Editing Pit (SSB4)
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==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||
Pit received some of the most noticeable changes of any returning [[veteran]], similarly to {{SSB4|Bowser}}, {{SSB4|Dr. Mario}}, {{SSB4|Roy}}, {{SSB4|King Dedede}} and {{SSB4|Charizard}}. Most of his moves have been heavily altered, with his [[special move]]s being the most noticeably changed to reference ''{{s|icaruspedia|Kid Icarus: Uprising}}''. As a result, Pit's transition from ''Brawl'' to ''Smash 4'' saw him receive a mix of [[buff]]s and [[nerf]]s, but due to his key weaknesses being more exploitable, he has been overall nerfed. | Pit received some of the most noticeable changes of any returning [[veteran]], similarly to {{SSB4|Bowser}}, {{SSB4|Dr. Mario}}, {{SSB4|Roy}}, {{SSB4|King Dedede}} and {{SSB4|Charizard}}. Most of his moves have been heavily altered, with his [[special move]]s being the most noticeably changed in order to reference ''{{s|icaruspedia|Kid Icarus: Uprising}}''. As a result, Pit's transition from ''Brawl'' to ''Smash 4'' saw him receive a mix of [[buff]]s and [[nerf]]s, 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, | 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, provide protection on both sides, but have 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 smash#Meteor canceling|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 | 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 smash#Meteor canceling|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 jump]]s, 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 | However, Pit has received some significant nerfs, most notably to his recovery: it is now hindered by lower and less floaty [[double jump]]s, 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 laggier, 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 trump]]ing 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. | 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 trump]]ing 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 | Overall, Pit's strengths and weaknesses are more balanced out as while he has no detrimental weaknesses, he also lacks any highly notably strengths or options putting him at a disadvantage compared to the rest of the cast who either have much more prevalent strengths or they posses 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=== | ===Aesthetics=== | ||
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*{{change|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''.}} | *{{change|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''.}} | ||
*{{change|Pit has received two new [[alternate costume]]s.}} | *{{change|Pit has received two new [[alternate costume]]s.}} | ||
*{{change|Pit is significantly more expressive. He now scowls with his mouth open during certain attacks; appears alarmed upon [[tripping]]; blushes while being [[grab]]bed; his irises shrink while [[teeter]]ing and {{GameIcon|ssb4-3ds}}upon being [[screen KO]]'d; and he {{GameIcon|ssb4-u}}sports a toothy smirk during his new [[victory pose]]. Each of these new expressions | *{{change|Pit is significantly more expressive. He now scowls with his mouth open during certain attacks; appears alarmed upon [[tripping]]; blushes while being [[grab]]bed; his irises shrink while [[teeter]]ing and {{GameIcon|ssb4-3ds}}upon being [[screen KO]]'d; and he {{GameIcon|ssb4-u}}sports a toothy smirk during his new [[victory pose]]. Each of these new expressions are largely based on Pit's expressions used during his conversations in ''{{s|icaruspedia|Kid Icarus: Uprising}}''.}} | ||
*{{change|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.}} | *{{change|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.}} | ||
*{{change|Pit has a new victory pose. He now rears his right arm back before thrusting it forward to strike the {{s|wikipedia|V sign}} and saying "Victory!" It is based on the pose he strikes upon defeating {{s|icaruspedia|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!"}} | *{{change|Pit has a new victory pose. He now rears his right arm back before thrusting it forward to strike the {{s|wikipedia|V sign}} and saying "Victory!" It is based on the pose he strikes upon defeating {{s|icaruspedia|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!"}} | ||
*{{change|Dash's animation has changed. It is now based on Pit's running animation in ''Kid Icarus: Uprising''.}} | *{{change|Dash's animation has changed. It is now based on Pit's running animation in ''Kid Icarus: Uprising''.}} | ||
*{{change|[[Roll]]s, [[spot dodge]] and [[air dodge]] have updated sound effects. They now emit the same sound effect as Pit's dodge from ''Uprising''.}} | *{{change|[[Roll]]s, [[spot dodge]] and [[air dodge]] have updated sound effects. They now emit the same sound effect as Pit's dodge from ''Uprising''.}} | ||
*{{change|Pit now has a [[Smash Taunt]] [[Palutena's Guidance|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 | *{{change|Pit now has a [[Smash Taunt]] [[Palutena's Guidance|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 which happens if the input is successful.}} | ||
*{{change|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 | *{{change|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 lattermost 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.}} | ||
*{{change|{{s|icaruspedia|Palutena Bow}} is thicker, slightly longer, and its blades' edges and {{iw|wikipedia|fuller|weapon}}s are now metallic gold and cerulean | *{{change|{{s|icaruspedia|Palutena Bow}} is thicker, slightly longer, and its blades' edges and {{iw|wikipedia|fuller|weapon}}s 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.}} | ||
*{{change|Palutena Bow no longer emits a sound effect upon being split apart during Pit's [[idle pose]].}} | *{{change|Palutena Bow no longer emits a sound effect upon being split apart during Pit's [[idle pose]].}} | ||
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*{{nerf|Rolls have a shorter duration (frames 4-17 → 4-15).}} | *{{nerf|Rolls have a shorter duration (frames 4-17 → 4-15).}} | ||
*{{nerf|Spot dodge has a shorter duration (frames 2-20 → 2-16).}} | *{{nerf|Spot dodge has a shorter duration (frames 2-20 → 2-16).}} | ||
*{{nerf|The removal of [[gliding]] hinders Pit's recovery. This also means that he no longer has a glide attack | *{{nerf|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.<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref>}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
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**{{nerf|The first hit's hitboxes are smaller compared to the previous far hitboxes (3.5u/3.84u → 3.3u/3.8u).}} | **{{nerf|The first hit's hitboxes are smaller compared to the previous far hitboxes (3.5u/3.84u → 3.3u/3.8u).}} | ||
**{{buff|The second hit's near hitbox is larger (2.88u → 3u).}} | **{{buff|The second hit's near hitbox is larger (2.88u → 3u).}} | ||
**{{change|The second hit now uses static extended hitboxes. This gives it more range during its second active frame | **{{change|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.}} | ||
**{{change|The second hit's far hitbox launches opponents at a lower angle (140° → 120°).}} | **{{change|The second hit's far hitbox launches opponents at a lower angle (140° → 120°).}} | ||
**{{nerf|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) | **{{nerf|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 jab canceling potential overall.}} | ||
**{{nerf|The second hit's far hitboxes are smaller (3.2u/4.32u → 3u/3u).}} | **{{nerf|The second hit's far hitboxes are smaller (3.2u/4.32u → 3u/3u).}} | ||
**{{buff|The third hit deals more knockback (50 (base), 70 (scaling) → 60/100).}} | **{{buff|The third hit deals more knockback (50 (base), 70 (scaling) → 60/100).}} | ||
**{{buff|The third hit has a new animation where Pit stretches further forward and now immediately swings his staff upwards. This | **{{buff|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.}} | ||
**{{buff|The third hit's near hit now consists of one static extended hitbox, giving it more consistent range below Pit.}} | **{{buff|The third hit's near hit now consists of one static extended hitbox, giving it more consistent range below Pit.}} | ||
**{{change|The third hit now launches opponents vertically ([[Sakurai angle|361°]] → 70°). This allows it to set up juggles or platform [[tech chase]]s but hinders its edgeguarding potential.}} | **{{change|The third hit now launches opponents vertically ([[Sakurai angle|361°]] → 70°). This allows it to set up juggles or platform [[tech chase]]s but hinders its edgeguarding potential.}} | ||
**{{nerf|The third hit has a shorter duration (frames 3-7 → 3-4).}} | **{{nerf|The third hit has a shorter duration (frames 3-7 → 3-4).}} | ||
**{{nerf|The third hit's far hitboxes are smaller (4.5u/3.84u → 3.8u/2.9u).}} | **{{nerf|The third hit's far hitboxes are smaller (4.5u/3.84u → 3.8u/2.9u).}} | ||
**{{buff|The infinite has a lower [[SDI]] multiplier (1.5x/1.3x → 1x) | **{{buff|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.}} | ||
**{{buff|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).}} | **{{buff|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).}} | ||
**{{buff|The infinite's far hitbox is larger (3.8u → 4u), it is extended | **{{buff|The infinite's far hitbox is larger (3.8u → 4u), it is extended and it extends further away from Pit (z offset: 16 → z strectch: 17), giving it more range.}} | ||
**{{change|The infinite's angles have been altered (110°/20°/10°/361° → 25°/120°).}} | **{{change|The infinite's angles have been altered (110°/20°/10°/361° → 25°/120°).}} | ||
**{{change|The infinite now has weight | **{{change|The infinite now has weight independent knockback.}} | ||
**{{nerf|The infinite deals less damage (1% (near/far)/2% (mid) → 0.8%).}} | **{{nerf|The infinite deals less damage (1% (near/far)/2% (mid) → 0.8%).}} | ||
**{{nerf|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).}} | **{{nerf|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).}} | ||
**{{nerf|The infinite's far hitbox has lower set knockback (10 → 4), making it connect less reliably.}} | **{{nerf|The infinite's far hitbox has lower set knockback (10 → 4), making it connect less reliably.}} | ||
**{{nerf|As with other infinites, the infinite now pushes Pit away from his opponent after a few hits. This significantly hinders its damage | **{{nerf|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.}} | ||
***{{change|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.}} | ***{{change|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.}} | ||
**{{buff|Neutral infinite has received an updated finisher, a lunging outward slash. This finisher possesses a hitbox, improving its safety and utility.}} | **{{buff|Neutral infinite has received an updated finisher, a lunging outward slash. This finisher possesses a hitbox, improving its safety and utility.}} | ||
**{{nerf|The finisher has more ending lag (FAF 12 → 40).}} | **{{nerf|The finisher has more ending lag (FAF 12 → 40).}} | ||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{buff|Forward tilt has a new animation where Pit performs a scissoring slash while arcing his body. Pit now moves his body forwards | **{{buff|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).}} | ||
***{{nerf|However, this forwards movement also causes the move to whiff against close opponents as its position inside of Pit has not been changed.}} | ***{{nerf|However, this forwards movement also causes the move to whiff against close opponents as its position inside of Pit has not been changed.}} | ||
**{{buff|Forward tilt has less startup with a longer duration (frames 14-16 → 10-14).}} | **{{buff|Forward tilt has less startup with a longer duration (frames 14-16 → 10-14).}} | ||
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**{{nerf|Up tilt has more startup lag (frame 2 → 6) and ending lag (FAF 36 → 43).}} | **{{nerf|Up tilt has more startup lag (frame 2 → 6) and ending lag (FAF 36 → 43).}} | ||
**{{nerf|Up tilt deals much less damage (3% (hit 1)/6% (hit 2)/7% (hit 3)/16% (total) → 2%/3%/5%/10%).}} | **{{nerf|Up tilt deals much less damage (3% (hit 1)/6% (hit 2)/7% (hit 3)/16% (total) → 2%/3%/5%/10%).}} | ||
**{{buff|The first hit is larger (3.5u → 4.5u) | **{{buff|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.}} | ||
***{{nerf|However, this removes its ability to hit opponents behind Pit.}} | ***{{nerf|However, this removes its ability to hit opponents behind Pit.}} | ||
**{{buff|The first hit now launches opponents towards Pit (90° → 100°). When considering its altered positioning, this allows it to connect more reliably | **{{buff|The first hit now launches opponents towards Pit (90° → 100°). When considering its altered positioning, this allows it to connect more reliably into the second hit.}} | ||
**{{nerf|The first hit is positioned much higher (y offset: 1.6 → 7), hindering its ability to hit characters below Pit.}} | **{{nerf|The first hit is positioned much higher (y offset: 1.6 → 7), hindering its ability to hit characters below Pit.}} | ||
**{{buff|The second hit has altered angles (115°/75°/90° → [[Autolink angle|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 | **{{buff|The second hit has altered angles (115°/75°/90° → [[Autolink angle|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 into the third hit.}} | ||
**{{buff|The second hit now has static extended hitboxes on Pit's fit, giving it more consistent range throughout its duration.}} | **{{buff|The second hit now has static extended hitboxes on Pit's fit, giving it more consistent range throughout its duration.}} | ||
**{{nerf|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.}} | **{{nerf|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.}} | ||
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*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff|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).}} | **{{buff|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).}} | ||
***{{nerf|However, the hitbox does not extend as far inside of Pit (z offset: 3.2 → 7) | ***{{nerf|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.}} | ||
**{{nerf|Down tilt has a shorter duration (frames 6-8 → 6-7).}} | **{{nerf|Down tilt has a shorter duration (frames 6-8 → 6-7).}} | ||
**{{nerf|Down tilt has more ending lag (FAF 30 → 32).}} | **{{nerf|Down tilt has more ending lag (FAF 30 → 32).}} | ||
**{{nerf|Down tilt deals much less damage (11% → 6%) and has less base knockback (80 → 70), greatly hindering its KO potential.}} | **{{nerf|Down tilt deals much less damage (11% → 6%) and has less base knockback (80 → 70), greatly hindering its KO potential.}} | ||
**{{nerf|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) | **{{nerf|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.}} | ||
**{{nerf|Down tilt has a smaller hitbox (4.32u/3.84u/2.88u/2.88u → 2.5u).}} | **{{nerf|Down tilt has a smaller hitbox (4.32u/3.84u/2.88u/2.88u → 2.5u).}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{buff|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 | **{{buff|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 followup option.}} | ||
**{{buff|Dash attack has less ending lag (FAF 42 → 39).}} | **{{buff|Dash attack has less ending lag (FAF 42 → 39).}} | ||
**{{change|Dash attack now deals consistent damage due to now having one extended hitbox (11% (body)/12% (arm)/9% (blade) → 11%).}} | **{{change|Dash attack now deals consistent damage due to now having one extended hitbox (11% (body)/12% (arm)/9% (blade) → 11%).}} | ||
**{{change|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) | **{{change|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.}} | ||
**{{nerf|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).}} | **{{nerf|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).}} | ||
**{{nerf|Dash attack retains the lower launch angle from its previous near hitbox (80°/70°/60° → 60°) | **{{nerf|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]]: | ||
**{{buff|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.}} | **{{buff|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.}} | ||
**{{buff|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).}} | **{{buff|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).}} | ||
**{{buff|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.}} | **{{buff|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.}} | ||
**{{change|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 | **{{change|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 by the second hit's longer range.}} | ||
**{{buff|The second hit deals more knockback (30 (base), 108 (scaling) → 42/122), improving its KO potential despite its lower damage.}} | **{{buff|The second hit deals more knockback (30 (base), 108 (scaling) → 42/122), improving its KO potential despite its lower damage.}} | ||
**{{nerf|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).}} | **{{nerf|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).}} | ||
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*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff|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.}} | **{{buff|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.}} | ||
**{{buff|Up smash starts charging later (frame 1 → 2). This means that the move now | **{{buff|Up smash starts charging later (frame 1 → 2). This means that the move now have consistent startup lag, regardless of if it is [[buffer]]ed or not.}} | ||
***{{nerf|However, the move retains its startup lag from the non | ***{{nerf|However, the move retains its startup lag from the non buffered version, giving it more startup lag when buffered (frame 5 → 6).}} | ||
**{{buff|The first hit now has a late hit, giving it a longer duration (frame 6 (non | **{{buff|The first hit now has a late hit, giving it a longer duration (frame 6 (non buffered) → 6 (clean)/7 (late)).}} | ||
***{{buff|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.}} | ***{{buff|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.}} | ||
**{{buff|The first hit's angles (270°/90°/110° → 365°/365°/105° (clean)/365°/365°/110° (late)) and set knockback (12/40/33 → 40/33/33) have been altered, allowing it to connect more reliably into the second hit.}} | **{{buff|The first hit's angles (270°/90°/110° → 365°/365°/105° (clean)/365°/365°/110° (late)) and set knockback (12/40/33 → 40/33/33) have been altered, allowing it to connect more reliably into the second hit.}} | ||
**{{buff|The second hit has less startup lag compared to its previous non | **{{buff|The second hit has less startup lag compared to its previous non buffered counterpart (frame 11 → 10).}} | ||
**{{change|The second hit's side hitboxes have higher set knockback (35 → 50).}} | **{{change|The second hit's side hitboxes have higher set knockback (35 → 50).}} | ||
**{{buff|The third hit launches at a higher angle (80° → 89°) and it deals more knockback (75 (base), 83 (scaling) → 66/102), significantly improving its KO potential.}} | **{{buff|The third hit launches at a higher angle (80° → 89°) and it deals more knockback (75 (base), 83 (scaling) → 66/102), significantly improving its KO potential.}} | ||
**{{buff|The third hit's lowest hitbox is larger (4u → 5u).}} | **{{buff|The third hit's lowest hitbox is larger (4u → 5u).}} | ||
**{{buff|The third hit's side hitboxes are positioned slightly further away from Pit (z offset: 6.4/-6.4 → 7/-8), giving it more horizontal range.}} | **{{buff|The third hit's side hitboxes are positioned slightly further away from Pit (z offset: 6.4/-6.4 → 7/-8), giving it more horizontal range.}} | ||
**{{nerf|Up smash has more ending lag (FAF 47 (non | **{{nerf|Up smash has more ending lag (FAF 47 (non buffered) → 52).}} | ||
**{{nerf|The first two hits have smaller hitboxes (5u/7u/6.2u/6.2u (hit 1)/5u/5u/6.2u/6.2u (hit 2) → (4.5u/4u/4u)/(4u/5.2u/5.2u)) and their lowest hitbox has been removed.}} | **{{nerf|The first two hits have smaller hitboxes (5u/7u/6.2u/6.2u (hit 1)/5u/5u/6.2u/6.2u (hit 2) → (4.5u/4u/4u)/(4u/5.2u/5.2u)) and their lowest hitbox has been removed.}} | ||
***{{nerf|This especially hurts the first hit as shorter characters in front of Pit can now low profile under the move | ***{{nerf|This especially hurts the first hit as shorter characters in front of Pit can now low profile under the move while the move flat out no longer works against almost the entire cast if they are grounded and behind Pit.}} | ||
***{{nerf|This also gives the early first hit and the second hit less horizontal range despite their hitboxes being moved slightly further away from Pit (z offset: 6.6/-6.6 → 7/-7).}} | ***{{nerf|This also gives the early first hit and the second hit less horizontal range despite their hitboxes being moved slightly further away from Pit (z offset: 6.6/-6.6 → 7/-7).}} | ||
**{{nerf|The third hit's highest hitbox is smaller (6.5u → 5.8u).}} | **{{nerf|The third hit's highest hitbox is smaller (6.5u → 5.8u).}} | ||
| Line 218: | Line 218: | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{buff|Neutral aerial has less landing lag (30 frames → 24).}} | **{{buff|Neutral aerial has less landing lag (30 frames → 24).}} | ||
**{{buff|The loop hits have lower SDI multipliers (1.4× → 0.8×), which | **{{buff|The loop hits have lower SDI multipliers (1.4× → 0.8×), which along with the weakening of the mechanic, makes them more difficult to escape from (although they are still fairly unreliable).}} | ||
**{{buff|The final hit has a larger hitbox (8u → 9.2u).}} | **{{buff|The final hit has a larger hitbox (8u → 9.2u).}} | ||
**{{nerf|Neutral aerial has an updated animation where Pit now swings his Palutena Bow slightly behind himself for its last hit. This new animation is longer (51 frames → 67), increasing the amount of time Pit cannot grab ledges after performing the move.}} | **{{nerf|Neutral aerial has an updated animation where Pit now swings his Palutena Bow slightly behind himself for its last hit. This new animation is longer (51 frames → 67), increasing the amount of time Pit cannot grab ledges after performing the move.}} | ||
| Line 224: | Line 224: | ||
**{{nerf|The loop hits deal less damage (1% → 0.7%), which reduces the move's overall damage output (11% → 8.9%).}} | **{{nerf|The loop hits deal less damage (1% → 0.7%), which reduces the move's overall damage output (11% → 8.9%).}} | ||
**{{nerf|The loop hits' far hitboxes are positioned closer to Pit (z offset: 8.8 → 7.8), while the upper hitboxes have been moved downwards (y offset: 13.5 → 12.5), reducing their range.}} | **{{nerf|The loop hits' far hitboxes are positioned closer to Pit (z offset: 8.8 → 7.8), while the upper hitboxes have been moved downwards (y offset: 13.5 → 12.5), reducing their range.}} | ||
**{{nerf|The final hit has a higher hitlag multiplier (1× → 1.8×). This makes it easier to DI | **{{nerf|The final hit has a higher hitlag multiplier (1× → 1.8×). This makes it easier to DI and as neutral aerial cannot be [[frame cancel]]ed, this hinders the move overall.}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{change|Pit has a new forward aerial, a buzzsaw-like series of slashes. Instead of being a single | **{{change|Pit has a new forward aerial, a buzzsaw-like series of slashes. Instead of being a single hitting move, it is a multi hitting move with three hits.}} | ||
**{{buff|Forward aerial has less startup lag with a longer duration (frames 12-15 → 11-12/14-15/18-19).}} | **{{buff|Forward aerial has less startup lag with a longer duration (frames 12-15 → 11-12/14-15/18-19).}} | ||
**{{buff|Forward aerial extends further away from Pit (z offset: 16 → z stretch: 18 (hits 1-2)/19 (hit 3), giving the final hit more range.}} | **{{buff|Forward aerial extends further away from Pit (z offset: 16 → z stretch: 18 (hits 1-2)/19 (hit 3), giving the final hit more range.}} | ||
| Line 234: | Line 234: | ||
**{{nerf|Forward aerial has more landing lag (15 frames → 20).}} | **{{nerf|Forward aerial has more landing lag (15 frames → 20).}} | ||
**{{nerf|Forward aerial deals much less damage (13%/14%/15% → 1.5% (hits 1-2)/4% (hit 3)/7% (total)). The final hit's knockback was mostly compensated compared to the previous 13% hitbox (10 (base), 82 (scaling) → 20/180).}} | **{{nerf|Forward aerial deals much less damage (13%/14%/15% → 1.5% (hits 1-2)/4% (hit 3)/7% (total)). The final hit's knockback was mostly compensated compared to the previous 13% hitbox (10 (base), 82 (scaling) → 20/180).}} | ||
**{{nerf|Due to its multi | **{{nerf|Due to its multi hit nature, forward aerial has become less reliable overall.}} | ||
**{{nerf|Forward aerial has smaller hitboxes (3.8u/5.5u/4.5u → 1.5u (hits 1-2)/4u (hit 3)). The first two hits in particular now have deceptively tiny hitboxes, giving them less range in front of Pit, despite extending further | **{{nerf|Forward aerial has smaller hitboxes (3.8u/5.5u/4.5u → 1.5u (hits 1-2)/4u (hit 3)). The first two hits in particular now have deceptively tiny hitboxes, giving them less range in front of Pit, despite extending further forwards.}} | ||
**{{nerf|Forward aerial does not extend nearly as far inside of Pit (z offset: 4.8 → 11), giving it much less range inside of him (especially the loop hits).}} | **{{nerf|Forward aerial does not extend nearly as far inside of Pit (z offset: 4.8 → 11), giving it much less range inside of him (especially the loop hits).}} | ||
**{{nerf|The final hit has a much higher hitlag multiplier (1× → 2.2×). This makes it easier to DI (despite its much lower damage) | **{{nerf|The final hit has a much higher hitlag multiplier (1× → 2.2×). This makes it easier to DI (despite its much lower damage) and as forward aerial cannot be frame canceled, this hinders the move overall.}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{buff|Back aerial has an altered animation where Pit now leans farther backwards while performing the double reverse gripped thrust. The move now uses static extended hitboxes | **{{buff|Back aerial has an altered animation where Pit now leans farther backwards while performing the double reverse gripped thrust. The move now uses static extended hitboxes which extend much further backwards to accommodate this new animation, giving it considerably more range.}} | ||
***{{nerf|However, this animation also makes Pit much more vulnerable | ***{{nerf|However, this animation also makes Pit much more vulnerable and it is considerably longer (38 frames → 51).}} | ||
***{{nerf|Additionally, the hitboxes do not extend as far inside of Pit, giving it less range in front of him.}} | ***{{nerf|Additionally, the hitboxes do not extend as far inside of Pit, giving it less range in front of him.}} | ||
**{{nerf|Back aerial has more startup lag (frame 9 → 10) and ending lag (FAF 39 → 41).}} | **{{nerf|Back aerial has more startup lag (frame 9 → 10) and ending lag (FAF 39 → 41).}} | ||
| Line 247: | Line 247: | ||
**{{nerf|Back aerial has more landing lag (15 frames → 20).}} | **{{nerf|Back aerial has more landing lag (15 frames → 20).}} | ||
**{{nerf|Back aerial has smaller hitboxes (4u/4u/4u → 3.4u/3.2u).}} | **{{nerf|Back aerial has smaller hitboxes (4u/4u/4u → 3.4u/3.2u).}} | ||
**{{nerf|The far hit deals less damage (15% → 12%), launches opponents at a higher angle (361° → 46°) | **{{nerf|The far hit deals less damage (15% → 12%), launches opponents at a higher angle (361° → 46°) and it has lower knockback scaling (100 → 96), greatly hindering its KO potential, going from the third strongest back aerial to a back aerial with below average power.}} | ||
**{{nerf|The near hit deals much less damage (15% → 8%) and has lower knockback scaling (100 → 96), immensely hindering its KO potential (although it is still stronger than the previous late hit).}} | **{{nerf|The near hit deals much less damage (15% → 8%) and has lower knockback scaling (100 → 96), immensely hindering its KO potential (although it is still stronger than the previous late hit).}} | ||
**{{change|The near hit launches opponents at a higher angle (361° → 66°). This removes its locking potential, but grants it combo potential.}} | **{{change|The near hit launches opponents at a higher angle (361° → 66°). This removes its locking potential, but grants it combo potential.}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial has less landing lag (30 → 24 frames).}} | **{{buff|Up aerial has less landing lag (30 → 24 frames).}} | ||
**{{buff|Up aerial has lower SDI multipliers (1.3× → 0.7× (loop)/1× (final)), which | **{{buff|Up aerial has lower SDI multipliers (1.3× → 0.7× (loop)/1× (final)), which along with the weakening of the mechanic, makes it considerably more difficult to escape from.}} | ||
**{{buff|The loop hits' highest hitbox has been moved higher upwards (y offset: 17 → 19), giving it more range above Pit.}} | **{{buff|The loop hits' highest hitbox has been moved higher upwards (y offset: 17 → 19), giving it more range above Pit.}} | ||
**{{buff|The loop hits' highest hitbox has higher hitbox priority (ID# 3 → 1), which overall makes up aerial connect more reliably.}} | **{{buff|The loop hits' highest hitbox has higher hitbox priority (ID# 3 → 1), which overall makes up aerial connect more reliably.}} | ||
**{{change|The final hit launches opponents at a higher angle (361° → 68°). This allows it to set up juggles | **{{change|The final hit launches opponents at a higher angle (361° → 68°). This allows it to set up juggles but this also hinders its edgeguarding potential.}} | ||
**{{nerf|Up aerial has more startup (frame 9 → 12) and ending lag (FAF 45 → 50).}} | **{{nerf|Up aerial has more startup (frame 9 → 12) and ending lag (FAF 45 → 50).}} | ||
**{{nerf|Up aerial has a longer animation (44 frames → 59).}} | **{{nerf|Up aerial has a longer animation (44 frames → 59).}} | ||
**{{nerf|Up aerial now only has five hits instead of six, which shortens its duration (frames 9-10/12-13/15-16/18-19/21-22/24-25 → 12-13/15-16/18-19/21-22/24-25) and reduces its total damage output (12% → 10%).}} | **{{nerf|Up aerial now only has five hits instead of six, which shortens its duration (frames 9-10/12-13/15-16/18-19/21-22/24-25 → 12-13/15-16/18-19/21-22/24-25) and reduces its total damage output (12% → 10%).}} | ||
**{{nerf|The loop hits have smaller hitboxes (3.36u/4.8u/4.8u/4.8u → 2.8u/3.8u/3.8u/3.8u).}} | **{{nerf|The loop hits have smaller hitboxes (3.36u/4.8u/4.8u/4.8u → 2.8u/3.8u/3.8u/3.8u).}} | ||
**{{nerf|The final hit has a much higher hitlag multiplier (1× → 2×). This makes it easier to DI | **{{nerf|The final hit has a much higher hitlag multiplier (1× → 2×). This makes it easier to DI and as up aerial cannot be frame canceled, this hinders the move overall.}} | ||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{buff|Down aerial has less landing lag (30 → 24 frames).}} | **{{buff|Down aerial has less landing lag (30 → 24 frames).}} | ||
**{{buff|The clean hit's middle hitbox is now a meteor smash (80° → 270°). This grants its edgeguarding potential as well as improving its | **{{buff|The clean hit's middle hitbox is now a meteor smash (80° → 270°). This grants its edgeguarding potential as well as improving its followup potential, especially out of a missed [[tech]].}} | ||
**{{nerf|Down aerial deals less damage (12% → 10%), hindering its KO potential.}} | **{{nerf|Down aerial deals less damage (12% → 10%), hindering its KO potential.}} | ||
**{{nerf|The clean hit's middle hitbox has much lower base knockback (50 → 0) | **{{nerf|The clean hit's middle hitbox has much lower base knockback (50 → 0) which along with its lower damage and launch angle, greatly hinders its KO potential, especially on stage.}} | ||
***{{buff|However, this also grants it locking potential along with its new angle.}} | ***{{buff|However, this also grants it locking potential along with its new angle.}} | ||
**{{nerf|The clean hit's middle hitbox is smaller (6u → 3u), giving it less range despite being positioned further below Pit (y offset: -2.4 → -4).}} | **{{nerf|The clean hit's middle hitbox is smaller (6u → 3u), giving it less range despite being positioned further below Pit (y offset: -2.4 → -4).}} | ||
| Line 281: | Line 281: | ||
***{{nerf|However, this combined with the removal of [[chain grab]]bing hinders its followup potential at lower percents.}} | ***{{nerf|However, this combined with the removal of [[chain grab]]bing hinders its followup potential at lower percents.}} | ||
**{{buff|The hitbox has a longer duration (frame 12 → 12-13).}} | **{{buff|The hitbox has a longer duration (frame 12 → 12-13).}} | ||
**{{change|Pit releases his opponent from | **{{change|Pit releases his opponent from forward throw one frame later (frame 13 → 14).}} | ||
*[[Back throw]]: | *[[Back throw]]: | ||
**{{buff|Back throw has higher base knockback (50 → 65), improving its KO potential.}} | **{{buff|Back throw has higher base knockback (50 → 65), improving its KO potential.}} | ||
| Line 290: | Line 290: | ||
**{{change|Pit releases his opponent from up throw slightly later (frame 13 → 15).}} | **{{change|Pit releases his opponent from up throw slightly later (frame 13 → 15).}} | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{change|Down throw has an altered animation | **{{change|Down throw has an altered animation which overall slightly alters the position of the hitbox. On certain stages in certain positions, the hitbox will now whiff against {{SSB4|Peach}} because of this change.}} | ||
**{{buff|The changes to hitstun canceling and DI significantly improve down throw's combo potential despite its lower launch angle (80° → 70°).}} | **{{buff|The changes to hitstun canceling and DI significantly improve down throw's combo potential despite its lower launch angle (80° → 70°).}} | ||
*[[Floor attack]]s: | *[[Floor attack]]s: | ||
| Line 312: | Line 312: | ||
**{{nerf|Edge attack has less intangibility (frames 1-23 → 1-22).}} | **{{nerf|Edge attack has less intangibility (frames 1-23 → 1-22).}} | ||
**{{nerf|Edge attack deals less damage (8% → 7%) and launches opponents at a less favorable angle (361° → 45°).}} | **{{nerf|Edge attack deals less damage (8% → 7%) and launches opponents at a less favorable angle (361° → 45°).}} | ||
**{{nerf|Edge attack now uses one extended hitbox rather than four normal hitboxes | **{{nerf|Edge attack now uses one extended hitbox rather than four normal hitboxes which is smaller (5u → 4.5u) and it does not extend as far away from him (z offset: 15 → 11), giving it less range.}} | ||
**{{nerf|As with other edge attacks, edge attack can no longer send opponents behind Pit, removing its ability to set up edgeguards.}} | **{{nerf|As with other edge attacks, edge attack can no longer send opponents behind Pit, removing its ability to set up edgeguards.}} | ||
*[[Trip attack]]: | *[[Trip attack]]: | ||
| Line 335: | Line 335: | ||
**{{nerf|The arrows travel much slower (8 → 3.5).}} | **{{nerf|The arrows travel much slower (8 → 3.5).}} | ||
***{{buff|The arrows now increase in speed as they are charged, although they still travel slower than the ''Brawl'' arrows when fully charged (8 → 7.7).}} | ***{{buff|The arrows now increase in speed as they are charged, although they still travel slower than the ''Brawl'' arrows when fully charged (8 → 7.7).}} | ||
**{{nerf|The arrows now only have a duration of 44 frames, rather than lasting until they hit something/go off | **{{nerf|The arrows now only have a duration of 44 frames, rather than lasting until they hit something/go off screen.}} | ||
***{{nerf|In addition to this, Pit can now only have one arrow out at a time, even if he can act before the arrow disappears.}} | ***{{nerf|In addition to this, Pit can now only have one arrow out at a time, even if he can act before the arrow disappears.}} | ||
**{{nerf|Due to their reduced speed, the arrows cannot be curved as quickly.}} | **{{nerf|Due to their reduced speed, the arrows cannot be curved as quickly.}} | ||
*[[Upperdash Arm]]: | *[[Upperdash Arm]]: | ||
**{{change|Pit has a new side special, Upperdash Arm, which functions very differently | **{{change|Pit has a new side special, Upperdash Arm, which functions very differently to [[Angel Ring]]. Pit equips the {{s|icaruspedia|Upperdash Arm}} where he proceeds to dash forward and if he comes into contact with an opponent, he will perform an uppercut (similar to [[Raptor Boost]]).}} | ||
**{{buff|Upperdash Arm consists of a one strong hitbox, instead of loop hitboxes, which makes it a much more reliable move that can potentially KO.}} | **{{buff|Upperdash Arm consists of a one strong hitbox, instead of loop hitboxes, which makes it a much more reliable move that can potentially KO.}} | ||
***{{nerf|However, its set duration significantly hinders its ability | ***{{nerf|However, its set duration significantly hinders its ability at pressuring shields or covering an opponent's ledge options.}} | ||
**{{buff|As Pit moves forwards when using | **{{buff|As Pit moves forwards when using Uppderdash Arm, it can be used for recovering.}} | ||
**{{buff|Pit now gains some super [[armor]] when he performs Upperdash Arm.}} | **{{buff|Pit now gains some super [[armor]] when he performs Upperdash Arm.}} | ||
**{{nerf|Upperdash Arm has more startup (frame 11 (reflector)/12 (hitbox) → 16 (grounded)/19 (aerial)) | **{{nerf|Upperdash Arm has more startup (frame 11 (reflector)/12 (hitbox) → 16 (grounded)/19 (aerial)) and it is overall a laggier move, especially in the air.}} | ||
**{{nerf|Upperdash Arm now deflects projectiles rather than reflecting them, meaning that the projectiles can no longer hit the opponent after they have been reflected. This considerably hinders the move's effectiveness against projectiles.}} | **{{nerf|Upperdash Arm now deflects projectiles rather than reflecting them, meaning that the projectiles can no longer hit the opponent after they have been reflected. This considerably hinders the move's effectiveness against projectiles.}} | ||
**{{change|Reflected projectiles are launched at a much higher angle (0° → 50°). As they can no longer hit the opponent, this has no impact on gameplay.}} | **{{change|Reflected projectiles are launched at a much higher angle (0° → 50°). As they can no longer hit the opponent, this has no impact on gameplay.}} | ||
| Line 350: | Line 350: | ||
**{{change|Pit has a new up special, Power of Flight, which functions very differently from [[Wings of Icarus]]. Pit quickly flies in a given direction by using the {{s|icaruspedia|Power of Flight}}.}} | **{{change|Pit has a new up special, Power of Flight, which functions very differently from [[Wings of Icarus]]. Pit quickly flies in a given direction by using the {{s|icaruspedia|Power of Flight}}.}} | ||
**{{nerf|Power of Flight possesses a linear trajectory, which overall makes it much more predictable and exploitable than Wings of Icarus, in addition to it not being able to cover as much distance (although it still covers a large amount of distance).}} | **{{nerf|Power of Flight possesses a linear trajectory, which overall makes it much more predictable and exploitable than Wings of Icarus, in addition to it not being able to cover as much distance (although it still covers a large amount of distance).}} | ||
**{{nerf|Pit cannot cancel Power of Flight with an attack. This significantly hinders the safety and mixup potential of Power of Flight | **{{nerf|Pit cannot cancel Power of Flight with an attack. This significantly hinders the safety and mixup potential of Power of Flight and when combined with its altered functionality, this also removes advanced techniques such as [[wing dash]]ing.}} | ||
**{{nerf|Power of Flight no longer has a [[windbox]] on startup, hindering its safety and utility.}} | **{{nerf|Power of Flight no longer has a [[windbox]] on startup, hindering its safety and utility.}} | ||
***{{nerf|Altogether, these changes make Power of Flight a considerably more linear and exploitable recovery move with less utility than Wings of Icarus.}} | ***{{nerf|Altogether, these changes make Power of Flight a considerably more linear and exploitable recovery move with less utility than Wings of Icarus.}} | ||
| Line 358: | Line 358: | ||
***{{nerf|However, it grants intangibility on the ground much later (frame 1 → 9). When combined with its altered functionality, this greatly hinders its use as an escape option on the ground.}} | ***{{nerf|However, it grants intangibility on the ground much later (frame 1 → 9). When combined with its altered functionality, this greatly hinders its use as an escape option on the ground.}} | ||
*[[Guardian Orbitars]]: | *[[Guardian Orbitars]]: | ||
**{{buff|Pit has a new down special, Guardian Orbitars | **{{buff|Pit has a new down special, Guardian Orbitars where Pit wields the {{s|icaruspedia|Guardian Orbitars}} near his arms in order to protect himself. It is functionally similar to [[Mirror Shield]] but unlike Mirror Shield, Guardian Orbitars cover both sides of Pit and they are much taller, making them better at protecting Pit.}} | ||
**{{change|Guardian Orbitars have a [[push]] effect, instead of a [[reverse]] effect.}} | **{{change|Guardian Orbitars have a [[push]] effect, instead of a [[reverse]] effect.}} | ||
**{{nerf|Unlike Mirror Shield, Guardian Orbitars are breakable, possessing 18 [[hit points]] with gradual regeneration similar to [[shield]]s, and the move cannot be used for 10 seconds if broken.}} | **{{nerf|Unlike Mirror Shield, Guardian Orbitars are breakable, possessing 18 [[hit points]] with gradual regeneration similar to [[shield]]s, and the move cannot be used for 10 seconds if broken.}} | ||
**{{nerf|Guardian Orbitars have more startup lag (frame 6 → 9).}} | **{{nerf|Guardian Orbitars have more startup lag (frame 6 → 9).}} | ||
**{{nerf|Guardian Orbitars have much more ending lag on release (FAF 15 → 36).}} | **{{nerf|Guardian Orbitars have much more ending lag on release (FAF 15 → 36).}} | ||
**{{nerf|Guardian Orbitars no longer | **{{nerf|Guardian Orbitars no longer has super armor on startup.}} | ||
**{{nerf|Guardian Orbitars cannot be held for nearly as long (600 frames → 80).}} | **{{nerf|Guardian Orbitars cannot be held for nearly as long (600 frames → 80).}} | ||
*[[Three Sacred Treasures]]: | *[[Three Sacred Treasures]]: | ||
**{{change|Pit has a new [[Final Smash]], Three Sacred Treasures. Pit wields the {{s|icaruspedia|Three Sacred Treasures}} (the {{s|icaruspedia|Arrow of Light}}, the {{s|icaruspedia|Mirror Shield}}, and the {{s|icaruspedia|Wings of Pegasus}}) to fire a barrage of ethereal arrows, energy blasts, and energy pillars. Compared to [[Palutena's Army]], Three Sacred Treasures' projectiles travel faster than the Centurions, making them better at damage racking and pressuring.<ref name="Direct"/> Like Palutena's Army, they do not have set accuracy. Unlike Palutena's Army, they render Pit invincible, yet completely immobile, throughout their duration.}} | **{{change|Pit has a new [[Final Smash]], Three Sacred Treasures. Pit wields the {{s|icaruspedia|Three Sacred Treasures}} (the {{s|icaruspedia|Arrow of Light}}, the {{s|icaruspedia|Mirror Shield}}, and the {{s|icaruspedia|Wings of Pegasus}}) in order to fire a barrage of ethereal arrows, energy blasts, and energy pillars. Compared to [[Palutena's Army]], Three Sacred Treasures' projectiles travel faster than the Centurions, making them better at damage racking and pressuring.<ref name="Direct"/> Like Palutena's Army, they do not have set accuracy. Unlike Palutena's Army, they render Pit invincible, yet completely immobile, throughout their duration.}} | ||
==Update history== | ==Update history== | ||