amplifying Orbitars are significantly stronger reflectors, making them a better choice against projectile-reliant characters, although they lack pushboxes and have lower durability.
All in all, Pit's strengths are on par with his weaknesses. His great approach and neutral game synchronize well with his impressive damage racking potential, while his multiple jumps and Power of Flight's excellent travel distance make him fairly difficult to KO off-stage. However, Pit's unimpressive KO potential makes him largely reliant on his forward smash, Upperdash Arm and impressive edge-guarding potential in order to score KOs. Pit is commonly perceived by players to be the most balanced character in the game because of his general moveset and attributes, which results in his playstyle being that of an "all-rounder", much like Mario. As such, he has a low learning curve and is quite rewarding when played wisely, which makes him an optimal choice for beginners to learn and adapt to SSB4's pace.
However, players may overlook Pit in favor of 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. Regardless, Pit has managed to achieve a decent level of success in the competitive scene: Earth has won a number of regional tournaments, while he, Kuro and KiraFlax have collectively achieved a number of above average tournament results at the regional and national levels in both singles and doubles play.
Changes from Brawl
Pit received some of the most noticeable changes of any returning veteran, similarly to Bowser, Dr. Mario, Roy, King Dedede and Charizard. Most of his moves have been heavily altered, with his special moves being the most noticeably changed in order to reference Kid Icarus: Uprising. As a result, Pit received a mix of buffs and nerfs in the transition from Brawl to SSB4, with his nerfs outweighing his buffs.
Since his special moveset has been 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 has super armor, can be used for horizontal recovery, and is able to deflect projectiles. His new down special, Guardian Orbitars, provide protection on both sides instead of only his front, but have limited durability. Lastly, Pit's new up special, Power of Flight, is more consistent, as he can use it again even if he gets hit out of it, though it has vastly less versatility because of it propelling him on strictly linear path.
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 is now a reliable KOing option at high percentages. The removal of meteor canceling benefits Pit overall, as he is no longer as vulnerable to meteor smashes relative to the cast. Coincidentally, his down aerial has also become capable of meteor smashing, which slightly improves his edge-guarding potential. Pit's ground mobility has become faster, which allows him to extend his combos, apply more grounded pressure to his opponents, and potentially enable him to follow up his weak moves into his KOing options.
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 most notably evident with Palutena Bow and his back aerial, which were one of the most reliable projectiles in Brawl and one of Pit's most reliable KOing options, respectively. In addition to the removal of gliding, other general game mechanic changes of SSB4 have indirectly nerfed Pit. Phantom footstool jumping nerfs his combo game, as it allows his opponents to alleviate pressure that he can apply when edge-guarding or in the neutral game. Additionally, the removal of edge-hogging in favor of edge trumping nerfs Pit's edge-guarding potential, which is further compounded by the majority of the cast having improved recoveries. Lastly, the rage mechanic 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.
Overall, Pit's strengths from Brawl did not carry over well to SSB4, and his new strengths do not fully compensate for the nerfs to his recovery and overall damage output. As a result of these changes, Pit's position relative to the cast is debatable, considering the fact that most of his fellow veterans, particularly those that were once low-tier or bottom-tier, have also been buffed to varying degrees.
Like Mario, Pit has received a very small number of minor changes from game updates. His only noteworthy buff was brought about by update 1.1.0, which decreased the ending lag for Palutena Bow and its custom variations. The changes to shield mechanics brought about by updates 1.1.0 and 1.1.1 also indirectly benefit Pit to a small degree, thanks to Upperdash Arm's decent damage output and very high base knockback, as well as a number of his moves having multiple hits.
In competitive play
Tier placement and history
Pit has been perceived as a mid-tier character since SSB4's release. While players pointed out the nerfs to his defense, they also pointed out the buffs to his offense. Despite his playerbase and tournament results being among the most sparse in competitive play, players such as Earth, KiraFlax, Kuro, and Plastic Poptart spearheaded his metagame and proved he is still a rather viable character in competitive play, with this consensus also being applied to Dark Pit. Earth's efforts in competitive play, most notably his 13th placing at GENESIS 3, further cemented Pit's viability, and resulted in him being ranked 18th on the first tier list, only one spot below his clone.
Although impressive, Pit's tournament results, however, have never been as outstanding as other mid-tier characters. Despite Earth's better placing of 9th at EVO 2016, Pit's tier placement would drop on the second tier list, where he was ranked 24th and three spots above Dark Pit. While Earth had another strong showing at GENESIS 4 by placing 25th, Pit continued to lack of widespread success because of his very small playerbase. As a result, his tier placement dropped yet again, this time to 30th/31st on the third and current tier list. In addition to sharing this ranking with his clone, this drop is also tied with Yoshi and Kirby's for the second largest between the second and third lists.
In Event Matches
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