Pit (SSB4): Difference between revisions

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Pit is currently ranked 32nd/33rd out of 55 on the [[tier list]], placing him in the D tier and tying him with his [[clone]], {{SSB4|Dark Pit}}. This is a moderate drop from his placement in ''Brawl'', where he was ranked 17th out of 38. Pit's frame data is deceptively fast, as almost the entirety of his moveset has less than 10 frames of start-up lag. On a related note, all of his aerial attacks are capable of [[auto-canceling]] with a [[short hop]]. When these traits are coupled with his disjointed range and [[projectile]], [[Palutena Bow]], Pit boasts a very effective [[neutral game]].
Pit is currently ranked 32nd/33rd out of 55 on the [[tier list]], placing him in the D tier and tying him with his [[clone]], {{SSB4|Dark Pit}}. This is a moderate drop from his placement in ''Brawl'', where he was ranked 17th out of 38. Pit's frame data is deceptively fast, as almost the entirety of his moveset has less than 10 frames of start-up lag. On a related note, all of his aerial attacks are capable of [[auto-canceling]] with a [[short hop]]. When these traits are coupled with his disjointed range and [[projectile]], [[Palutena Bow]], Pit boasts a very effective [[neutral game]].


Pit is also among the handful of characters who possesses [[Double jump#Multiple double jumps|multiple double jumps]], which not only assists his recovery and landing options, but also makes him very capable at [[edge-guarding]]. Lastly, Pit's grab game has improved considerably: his forward throw now possesses KO potential, and the changes to [[hitstun]] canceling have made his down throw into a very reliable combo starter.
Pit is also among the handful of characters who possesses [[Double jump#Multiple double jumps|multiple double jumps]], which not only assists his recovery and landing options, but also makes him very capable at [[edge-guarding]]. Lastly, Pit's grab game has improved considerably: his forward throw now possesses KO potential, and the changes to [[hitstun canceling]] have made his down throw into a very reliable combo starter.


However, Pit's KO potential is unimpressive: aside from edge-guarding and his forward/up smashes, his other KOing options are only effective when sweetspotted (forward tilt and back aerial), or at very high percentages (forward throw and [[Upperdash Arm]]). Changes to game mechanics have also nerfed Pit in certain ways: the removal of [[gliding]] hinders his recovery, while [[Edge-guarding#Ledge trump|edge trumping]] hinders his edge-guarding potential.
However, Pit's KO potential is unimpressive: aside from edge-guarding and his forward/up smashes, his other KOing options are only effective when sweetspotted (forward tilt and back aerial), or at very high percentages (forward throw and [[Upperdash Arm]]). Changes to game mechanics have also nerfed Pit in certain ways: the removal of [[gliding]] hinders his recovery, while [[Edge-guarding#Ledge trump|edge trumping]] hinders his edge-guarding potential.
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Much like his attributes, Pit's moveset is balanced, so much so that it seemingly has no glaring strengths of 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, dash attack and down smash are useful spacing options, thanks to their quick start-up and knockback values. However, they also have particular strengths: neutral attack can be [[jab cancel]]ed easily; down tilt and dash attack can start combos at low percentages; and down smash's back hit is a [[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 forward smash in the game.
Much like his attributes, Pit's moveset is balanced, so much so that it seemingly has no glaring strengths of 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, dash attack and down smash are useful spacing options, thanks to their quick start-up and knockback values. However, they also have particular strengths: neutral attack can be [[jab cancel]]ed easily; down tilt and dash attack can start combos at low percentages; and down smash's back hit is a [[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 forward smash in the game.


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 significantly 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.
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 significantly 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-canceling|auto-cancel]] and their particular strengths. Neutral aerial has the lowest amount of start-up 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 [[Short hop fast fall L-cancel#Short hop fast fall|SHFF]]'d, starting combos. Forward and up aerials are reliable follow-ups from down throw; in addition, the former is useful for approaching and edge-guarding, whereas the latter is excellent for juggling. Back aerial is Pit's strongest aerial attack when sweetspotted, making it ideal for spacing as part of a [[reverse aerial rush]] or KOing outright. Lastly, down aerial is useful for edge-guarding, thanks to it being a meteor smash during its first frame. However, its fairly large range also makes it decent for approaching.
Pit's air game is also useful, thanks to his aerial attacks' ability to [[Auto-canceling|auto-cancel]] and their particular strengths. Neutral aerial has the lowest amount of start-up 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 [[Short hop fast fall L-cancel#Short hop fast fall|SHFF]]'d, starting combos. Forward and up aerials are reliable follow-ups from down throw; in addition, the former is useful for approaching and edge-guarding, whereas the latter is excellent for juggling. Back aerial is Pit's strongest aerial attack when sweetspotted, making it ideal for spacing as part of a [[reverse aerial rush]] or KOing outright. Lastly, down aerial is useful for edge-guarding, thanks to it being a meteor smash during its first frame. However, its fairly large range also makes it decent for approaching.
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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.
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.


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 overall, as he is no longer as vulnerable to meteor smashes relative to the cast. On a related note, his down aerial has also become capable of [[meteor smash]]ing, which slightly improves his edge-guarding potential. Pit's grounded mobility has improved, which allows him to extend his combos and apply more grounded pressure to his opponents.
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 overall, as he is no longer as vulnerable to meteor smashes relative to the cast. On a related note, his down aerial has also become capable of [[meteor smash]]ing, which slightly improves his edge-guarding potential. 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 [[Glide|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, which were one of the most reliable projectiles in ''Brawl'' and one of Pit's most reliable KOing options, respectively.
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 [[Glide|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, which were one of the most reliable projectiles in ''Brawl'' and one of Pit's most reliable KOing options, respectively.
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*{{nerf|Up throw has altered knockback (30 (base)/100 (scaling) → 70/72) and its angle has been altered (80° → 90°), significantly hindering its combo potential.}}
*{{nerf|Up throw has altered knockback (30 (base)/100 (scaling) → 70/72) and its angle has been altered (80° → 90°), significantly hindering its combo potential.}}
*{{bugfix|On some [[stage]]s, down throw's first hit will not hit {{SSB4|Peach}}.}}
*{{bugfix|On some [[stage]]s, down throw's first hit will not hit {{SSB4|Peach}}.}}
*{{buff|The changes to [[hitstun]] canceling significantly improve down throw's combo potential at low to medium percentages.}}
*{{buff|The changes to [[hitstun canceling]] significantly improve down throw's combo potential at low to medium percentages.}}


===Special moves===
===Special moves===