Pit (SSB4): Difference between revisions

No change in size ,  6 years ago
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*{{change|Palutena Bow's visual effects have slightly changed. Its arrow's outline is now sky blue, instead of blue.}}
*{{change|Palutena Bow's visual effects have slightly changed. Its arrow's outline is now sky blue, instead of blue.}}
*{{change|Palutena Bow's animation has slightly changed. Pit now uses it while leaning slightly forward and having his legs and wings [[wikipedia:Spreadeagle (position)|spread-eagle]], instead of using it while in a {{s|wikipedia|kneeling position}}.<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAADbUgNpdQCiEQ Pic of the Day: November 1, 2013]</ref> It also has updated sound effects.}}
*{{change|Palutena Bow's animation has slightly changed. Pit now uses it while leaning slightly forward and having his legs and wings [[wikipedia:Spreadeagle (position)|spread-eagle]], instead of using it while in a {{s|wikipedia|kneeling position}}.<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAADbUgNpdQCiEQ Pic of the Day: November 1, 2013]</ref> It also has updated sound effects.}}
*{{change|Pit has a new side special, [[Upperdash Arm]]. Pit equips the {{s|icaruspedia|Upperdash Arm}} in order to perform a dashing uppercut. Unlike [[Angel Ring]], Upperdash Arm consists of a regular hitbox and an [[inert]] hitbox instead of loop hitboxes (1%-2% → 11% (grounded)/9% (aerial)), and has a set duration (frames 16-35 (grounded dash)/frames 19-35 (aerial dash), frames 2-4 (grounded uppercut)/frames 2-5 (aerial uppercut)) instead of a potentially infinite one. This makes it capable of KOing, but makes it significantly worse at pressuring shields, and unusable for damage racking or disrupting an opponent's [[edge recovery]].}}
*{{change|Pit has a new side special, [[Upperdash Arm]]. Pit equips the {{s|icaruspedia|Upperdash Arm}} in order to perform a dashing uppercut. Unlike [[Angel Ring]], Upperdash Arm consists of a regular hitbox and an [[inert]] hitbox instead of loop hitboxes (1%/2% → 11% (grounded)/9% (aerial)), and has a set duration (frames 16-35 (grounded dash)/frames 19-35 (aerial dash), frames 2-4 (grounded uppercut)/frames 2-5 (aerial uppercut)) instead of a potentially infinite one. This makes it capable of KOing, but makes it significantly worse at pressuring shields, and unusable for damage racking or disrupting an opponent's [[edge recovery]].}}
*{{buff|Compared to Angel Ring, Upperdash Arm's uppercut has less start-up lag (frame 12 → 2), less ending lag if it hits (frame 64 → 50 (grounded)/58 (aerial)), and it propels Pit much farther in the air, making it better for recovery. Like Angel Ring, it can [[Reflection|reflect]] projectiles. Unlike Angel Ring, it grants super [[armor]].<ref>[https://miiverse.nintendo.net/posts/AYMHAAABAADbUgNoPEoADA Pic of the Day: September 6, 2013]</ref>}}
*{{buff|Compared to Angel Ring, Upperdash Arm's uppercut has less start-up lag (frame 12 → 2), less ending lag if it hits (frame 64 → 50 (grounded)/58 (aerial)), and it propels Pit much farther in the air, making it better for recovery. Like Angel Ring, it can [[Reflection|reflect]] projectiles. Unlike Angel Ring, it grants super [[armor]].<ref>[https://miiverse.nintendo.net/posts/AYMHAAABAADbUgNoPEoADA Pic of the Day: September 6, 2013]</ref>}}
*{{nerf|Compared to Angel Ring, Upperdash Arm's dash has more start-up lag (frame 12 → frame 16 (grounded)/19 (aerial)), more ending lag if it misses (frame 64 → 83 (grounded)/121 (aerial)), and its reflection damage multiplier is lower (1.5× → 1×).}}
*{{nerf|Compared to Angel Ring, Upperdash Arm's dash has more start-up lag (frame 12 → frame 16 (grounded)/19 (aerial)), more ending lag if it misses (frame 64 → 83 (grounded)/121 (aerial)), and its reflection damage multiplier is lower (1.5× → 1×).}}
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