Pit (SSB4): Difference between revisions

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*{{change|Pit [[falling speed|falls]] faster (1.42 → 1.48). This slightly improves his vertical endurance, but makes him slightly more susceptible to combos.}}
*{{change|Pit [[falling speed|falls]] faster (1.42 → 1.48). This slightly improves his vertical endurance, but makes him slightly more susceptible to combos.}}
*{{nerf|[[Double jump]]s are lower and less [[Falling speed#Floaty|floaty]].}}
*{{nerf|[[Double jump]]s are lower and less [[Falling speed#Floaty|floaty]].}}
*{{change|Dash's animation has changed. It is now based on Pit's running animation in ''Uprising''.}}
*{{change|Dash's animation has changed. It is now based on Pit's running animation in ''Kid Icarus: Uprising''.}}
*{{change|[[Roll]], [[sidestep]] and [[air dodge]] now emit the same sound effect as Pit's dodge from ''Uprising''.}}
*{{change|[[Roll]], [[sidestep]], and [[air dodge]] have updated sound effects. They now emit the same sound effect as Pit's dodge from ''Uprising''.}}
*{{nerf|The removal of [[Glide|gliding]] hinders Pit's recovery.<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref>}}
*{{nerf|The removal of [[Glide|gliding]] hinders Pit's recovery.<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref>}}


===Ground attacks===
===Ground attacks===
*{{nerf|Neutral attack's first and second hits deal 1% less damage (3% → 2%). Neutral infinite also deals consistent damage (1% (near)/2% (far) → 0.8%).}}
*{{nerf|Neutral attack's first and second hits deal 1% less damage (3% → 2%). Neutral infinite also deals less damage (1% (near)/2% (far) → 0.8%).}}
*{{buff|Neutral attack's first, second and third hits have increased knockback (10 (base)/28 (scaling) → 38/30 (hit 1), 0 (base)/28 (scaling) → 30/30 (hit 2), 32 (base)/46 (scaling) → 60/100 (hit 3)). Its last hit also has decreased start-up lag (frame 4 → 3). Altogether, these changes make its hits connect together better, and improve its spacing potential.}}
*{{buff|Neutral attack's first, second, and third hits have increased knockback (10 (base)/28 (scaling) → 38/30 (hit 1), 0 (base)/28 (scaling) → 30/30 (hit 2), 32 (base)/46 (scaling) → 60/100 (hit 3)). Its last hit also has decreased start-up lag (frame 4 → 3). Altogether, these changes make its hits connect together better, and improve its spacing potential.}}
*{{nerf|Neutral attack's last hit has a shorter duration (frames 4-10 → 3-4).}}
*{{nerf|Neutral attack's last hit has a shorter duration (frames 4-10 → 3-4).}}
*{{buff|Neutral infinite now has a finisher,<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnly14CnA Pic of the Day: February 26, 2014]</ref> a lunging outward slash.}}
*{{buff|Neutral infinite now has a finisher,<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnly14CnA Pic of the Day: February 26, 2014]</ref> a lunging outward slash.}}
*{{nerf|Pit has a new forward tilt, a scissoring slash while arcing his body. Compared to the previous forward tilt, it deals less damage (12% → 7% (base)/10% (tip)).}}
*{{nerf|Pit has a new forward tilt, a scissoring slash while arcing his body. Compared to the previous forward tilt, it deals less damage (12% → 7% (base)/10% (tip)).}}
*{{buff|Forward tilt has more knockback (12 (base)/95 (scaling) → 40/100) compared to the previous forward tilt, making it better for spacing and KOing in spite of its lower damage output.<ref name="Direct"/>}}
*{{buff|Forward tilt has more knockback (12 (base)/95 (scaling) → 40/100) compared to the previous forward tilt, making it better for KOing and spacing and in spite of its lower damage output.<ref name="Direct"/>}}
*{{buff|Forward tilt has less start-up (frame 14 → 10) and ending lag (frame 41 → 40), a longer duration (frames 14-16 → 10-14), and a more vertically expansive hitbox compared to the previous forward tilt.}}
*{{buff|Forward tilt has less start-up (frame 14 → 10) and ending lag (frame 41 → 40), a longer duration (frames 14-16 → 10-14), and a more vertically expansive hitbox compared to the previous forward tilt.}}
*{{nerf|Pit has a new up tilt, a bicycle kick followed by a stretch kick. Compared to the previous up tilt, it deals less damage (3% (hit 1)/6% (hit 2)/7% (hit 3) → 2%/3%/5%), its first hit has more start-up (frame 2 → 6), and its last hit has less knockback scaling (60 → 50), more ending lag (frame 36 → 43) and a shorter duration (frames 15-18 → 15-16).}}
*{{nerf|Pit has a new up tilt, a bicycle kick followed by a stretch kick. Compared to the previous up tilt, it deals less damage (3% (hit 1)/6% (hit 2)/7% (hit 3) → 2%/3%/5%), its first hit has more start-up (frame 2 → 6), and its last hit has less knockback scaling (60 → 50), more ending lag (frame 36 → 43) and a shorter duration (frames 15-18 → 15-16).}}
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*{{nerf|Due to its body hitbox being removed, down tilt is no longer a [[meteor smash]], hindering its edge-guarding potential.}}
*{{nerf|Due to its body hitbox being removed, down tilt is no longer a [[meteor smash]], hindering its edge-guarding potential.}}
*{{nerf|Down tilt's animation has slightly changed. Pit now leans farther inward to perform the kneeling slice. This new animation increases its ending lag (frame 30 → 32).}}
*{{nerf|Down tilt's animation has slightly changed. Pit now leans farther inward to perform the kneeling slice. This new animation increases its ending lag (frame 30 → 32).}}
*{{change|Pit has a new dash attack, a spinning inward slash. Due to having a consistent hitbox instead of multiple hitboxes, it deals consistent damage (11% (body)/12% (arm)/9% (blade) → 11%) unlike the previous dash attack.}}
*{{change|Pit has a new dash attack, a spinning inward slash. Unlike the previous dash attack, it deals consistent damage (11% (body)/12% (arm)/9% (blade) → 11%) because of it having a consistent hitbox instead of multiple hitboxes.}}
*{{buff|Dash attack has different knockback (14 (base)/64 (scaling) → 80/50) and less ending lag (frame 45 → 39) compared to the previous dash attack, making it better at spacing, and capable of starting combos at low to medium percentages.}}
*{{buff|Dash attack has different knockback (14 (base)/64 (scaling) → 80/50) and less ending lag (frame 45 → 39) compared to the previous dash attack, making it better at spacing, and capable of starting combos at low to medium percentages.}}
*{{nerf|Forward smash deals less damage (7% (hit 1)/12% (hit 2) → 5%/10%). It also has a shorter duration (frames 6-8 (hit 1)/18-20 (hit 2) → 10/21).}}
*{{nerf|Forward smash deals less damage (7% (hit 1)/12% (hit 2) → 5%/10%). It also has a shorter duration (frames 6-8 (hit 1)/18-20 (hit 2) → 10/21).}}
*{{buff|Forward smash is stronger, improving its KO potential.<ref name="Direct"/>}}
*{{buff|Forward smash is stronger,<ref name="Direct"/> improving its KO potential.}}
*{{change|Forward smash's animation has changed. Pit now always splits his Palutena Bow in order to perform a downward slash before quickly reassembling it into its bow form in order to perform a spinning outward slash. This new animation increases its range, but increases its start-up (frame 6 → 10 (hit 1), frame 18 → 21 (hit 2)) and ending lag (frame 48 → 59).}}  
*{{change|Forward smash's animation has changed. Pit now always splits his Palutena Bow in order to perform a downward slash before quickly reassembling it into its bow form in order to perform a spinning outward slash. This new animation increases its range, but increases its start-up (frame 6 → 10 (hit 1), frame 18 → 21 (hit 2)) and ending lag (frame 48 → 59).}}  
*{{buff|Due to receiving a late hitbox, up smash's first hit has a longer duration (frame 6 → 6-7). Additionally, its second hit has decreased start-up lag (frame 11 → 10). Lastly, its last hit is stronger, improving its KO potential.<ref name="Direct"/>}}
*{{buff|Due to receiving a late hitbox, up smash's first hit has a longer duration (frame 6 → 6-7). Additionally, its second hit has decreased start-up lag (frame 11 → 10). Lastly, its last hit is stronger,<ref name="Direct"/> improving its KO potential.}}
*{{change|Up smash's animation has slightly changed. Pit now slightly leans backward while slashing upward. This new animation increases its vertical range, but increases its ending lag (frame 47 → 52) and slightly decreases its horizontal range.}}
*{{change|Up smash's animation has slightly changed. Pit now slightly leans backward while slashing upward. This new animation increases its vertical range, but increases its ending lag (frame 47 → 52) and slightly decreases its horizontal range.}}
*{{change|Down smash no longer deals consistent damage (13% (body)/12% (hilt)/10% (blade) (front), 10% (body)/9% (hilt)/8% (blade) → 12% (body/hilt)/10% (blade) (both)).}}
*{{change|Down smash no longer deals consistent damage (13% (body)/12% (hilt)/10% (blade) (front), 10% (body)/9% (hilt)/8% (blade) → 12% (body/hilt)/10% (blade) (both)).}}
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*{{change|Back aerial's animation has slightly changed. Pit now leans further back while performing the double reverse gripped thrust. This new animation re-positioned its hitbox from a diagonal placement to a slightly more horizontal placement, which makes its sweetspot more apparent, but decreases its range. It also flattens Pit's hurtbox, but horizontally expands it.}}
*{{change|Back aerial's animation has slightly changed. Pit now leans further back while performing the double reverse gripped thrust. This new animation re-positioned its hitbox from a diagonal placement to a slightly more horizontal placement, which makes its sweetspot more apparent, but decreases its range. It also flattens Pit's hurtbox, but horizontally expands it.}}
*{{nerf|Due to consisting of five hits instead of six, up aerial deals 2% less damage (12% → 10%). It also has increased start-up (frame 9 → 12) and ending lag (frame 45 → 50).}}
*{{nerf|Due to consisting of five hits instead of six, up aerial deals 2% less damage (12% → 10%). It also has increased start-up (frame 9 → 12) and ending lag (frame 45 → 50).}}
*{{buff|Up aerial's last hit is stronger, improving its juggling potential.<ref name="Direct"/>}}
*{{buff|Up aerial's last hit is stronger,<ref name="Direct"/> improving its juggling potential.}}
*{{nerf|Down aerial deals 2% less damage (12% → 10%).}}
*{{nerf|Down aerial deals 2% less damage (12% → 10%).}}
*{{buff|Down aerial has received a sweetspot that is a meteor smash.}}
*{{buff|Down aerial has received a sweetspot that is a meteor smash.}}
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*{{buff|All grabs have increased ranges.}}
*{{buff|All grabs have increased ranges.}}
*{{buff|Dash grab has decreased start-up (frame 10 → 8) and ending lag (frame 40 → 37).}}
*{{buff|Dash grab has decreased start-up (frame 10 → 8) and ending lag (frame 40 → 37).}}
*{{buff|Forward throw has increased base knockback (30 → 50), improving its KO potential.<ref name="Direct"/>}}
*{{buff|Forward throw has increased base knockback (30 → 50),<ref name="Direct"/> improving its KO potential.}}
*{{nerf|The removal of [[chain grab]]bing hinders forward throw's combo potential.}}  
*{{nerf|The removal of [[chain grab]]bing hinders forward throw's 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.}}
*{{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.}}
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*{{buff|Pit has a new down special, [[Guardian Orbitars]]. Pit wields the {{s|icaruspedia|Guardian Orbitars}} near his arms in order to protect himself. Like [[Mirror Shield]], Guardian Orbitars block both melee attacks and projectiles, while reflecting the latter with 1.5x the damage and 1.7x the speed that they originally had.<ref>[https://miiverse.nintendo.net/posts/AYMHAAABAAAYUKk9tXsolg Pic of the Day: July 8, 2013]</ref> Unlike Mirror Shield, they shield Pit in front of and behind him, and [[Wind#Pushing attacks|push]] away opponents near him when wielded, making them safer and capable of edge-guarding.}}
*{{buff|Pit has a new down special, [[Guardian Orbitars]]. Pit wields the {{s|icaruspedia|Guardian Orbitars}} near his arms in order to protect himself. Like [[Mirror Shield]], Guardian Orbitars block both melee attacks and projectiles, while reflecting the latter with 1.5x the damage and 1.7x the speed that they originally had.<ref>[https://miiverse.nintendo.net/posts/AYMHAAABAAAYUKk9tXsolg Pic of the Day: July 8, 2013]</ref> Unlike Mirror Shield, they shield Pit in front of and behind him, and [[Wind#Pushing attacks|push]] away opponents near him when wielded, making them safer and capable of edge-guarding.}}
*{{nerf|Unlike Mirror Shield, Guardian Orbitars are breakable, as they will be destroyed upon blocking any attack that deals at least 50% and will regenerate after 10 seconds. Compared to Mirror Shield, they have more start-up lag (frame 6 → 9) and lack super armor on start-up.}}
*{{nerf|Unlike Mirror Shield, Guardian Orbitars are breakable, as they will be destroyed upon blocking any attack that deals at least 50% and will regenerate after 10 seconds. Compared to Mirror Shield, they have more start-up lag (frame 6 → 9) and lack super armor on start-up.}}
*{{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 and pillars of light. Compared to [[Palutena's Army]], Three Sacred Treasures fire more projectiles at a faster rate, making them better at pressuring.<ref name="Direct"/> Like Palutena's Army, they have accuracy issues, which is especially evident with their concluding light pillars appearing in random locations, similarly to how [[PK Starstorm]] functioned in ''Brawl''. Unlike Palutena's Army, they render Pit completely immobile, yet also invincible, 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 pillars of light. Compared to [[Palutena's Army]], Three Sacred Treasures fire more projectiles at a faster rate, making them better at damage racking and pressuring.<ref name="Direct"/> Like Palutena's Army, they have accuracy issues, which is especially evident with their concluding light pillars appearing in random locations, similarly to how [[PK Starstorm]] functioned in ''Brawl''. Unlike Palutena's Army, they render Pit completely immobile, yet also invincible, throughout their duration.}}


==Update history==
==Update history==
Anonymous user