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Pit is a [[weight|middleweight]] who has above-average [[walk]]ing and [[dash]]ing 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 [[Double jump#Multiple double jumps|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. | Pit is a [[weight|middleweight]] who has above-average [[walk]]ing and [[dash]]ing 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 [[Double jump#Multiple double jumps|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 | 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 [[charge]]d and easily maneuvered makes it very useful for zoning, edge-guarding, and even [[mindgame]]s. When these traits are coupled with his {{s|icaruspedia|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 | 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 cancel]]ing, 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 {{SSB4|Marth}}, {{SSB4|Lucina}}, and {{SSB4|Samus}}' forward smashes as the fastest smash attack of its kind in the game. | Neutral attack is also useful for [[jab cancel]]ing, 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 {{SSB4|Marth}}, {{SSB4|Lucina}}, and {{SSB4|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 | Unlike in ''Brawl'', Pit now possesses a respectable grab game. His grabs' ranges have increased, while his dash grab's decreased start-up and ending lag make it much safer. However, his forward and down throws underwent the most noticeable improvements. Forward throw's increased base knockback enables it to KO at high percentages while near the edge, whereas the changes to hitstun canceling have made down throw into a very reliable combo starter. Although Pit's up and back throws have less utility in comparison, they have decent damage outputs and launch opponents into unfavorable positions. These traits make them useful at keeping his forward throw [[Stale-move negation|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 | Pit's air game is also useful, thanks to his aerial attacks' ability to [[auto-cancel]] and their particular strengths. Neutral aerial has the lowest amount of startup lag out of his entire moveset, a long duration, and an excellent auto-cancel window. Altogether, these traits make it useful for edge-guarding, approaching and, when [[SHFF]]'d, starting combos. Forward and up aerials are reliable followups from down throw; in addition, the former is useful for approaching and edge-guarding, whereas the latter is excellent for juggling. Back aerial is Pit's strongest aerial attack when sweetspotted, making it ideal for spacing as part of a [[reverse aerial rush]] or KOing outright. Lastly, down aerial is useful for edge-guarding, thanks to it being a meteor smash during its first frame, and its fairly large range also makes it decent for approaching. | ||
In the transition to ''SSB4'', almost the entirety of Pit's [[special move]]set underwent numerous changes in reference to ''{{s|icaruspedia|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 {{s|icaruspedia|Power of Flight}}; and his [[Three Sacred Treasures|new Final Smash]] uses the {{s|icaruspedia|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. | In the transition to ''SSB4'', almost the entirety of Pit's [[special move]]set underwent numerous changes in reference to ''{{s|icaruspedia|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 {{s|icaruspedia|Power of Flight}}; and his [[Three Sacred Treasures|new Final Smash]] uses the {{s|icaruspedia|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 | [[Power of Flight]] covers an impressive amount of distance, and be angled to propel Pit either vertically, diagonally, or almost horizontally. It also offers better protection compared to [[Wings of Icarus]]: Pit can immediately reuse it upon being hit, and it grants [[intangibility]] that lasts slightly longer than Wings of Icarus' [[invincibility]]. However, Power of Flight's linearity results in it lacking the unpredictability and impressive versatility that Wings of Icarus possesses. Lastly, [[Guardian Orbitars]] protect Pit on his left and right sides with energy shields that [[Reflection|reflect]] projectiles. They are also capable of [[Windbox#Pushing attacks|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 {{SSB4|Mario}}, most characters | Despite his strengths, Pit does have some weaknesses. Like {{SSB4|Mario}}, most characters are able to outperform him in various areas: as examples, Mario himself and {{SSB4|Luigi}} have more versatile combo games; {{SSB4|Mewtwo}} has better mobility; {{SSB4|Link}} and {{SSB4|Toon Link}} are better at [[camp]]ing; {{SSB4|Cloud}} has greater range; and {{SSB4|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. | 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 | Each of Pit's aerials also come with noticeable drawbacks. Neutral aerial has notoriously small loop hitboxes which opponents can SDI out of; forward aerial has small initial hitboxes; up aerial is among the slowest in the game relative to its power; and down aerial is inconsistent because its multiple hitboxes launch at different angles. Although all of Pit's aerials auto-cancel with a short hop, none of them auto-cancel with a short hop buffered fast fall. This means that all Pit players must manually delay their fast fall perfectly in order to use neutral, back and forward aerials effectively. This can also make Pit's combos and pressure game difficult to execute. | ||
Despite the fact that most of Pit's aerials are relatively weak, each has large amounts of landing lag. When coupled with Pit's slow air speed and his forward aerial's very small initial hitboxes, Pit noticeably struggles to both land and contest other aerial opponents. In the end, Pit's aerials are helpful in his advantage state and supplement his grounded neutral game, but are much less useful when he is disadvantaged. | |||
Although it is still long- | Although it is still long-distanced, Pit's recovery has nevertheless worsened since ''Brawl''. Once renowned for its versatility, Pit's recovery is now linear and predictable: his double jumps are lower; [[gliding]] has been removed; and Power of Flight is largely inferior to Wings of Icarus because of it functioning like a traditional recovery move. Additionally, while Upperdash Arm can aid Pit's horizontal recovery, it has an extreme amount of ending lag when performed in the air, making it extremely risky when improperly used as a recovery option. Lastly, Pit's grab game is slightly offset by his slightly below-average traction, which can make [[shield grab]]s slightly difficult to use when blocking powerful attacks. | ||
Pit possesses some decent [[Character customization|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 | Pit possesses some decent [[Character customization|custom moves]]. Guiding Bow grants even more control over the arrow's curvature, albeit at the cost of a lower damage output. Interception Arm functions similarly to a [[counterattack]] and boasts better KO potential, thanks to its higher damage output and knockback. However, it lacks any recovery potential because of it moving Pit very slightly backward upon being used, and also forces him into his lengthy aerial ending lag while in midair. Breezy Flight makes Pit more difficult to gimp at its start, but at the cost of weakening his long-distanced recovery. Lastly, Amplifying Orbitars are significantly stronger reflectors, making them a better choice against projectile-reliant characters. However, they lack pushboxes and have less durability. | ||
All in all, Pit's strengths are on par with his weaknesses. His moveset consists of many moves with either long ranges (his grounded moves and back aerial) | All in all, Pit's strengths are on par with his weaknesses. His moveset consists of many moves with either long ranges (his grounded moves and back aerial); long durations (neutral/forward/up aerials and forward tilt); low ending lag (auto-canceled neutral/forward aerials, down smash and Palutena Bow); or quick movement (dash attack, dash grab and Upperdash Arm). This combination of traits, along with his good grounded mobility, allows Pit to reliably keep opponents in a disadvantage state, either stuck trying to land or getting off the edge. | ||
In the end, this is arguably Pit's saving grace: he can cover enough options and retain advantage long enough to rack up more damage than a character of his limited combo potential should. However, he suffers from unimpressive KO potential | 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: {{Sm|Earth}} has won | 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: {{Sm|Earth}} has won a number of regional tournaments, while {{Sm|Chompy}}, {{Sm|Len}}, {{Sm|Kuro}}, and {{Sm|KiraFlax}} have collectively achieved a number of above-average tournament results at the regional and national levels in both singles and [[doubles]] play. | ||
==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||