Pit (ピット, Pit) is a playable character in Super Smash Bros. Ultimate. He was confirmed as a playable character on June 12th, 2018. Pit is classified as fighter #28.
Antony Del Rio and Minami Takayama reprise their roles as Pit in the English and Japanese versions of the game, through recycled voice clips from Smash 4 along with some new ones. As in SSB4, the former remains uncredited with his role, most likely because of him still being a union-based voice actor.
How to unlock
Complete one of the following:
With the exception of the third method, Pit must then be defeated on Skyworld.
Pit is a middleweight who has above-average walking and dashing speeds, a fast initial dash, very high traction (being tied with his Echo Fighter for the second-highest) behind Sonic, average air acceleration and falling speed, and below-average air speed and gravity. Pit's jump and double jump are both low, although this flaw is largely offset by his three double jumps. These attributes collectively render Pit's overall mobility as average, yet make him adept at adapting to most situations. Unlike most of his fellow middleweights, Pit also has above-average height.
As a beginner-friendly character, Pit has a low learning curve, yet is quite rewarding when played wisely. His ease of use is probably best exemplified by his fast frame data; aside from six moves (forward tilt, forward smash, and forward, back, up and down aerials), the rest of Pit's standard moveset has less than 10 frames of startup lag.
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 edgeguarding 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, with down tilt also serving as a situational combo starter unlike in SSB4 in addition to making Pit pseudo-crawl.
Neutral attack's first two hits can jab lock, 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, with the former being a viable combo starter leading into aerials even at higher percents, while the latter also boasts enough power to score KOs. Lastly, forward smash is Pit's strongest KOing option, and also has among the fastest startup of any forward smash in the game.
Pit possesses a respectable grab game. Forward throw can combo into dash attack at low percents or KO at high percents while near the edge, while down throw can be used to combo into up smash or his aerials. Back throw can be used to setup edgeguards at higher percents, but otherwise has limited utility. Finally, up throw is Pit's least useful throw, but can occasionally setup juggle situations or pressure.
Pit's air game is also useful, thanks to his aerial attacks' ability to all autocancel in a short hop and their particular strengths. Neutral aerial has the lowest amount of startup lag out of his entire moveset, a long duration, and an excellent autocancel window. Altogether, these traits make it a decent out of shield option, decent for edgeguarding and approaching, and similarly to Palutena's neutral aerial, it is also useful for pressure and combos. Forward and up aerials are reliable followups from down throw, the latter more so at mid to high percents; in addition, the former is useful for approaching and edgeguarding, whereas the latter is excellent for juggling. Back aerial is Pit's strongest aerial attack when sweetspotted, making it ideal for spacing as well as for outright KOing. Lastly, down aerial is has the lowest ending lag of Pit's aerials, and is useful for edgeguarding thanks to it being a meteor smash during its first frame, and its fairly large range also makes it decent for approaching; the inability to tech grounded meteor smashes in Ultimate also enables down aerial to serve as a combo starter at higher percents that can combo into an up smash for a reliable KO combo. It's also fast for a meteor smash, coming out on frame 10. Pit's aerial attacks also have low landing lag.
Pit's special moves are fairly versatile as well, reinforcing his ease of use. He has a great projectile in Palutena Bow which can be charged and easily maneuvered makes it very useful for camping, edgeguarding, and even mindgames. 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, and can KO at high percents. 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 startup 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 be angled to propel Pit either vertically, diagonally, or almost horizontally; it also grants Pit brief intangibility on startup as well. Lastly, Guardian Orbitars protect Pit on his left and right sides with energy shields that reflect projectiles. They are also capable of pushing opponents back, which makes them capable of edgeguarding. However, the Orbitars are not indestructible: 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 any all-around character, most characters are able to outperform him in various areas: as examples, Mario himself has a significantly more versatile combo game, Fox has better mobility, Young Link and Samus are better at camping, Lucina has greater range, and Ganondorf is overall much stronger. Pit's KO potential, however, is his most noticeable weakness, despite being buffed in the transition to Ultimate. 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 due to their high ending lag. In comparison, his other KOing options are only effective when sweetspotted (forward tilt and back aerial), or above 130% (dash attack, down aerial, down smash, forward throw and Upperdash Arm). This, in turn, is further compounded by his lack of guaranteed KO setups outside of down aerial to up smash.
Although rage somewhat alleviates Pit's KO potential, his average endurance means that he cannot utilize it as consistently or effectively as heavier characters can. 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 all of Pit's aerials autocancel in a short hop, only his forward and back aerials autocancel during a short hop buffered fast fall. This means that Pit players will often need to manually delay their fast fall perfectly in order to use his aerials effectively.
Pit's slow air speed, average falling speed and low gravity make him somewhat floaty and he noticeably struggles to both land and contest other aerial opponents due to neutral air and forward air's small looping hitboxes, with the former being only capable of hitting opponents very close to him, and the latter's first two hits don't fully cover the blade as it spins, and they are both poor defensively due to their lack of range. 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. To make this issue even worse, he has only one aerial which comes out before frame 10, which is his frame 4 neutral aerial, while his back and down aerials come out on frame 10, forward aerial at frame 11 and his up aerial has the slowest startup of his entire moveset, coming out on frame 12. Due to aerials that are slow, are unable to properly cover him, and his floaty nature, Pit is vulnerable to pressure, as he lacks reliable ways to escape pressure or to defend himself from juggles. While his down aerial is overall fast, especially for a meteor smash, and has good range, he cannot overrely on that to get out of disadvantage, and Palutena Bow, while versatile, needs a long time to use effectively. This gives Pit a poor disadvantage state overall. Although long-distanced, Pit's recovery is linear and predictable, and Power of Flight also does not provide Pit with protective hitboxes around him either while its intangibility period is very brief, which can leave him vulnerable to sufficiently strong meteor smashes. 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.
All in all, Pit's strengths are on par with his weaknesses. His moveset consists of many moves with long range (his grounded moves and back aerial), long durations (neutral/forward/up aerials and forward tilt), low ending lag (autocanceled 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 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. As a result, Pit's pros are on par with his cons.
Despite being a very balanced character, players often tend to overlook Pit in favor of other characters that possess much more outstanding strengths than he does. This has also been reflected in his tournament representation, which is minimal outside of Japan, much like in SSB4. However, Pit has nevertheless managed to achieve an adequate level of success in the competitive scene, although not as much as his SSB4 counterpart: Kuro in particular has done well with Pit, with him getting 3rd place in Umebura SP. Pit has also received results from others like KiraFlax.
Changes from Super Smash Bros. 4
Having been often regarded as a mid-tier character in SSB4 (32nd/33rd out of 55th), Pit has been buffed overall in the transition to Ultimate.
Pit's aerial game is significantly improved as a result of the universally decreased landing lag, putting his overall landing lag more in line with the rest of the cast, which makes his aerial attacks safer to use against shields (complemented further by out of shield options being weakened) and strengthens his neutral game as a result. Adding to this, his aerials themselves have been buffed to varying degrees; his neutral, forward and up aerials deal more damage, with the former also connecting more reliably, and his down aerial being easier to meteor smash with, due to its larger meteor hitbox. Pit has also received buffs to his ground game, as his up tilt and down tilt have received less ending lag and more favorable angles that turn them into more reliable combo starters; and his neutral attack's infinite, previously unreliable due to its poor linking, is much more effective for racking up damage due to the several tweaks it has received. Moreover, his special move kit has increased utility, with both Palutena Bow and Guardian Orbitars being sped up, bolstering Pit's abilities to camp and reflect opposing projectiles.
One of Pit's most importantly buffed areas, however, is his KO ability, previously mediocre due to his lack of safe KO options (especially in comparison to the rest of the cast). In Ultimate, his dash attack, front hit of down smash, back aerial, down aerial, and Upperdash Arm have all had their knockback increased to the point of KOing reliably at high percentages, while his neutral and forward aerials are better for edgeguarding due to their slightly higher knockback and the latter has its KO potential restored, although still weaker than it was in Brawl. This is complemented by Pit's already existing KO options, as well as his generally more effective damage racking ability due to his higher damage outputs and larger amount of combo starters, ultimately granting him a much stronger offensive game.
However, Pit has received a few, though minor, nerfs. Like all other returning veterans in SSB4, all of Pit's grabs now have increased endlag in addition to to having his dash grab and pivot grab's start-up lag standardized. While Pit continues to possess an above-average grab, the changes above, compounded with the universal nerfing of shields, makes Pit's grab less effective than it was in SSB4. Some of Pit's attacks have received minor nerfs as well - his up tilt has less range, Guardian Orbitars have less HP, and Power of Flight now halts immediately at the end of the move's duration, slightly worsening Pit's recovery.
Overall, while Pit fares better than he did in SSB4, he still carries most of the same weaknesses: a lack of noteworthy attributes, hitbox inconsistencies, landing in general due to being floaty, vulnerable recovery, and mediocre KO power despite the buffs, which his previous incarnation suffered from. Though he was initially regarded as a solid upper mid tier character with a moderate level of tournament success during Ultimate's early metagame, his representation as a whole has become notably worse. Nairo has decidedly picked up other characters in favor of him, Kuro has relegated him to a secondary character, and Earth has become inactive altogether. This has lead to a significant downfall in tournament results despite the efforts of some players including KiraFlax and Chompy. His almost nonexistent tournament results, compounded with his status as an overly "honest" character, has garnered him the same increasingly negative reception he had received during SSB4: players including VoiD, ESAM, ZeRo, and Dabuz view him as a lower mid-tier character, or even a low-tier character with Mew2King listing him as a bottom tier character. Despite patch 4.0.0 brought Pit some buffs to his frame data, as well as a slight buff to his edgeguarding potential, the effect of his viability is minimal, due to not addressing his primary flaws. Though his viability remains to be seen.
Throws and other attacks
Aside from a single nerf and two glitches being fixed, Pit has received buffs from game updates. Update 2.0.0 ensured that Lightning Chariot would launch crouching opponents akin to a standing opponent, a buff that was shared with Giga Bowser Punch. Although update 3.0.0 decreased Palutena Bow's shield damage output, update 3.1.0 buffed up smash by making it connect better. Most recently, update 4.0.0 improved his frame data in a few noticeable ways. Up tilt's lowered ending lag improved its combo potential, and down smash's front hit KOs more reliably thanks to its stronger sweetspot. Back aerial's lowered landing lag made its sweetspot and sourspot safer and a better combo starter when SHFF'd, respectively. Lastly, down aerial's higher base knockback made it a better edge-guarding option.
For a gallery of Pit's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
In competitive play
Classic Mode: Fighting for the Goddess!
Pit's opponents are similar to the enemies he faces in Kid Icarus Uprising.
Note: All stages play a track from the Kid Icarus universe, no matter what universe the stage originated from.
Role in World of Light
Pit was among the fighters that were summoned to fight the army of Master Hands.
Pit tried to rally the other fighters to fight the army of Master Hands; he felt confident that the fighters would win the exchange against the Master Hands. Pit was present when Galeem unleashed his beams of light. He was flying alongside Dark Pit to escape the beams, but after Palutena was vaporized, they lost their Power of Flight and fell victim to the beams as well. They were both placed under Galeem's imprisonment along with the rest of the fighters, excluding Kirby.
He appears in the Temple of Light sub-area at the very end. Defeating him allows access to a bridge that was previously blocked by being engulfed in light.
He is later seen alongside several other fighters, as they make their final stand against Galeem and Dharkon.
Pit's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Pit in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.
Additionally, Pit makes an appearance in a few Primary Spirits.
In Spirit battles
As the main opponent
As a minion
Character Showcase Video