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Pit (PM)

Revision as of 11:50, April 21, 2015 by John3637881 (talk | contribs) (→‎Attributes: Updated the changelist to the format seen in SSB4 character articles.)
Pit
in Project M and Project+
Pit in Brawl.
KidIcarusSymbol.svg
Universe Kid Icarus
Base game appearance Brawl
Moveset inspiration Pit (SSBB)
Alternate costume Classic Pit
PitHeadSSBB.png
Pit's Retro Costume in Project M 3.5

Pit is a playable character in the Brawl mod Project M. He has been buffed for his Project M appearance.

Attributes

Changes from Brawl to PM

 
Pit's new up special, Shield Bash.

Pit was significantly 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.

Aesthetics

Attributes

  •   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.
  •   Pit can no longer glide by holding a jump button; he must use his side special to do so.

Ground Attacks

  •   Rapid jab is much easier to perform.
  •   Up tilt has less knockback which with Project M's physics allow for better follow-ups at lower percents.
  •   Down tilt does slightly more damage, and the meteor smash hitbox is easier to land. It also has less base knockback and allows for follow-ups at low percents.
  •   Forward tilt does more damage and has more KO potential, and can be angled.
  •   Up smash does more damage and knockback and connects better with less hitlag.
  •   Down smash first hit does slightly more knockback, and the second hit does more damage and sends vertically with more knockback.
  •   Forward smash second hit is now optional like Links, and is a stronger KO move, and the second hit is 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 follow-up options and mindgames and gives you a boost foward on the ground.
  •   Up tilt's bow dagger hitbox has been removed, inflicting less damage and no longer dragging in crouching opponents as reliably.
  •   Dash attack with the new physics makes it less of a KO move, though its still a good move to use at lower percents.

Aerial Attacks

  •   Forward aerial does slightly more damage and has stronger knockback.
  •   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, and ends sooner.
  •   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.
  •   Neutral aerial inflicts less damage, and connects much worse, overall making it less usable.
  •   Back aerial deals slightly less damage and is a weaker KO move.

Grabs and Throws

  •   Down throw does more damage.
  •   Standing grab range is increased.
  •   Forward throw is slightly weaker.
  •   Back throw is slightly weaker.

Special Moves

  •   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. They also much have much more knockback.
  •   Pit now has a new side special; a redesigned Wings 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.
  •   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 as versatile as Wings of Icarus, thus significantly worsening Pit's almost excellent recovery that he had in Brawl.
  •   Mirror Shield can now only be held for a maximum of one second.
  •   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. While this move has strong damage potential, the replacement of the old up special severally hinders Pit's vertical recovery options.

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.

3.5

Moveset

 

Up to date as of version 3.02.

Name Damage Description
Neutral attack 3%, 3% then 5% (slice) or 1% each rapid hit Slashes three times and then spins the blades together back and forth, hitting repeatedly. Pit cannot enter his rapid fire attack by simply holding the "Attack" button, he will only do his three hit combo by hitting the button three times. Pressing the buttons rapidly will make him enter his rapid fire attack. Once he has entered the rapid fire attack, it is necessary only to continue holding 'Attack' to continue it.
Forward tilt 13% (hilt), 10% (tip) Thrusts both blades forward. Has decent knockback and can be angled.
Up tilt 6% then 7%; 13% total Plants one sword into the ground and does a handstand on it, performing a two-hitting kick above him, the first kick connecting into the next. This is one of Pit's fastest attacks start-up wise.
Down tilt 12% (hilt), 10% (tip) Crouches and swipes the blade towards the ground. Can spike when the foot and blade touch the opponent. Good for edgeguarding.
Dash attack 12% (hilt), 9% (tip) Small slash forward with one of his blades near the ground doing below average knockback, but knockback is much higher at around 100% and up.
Forward smash 9% (hilt) or 7% (tip), then 12% A weak slash with an inward cut by his right-handed blade followed immediately by a very strong slash upper by his left handed blade (with the bow back together on the second blow). The attack button must be pressed twice for both slashes. All the knockback is in the second slash. If fully charged and both hits connect, it can KO at 80%.
Up smash 16% total Three quick slashes above his head as he floats a bit into midair. Faster, but less knockback than Link's, and with more vertical range and less horizontal. All the knockback is in the last slash, the other two have reverse knockback, sucking the opponent closer to set up for the final slash.
Down smash 13% (front), 12% (back) Slashes toward the ground in front of and behind him. Similar to several swordsman characters' down smash attacks. Interestingly, when using his down smash in Brawl, Pit only uttered a sound upon charging the smash, however this was changed and he will now utter the sound when releasing the attack button.
Neutral aerial 3 hits, 8% total Spins both blades together in front of him, hitting multiple times. This can stop weak projectiles if executed at the right time. This aerial has the highest ending lag out of all of Pit's aerials, and if used right can be a solid damage-rack up tool as well as a lock-down attack.
Forward aerial 15% (hilt), 13% (tip) Thrusts both blades forward and quickly brings them apart, slashing horizontally. Powerful edgeguarding and gimping tool that also works great for combos.
Back aerial 14% (clean), 6% (late) Thrusts sword behind him. Quick and very powerful, Pit's highest knockback aerial move if sweetspoted. Not easy to short hop with, but with a fast-fall used in conjunction with the move, it can provide many opportunities to string up combos and to gimp opponents with.
Up aerial 14%-9% Spins his blades together above his head, hitting once. Can be used after down throw to hit heavy/fast falling characters reliably. Similar to Meta Knight's up aerial, if tap jump is turned on, Pit will jump (whilst airborne) once every time he uses it if the Control Stick is held up at the right time. Very good combo tool.
Down aerial 12% Slashes under him in a downward-inward sweep with his left-handed blade. Can be used up to four times in the air if used right after initial-midair jumps.
Glide attack 13% Slashes both swords in a 160 degree arc upward. If used right before landing, there is almost no ending lag upon execution.
Grab Grabs the enemy with his hand.
Pummel 3% Knees the opponent in their midsection.
Forward throw 6% then 4% (10% total) Slashes opponent away with an uppercut slash. Can chaingrab at very low percentages against heavier characters.
Back throw 8% Twirls around with the enemy in tow, slamming them on the ground with one arm and launches/bounces the opponent backward.
Up throw 1% then 7% (8% total) Does a handstand and kicks the opponent upward with both feet.
Down throw 4% then 4% (8% total) Slams opponent on the ground then follows up quickly with reaping the opponent with a downward chop slam (with the fully-formed bow). Bounces the opponent off the ground into the air, which makes for a good throw to follow up opponents in the air with aerial attacks.
Floor attack (front) 6% Slashes with his bow split left and right separately. Identical to Ike's down smash in form.
Floor attack (back) 6% Slashes with his bow vertically back and front.
Floor attack (trip) 5% Slashes with his bow horizontally front and back.
Edge attack (fast) 8% Slides on stage with a kick.
Edge attack (slow) 10% Pauses for a moment while getting his swords ready, then stabs.
Neutral special Palutena's Arrow 1-3% (uncharged) 5-7% (fully charged) Pull his bow string back, and fires it when the button is released. The player can change the direction the arrow will go while holding it; backwards, forwards, and upwards. Pit's arrows move a tad bit slower than other character's arrows and stale the longer they are out, but can be controlled in midair. He is not able to hold his drawn bow indefinitely in normal use however, unlike Link and Toon Link. Palutena's arrows can actually be curved around in a full circle if controlled properly and thus avoid going off screen. Also, if two of Palutena's Arrows collide, they will cancel each other out.
Side special Wings of Icarus Pit will perform a glide, which can be canceled by hitting the grab button or using an aerial. This move cannot be used again until Pit touches the ground.
Up special Shield Bash 3% then 7%, 10% total (grounded); 14% (aerial) Pit throws his shield upward, bashing any enemies directly above him. This can be a good finishing move at high percent.
Down special Mirror Shield x1.5 of reflected attack Pit pulls out his shield and crouches down while holding it in front of him. The shield can be angled up or down to reflect attacks. If used in the air, this can be used to reflect characters recoveries and force them to SD.
Final Smash Palutena's Army 16% (per centurion) An enormous image of Palutena will appear in the sky (which is transparent on most stages, but is easier seen on stages such as Final Destination). The Centurions fly onto screen ramming into other players at incredibly high speeds. Each Centurion makes a single attack to a character, and then falls in battle. During the course of the attack, Pit is not bound to a position. Therefore, he is free to move and attack as he pleases. However, unlike most characters, he is not invincible during his Final Smash. When fighting against an opponent using this, they can attack some Centurions to prevent them from attacking, but it is better to dodge, though a Smart Bomb is useful for eliminating multiple threats. This move is similar to Waddle Dee Army.

In competitive play

Notable players

Alternate costumes

Pit's alternate costumes remain largely unchanged from Brawl with the exception of his black swap, which has been adjusted to look identical to Dark Pit.

He also has a costume based on his appearance in Kid Icarus and Kid Icarus: Of Myths and Monsters, in addition to the trophy of Pit which was present in Melee. This costume will receive a "fallen angel" recolor (similar to Pit's "fallen angel" costume from Brawl) in 3.6.

 
Pit's alternate costumes in PM
             

External links