Pit
in Project M and Project+
Pit in Brawl.
KidIcarusSymbol.svg
Universe Kid Icarus
Base game appearance Brawl
Moveset inspiration Pit (SSBB)
PitHeadSSBB.png

Pit is a playable character in the Brawl mod Project M.

Attributes

Changes from Brawl to PM

 
Pit's new up special, Shield Bash.

Pit was notoriously buffed from Brawl to Project M, as the faster paced physics combined with his versatile mobility now give him much more options to combo, though he was slightly nerfed in his defensive game, having weaker projectiles and a shortened recovery.

  •   Pit's attack mechanics are now similar to Roy's: moves involving his bow daggers now inflict more damage/knockback (if not both) the closer enemies are to him, with most sourspotted attacks keeping their Brawl power. Some notable examples include his forward tilt and down smash, which gain more KO potential when connecting with the hilt, as well as his forward and back aerials, which give Pit an enhanced, deadlier wall of pain employable against almost any character, potentially enhancing Pit's combo, edgeguarding and KO options.
  •   Neutral aerial now hits just thrice, making the move harder to escape and easier to rack up damage with, also having a shorter duration and inflicting weaker knockback for more favorable aerial followups.
  •   Up aerial now consists of a single, powerful hit which decays on damage, capable of juggling most characters up to great amounts of damage if sweetspotted, increasing Pit's aerial combo options.
  •   Down aerial now spikes upon connecting with the tip (akin to Marth's down aerial), improving its utility as an edgeguarding move and combo starter.
  •   Forward smash's second hit is now optional, activated by another press of the attack button, so Pit can either lead into aerials with the first hit at high percentages, or rack up damage with both hits at low percents, increasing his followup options and mindgames.
  •   Palutena's Arrow decays on damage as it travels, with close-up arrows being notably stronger, and weakened ones having juggling potential, the latter which can be used against offstage foes to lead into a wall of pain.
  •   Pit now has a new side special; a redesigned Wing of Icarus, in which he boosts horizontally and glides. Pit can now use any of his aerial attacks during a glide, in addition to his glide attack (now inputted with a grab button, akin to a zair), granting him bolstered approach and guard breaking options that his previous Angel Ring didn't have. Ending the glide or using a glide attack no longer enforces helplessness, and Pit can use any action except another glide afterwards.
  •   Up tilt's bow dagger hitbox has been removed, inflicting less damage and no longer dragging in crouching opponents as reliably.
  •   Neutral aerial inflicts less damage.
  •   Palutena's Arrow decaying on damage causes it to be less useful for camping, thus discouraging over-reliance on them and encouraging close range combat.
  •   Shield Bash grants considerably less distance, both horizontally and vertically, giving even less distance than Mario's Super Jump Punch and not being a versatile as Wings of Icarus, thus significantly worsening Pit's almost excellent recovery that he had in Brawl.
  •   Mirror Shield can now be held only for a maximum of one second.
  •   Pit can no longer glide by holding a jump button; he must use his side special to do so.
  •   On-screen appearance now has Pit shout "Here we go!".
  •   Pit's black costume now has brown eyes and a golden laurel crown and edges, matching the design of Dark Pit from Kid Icarus: Uprising.
  •   Pit's up special (Wings of Icarus) has been replaced with Shield Bash; a jumping Mirror Shield strike upwards, which inflicts damage and acts as a powerful vertical finisher at high percents.

Revisions

2.5b

  •   Down tilt meteor sweetspot moved from blade to body and made stronger in knockback.
  •   Forward smash is two parts and the first hit links into the second hit better.
  •   Up smash hitboxes cleaned up and link better.
  •   Down air sweetspot is now a spike and easier to hit.
  •   Grounded Shield Bash links better into the sweetspot and damage on sourspot slightly increased.
  •   Aerial Shield Bash goes a bit higher, animation adjusted, and the sweetspot is easier to hit.
  •   No longer has two glides in the air, however, starting from the ground does not use it up, and it is regained when grabbing an edge.
  •   Ending glide animation smoothed out.
  •   Glide cancels into fall rather than Special Fall.
  •   Forward tilt can be angled up or down.
  •   Back air strong hit sends at a lower angle, lasts slightly longer, and has a bit less base knockback.
  •   Arrows take longer to weaken initially, but then reach their weakest level at the same time they did before.
  •   Arrows can now be SDIed normally, and use the new light element effect.
  •   Shield Bash is now reversible.
  •   Shield Bash uses the new light element effect.
  •   Grounded Shield Bash sweetspot placement adjusted.

2.6b

  •   Arrows no longer lose charge when they degrade in damage.
  •   Arrow knockback no longer degrades to set knock back, but always has some growth.
  •   Shield Bash landing lag increased to the default duration to be similar to other KO specials.
  •   Mirror Shield Super Armor replaced with Heavy Armor.
  •   Up smash hitboxes redone from scratch and animation tweaked so that the hitboxes properly follow the blades.
  •   Up smash has less base knockback and more growth.
  •   Down throw trajectory raised slightly.
  •   Palutena's Arrows start up slightly increased, and aerial end lag matched to grounded end lag.
  •   Mirror Shield hold duration significantly shortened.

3.0

  •   Standing grab range slightly increased.
  •   Down tilt IASA added two frames before the move ends.
  •   Up Smash final hit knockback increased.
  •   Down air spike sweetspot has increased knockback and the trajectory was raised to send further outward.
  •   Down tilt meteor sweetspot reduced in knockback. Tipper knockback behavior homogenized to be a standard launcher.
  •   Fixed animation glitches during forward smash 2 and angled forward tilts.
  •   Neutral air revamped as a more traditional “drill” move. Hits an additional time, linking knockback tweaked for consistency, hitboxes cleaned up and sync’d to his blades, and the final hit has reduced knockback and hitlag.



Moveset

 

Up to date as of version 3.02.

Name Damage Description
Neutral attack 3%, 3% then 5% (slice) or 1% each rapid hit
Forward tilt 13% (hilt), 10% (tip)
Up tilt Jesus Kick 6% then 7%; 13% total
Down tilt 12% (hilt), 10% (tip)
Dash attack 12% (hilt), 9% (tip)
Forward smash 9% (hilt) or 7% (tip), then 12%
Up smash 16% total
Down smash 13% (front), 12% (back)
Neutral aerial 3 hits, 8% total
Forward aerial 15% (hilt), 13% (tip)
Back aerial 14% (clean), 6% (late)
Up aerial 14%-9%
Down aerial 12%
Glide attack 13%
Grab
Pummel 3%
Forward throw 6% then 4% (10% total)
Back throw 8%
Up throw 1% then 7% (8% total)
Down throw 4% then 4% (8% total)
Floor attack (front) 6%
Floor attack (back) 6%
Floor attack (trip) 5%
Edge attack (fast) 8%
Edge attack (slow) 10%
Neutral special Palutena's Arrow 1-7% (uncharged)
Side special Wings of Icarus
Up special Shield Bash 3% then 7%, 10% total (grounded); 14% (aerial)
Down special Mirror Shield x1.5 of reflected attack
Final Smash Palutena's Army 16% (per centurion)

In competitive play

Notable players

Palette swaps

Pit's palette swaps remain largely unchanged from Brawl with the exception of Pit's black swap. It's been adjusted to look identical to Dark Pit from Kid Icarus: Uprising.

 
Pit's palette swaps in PM

External links