Pit (SSB4): Difference between revisions

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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 ''SSB4'' saw him receive a mix of [[buff]]s and [[nerf]]s, with the latter outweighing the former.
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 ''SSB4'' saw him receive a mix of [[buff]]s and [[nerf]]s, with the latter outweighing the former.


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 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 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 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, 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 [[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 manoeuvrable 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 ''SSB4'' have indirectly nerfed Pit. The removal of [[edge-hogging]] in favor of [[ledge trump]]ing nerfs Pit's edge-guarding potential, 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 ''SSB4'' 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 from ''Brawl'' did not carry over well to ''SSB4'', and his buffs do not fully compensate for his nerfs. As a result of these changes, Pit's position relative to the cast is debatable, considering the fact that most of his fellow veterans, particularly those that were once low-tier or bottom-tier, have also been buffed to varying degrees.
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 weakenesses 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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*{{nerf|Pit has a new forward aerial, a buzzsaw-like series of slashes. Compared to the previous forward aerial, it deals less damage (15% (body)/14% (hilt)/13% (blades) → 1.5% (hits 1-2)/4% (hit 3)), has more ending (frame 39 → 47) and landing lag (15 → 20 frames), and less range (3.8u/5.5u/4.5u → 1.5u (hits 1-2)/4u (hit 3)). This worsens its damage racking, spacing and KO potentials, despite the last hit's increased hitlag multiplier (1× → 2.2×) and knockback values (10 (base)/82 (scaling) → 20/180).}}
*{{nerf|Pit has a new forward aerial, a buzzsaw-like series of slashes. Compared to the previous forward aerial, it deals less damage (15% (body)/14% (hilt)/13% (blades) → 1.5% (hits 1-2)/4% (hit 3)), has more ending (frame 39 → 47) and landing lag (15 → 20 frames), and less range (3.8u/5.5u/4.5u → 1.5u (hits 1-2)/4u (hit 3)). This worsens its damage racking, spacing and KO potentials, despite the last hit's increased hitlag multiplier (1× → 2.2×) and knockback values (10 (base)/82 (scaling) → 20/180).}}
*{{buff|Forward aerial has less startup (frame 12 → 11) compared to the previous forward aerial.}}
*{{buff|Forward aerial has less startup (frame 12 → 11) compared to the previous forward aerial.}}
*{{nerf|Back aerial deals less damage with a sourspot at the blades' base (15% → 12%/8%), and has lower knockback scaling (100 → 96), hindering its KO potential. It also has more startup (frame 9 → 10), ending (frame 40 → 41) and landing lag (15 → 20 frames), and its late hit has been removed, significantly shortening its duration (frames 9-25 → 10-12).}}
*{{buff|Back aerial's sourspot deals more knockback (10 (base), 80 (scaling) → 30/96).}}
*{{nerf|Back aerial deals less damage with a sourspot at the blades' base (15% → 12%/8%), both hits have altered angles (361° → 46° (tip)/66° (base)) and its sweetspot has lower knockback scaling (100 → 96), significantly hindering its KO potential going from the 3rd strongest back aerial in the game to a back aerial of below average power. It also has more startup (frame 9 → 10), ending (frame 40 → 41) and landing lag (15 → 20 frames), and its late hit has been removed, significantly shortening its duration (frames 9-25 → 10-12).}}
*{{change|Back aerial's animation has slightly changed. Pit now leans farther backward while performing the double reverse gripped thrust. This new animation makes Pit's hurtbox narrower, and makes its sweetspot more apparent. However, it horizontally expands his hurtbox and hinders its range.}}
*{{change|Back aerial's animation has slightly changed. Pit now leans farther backward while performing the double reverse gripped thrust. This new animation makes Pit's hurtbox narrower, and makes its sweetspot more apparent. However, it horizontally expands his hurtbox and hinders its range.}}
*{{change|Back aerial has different angles (361° → 46° (tip)/66° (base)). This hinders its edgeguarding ability, but allows the sourspot to start combos at certain percent ranges by landing quickly enough after hitting the opponent.}}
*{{change|Back aerial has different angles (361° → 46° (tip)/66° (base)). This hinders its edgeguarding ability, but allows the sourspot to start combos at certain percent ranges by landing quickly enough after hitting the opponent.}}