Pit (SSBU): Difference between revisions

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|ssbgame2 = SSB4
|ssbgame2 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = B-
|ranking = 41
}}
}}
'''Pit''' ({{ja|ピット|Pitto}}, ''Pit'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially revealed on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018] alongside fellow ''Kid Icarus'' fighters {{SSBU|Dark Pit}} and {{SSBU|Palutena}}, and the rest of the returning roster. Pit is classified as [[Fighter number|Fighter #28]].
'''Pit''' ({{ja|ピット|Pitto}}, ''Pit'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially revealed on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018] alongside fellow ''Kid Icarus'' fighters {{SSBU|Dark Pit}} and {{SSBU|Palutena}}, and the rest of the returning roster. Pit is classified as [[Fighter number|Fighter #28]].


Antony Del Rio and {{iw|wikipedia|Minami Takayama}} reprise their roles as Pit's voice actors in the English and Japanese versions of ''Ultimate'' via recycled voice clips from ''[[Super Smash Bros. 4]]'' along with some new voice clips. However, Del Rio remains uncredited for his role as in ''SSB4'', most likely because of him still being a union-based voice actor.
Antony Del Rio and {{iw|wikipedia|Minami Takayama}} reprise their roles as Pit's voice actors in the English and Japanese versions of ''Ultimate'' via recycled voice clips from ''[[Super Smash Bros. 4]]'' along with some new voice clips. However, Del Rio remains uncredited for his role as in ''SSB4'', most likely because of him still being a union-based voice actor. Both voice actors also provide new [[Palutena's Guidance]] conversations for every veteran not present in ''SSB4'', [[Downloadable content (SSB4)#Fighters|the downloadable fighters of ''SSB4'']], the base roster newcomers of ''Ultimate'', and {{SSBU|Piranha Plant}}.
 
Pit, alongside his [[Echo Fighter]] Dark Pit, are ranked 41st out of 82 on the current [[tier list]], placing them in the B- tier. This is a slight improvement over their 32nd out of 54 placement in ''SSB4''.


==How to unlock==
==How to unlock==
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==Attributes==
==Attributes==
Pit is a [[weight|middleweight]] who has above-average [[walk]]ing and [[dash]]ing speeds, a fast initial dash, very high [[traction]] (being tied with [[Dark Pit (SSBU)|his Echo Fighter]] for the 2nd highest behind {{SSBU|Sonic}}), average [[air acceleration]] and [[falling speed]], and below-average [[air speed]] and [[gravity]]. Pit's [[jump]] and [[double jump]] are both low, although this flaw is largely offset by his [[Double jump#Multiple double jumps|3 double jumps]]. These attributes collectively render Pit's overall mobility as average, yet make him adept at adapting to most situations. Unlike most of his fellow middleweights, Pit also has above-average height.
Pit is a [[weight|middleweight]] who has above-average [[walk]]ing and [[dash]]ing speeds, a fast initial dash, very high [[traction]] (being tied with [[Dark Pit (SSBU)|his Echo Fighter]] for the 2nd highest behind {{SSBU|Sonic}}), average [[air acceleration]] and [[falling speed]], and below-average [[air speed]] and [[gravity]]. Pit's [[jump]] and [[double jump]] are both low, although this flaw is largely offset by his [[Double jump#Multiple double jumps|3 double jumps]]. These attributes render Pit's overall mobility as average, yet make him adept at adapting to most situations.


As a beginner-friendly character, Pit has a low learning curve, yet is quite rewarding when played wisely. His ease of use is probably best exemplified by his fast frame data; aside from six moves (forward tilt, forward smash, and forward/back/up/down aerials), the rest of Pit's standard moveset has less than 10 frames of startup lag. Much like his attributes, Pit's moveset is balanced, so much so that it seemingly has no glaring strengths or weaknesses. When coupled with his great neutral game, Pit's edgeguarding potential, [[punishment]] ability, and conversions are all balanced compared to the rest of the cast. Pit's ground game overall possesses a decent level of utility. Neutral attack, down tilt and down smash are decent spacing options, thanks to their quick start-up and moderate ending lag in proportion to their range, with down tilt also serving as a useful combo starter unlike in ''SSB4'' in addition to making Pit pseudo-[[crawl]].
As a beginner-friendly character, Pit has a low learning curve, yet is quite rewarding when played wisely. His ease of use is probably best exemplified by his fast frame data; aside from six moves (forward tilt, forward smash, and forward/back/up/down aerials), the rest of Pit's standard moveset has less than 10 frames of startup lag. Much like his attributes, Pit's moveset is balanced, so much so that it seemingly has no glaring strengths or weaknesses. When coupled with his great neutral game, Pit's edgeguarding potential, [[punishment]] ability, and conversions are all balanced compared to the rest of the cast. Pit's ground game overall possesses a decent level of utility. Neutral attack, down tilt and down smash are decent spacing options, thanks to their quick start-up and moderate ending lag in proportion to their range, with down tilt also serving as a useful combo starter unlike in ''SSB4'' in addition to making Pit pseudo-[[crawl]].


Neutral attack's first two hits can [[jab lock]], while dash attack can punish landings and whiffed attacks very effectively, and down smash's back hit is a moderately strong [[semi-spike]]. Up tilt and especially up smash are useful anti-air moves, with the former being viable for setting up juggles even at higher percentages, while the latter also boasts enough power to score KOs. Lastly, forward smash is Pit's strongest KOing option, and also has among the fastest startup of any forward smash in the game.
Neutral attack's first two hits can [[jab lock]], while dash attack can punish landings and whiffed attacks very effectively, and down smash's back hit is a moderately strong [[semi-spike]]. Up tilt and especially up smash are useful anti-air moves, with the former being viable for setting up juggles even at higher percentages, while the latter also boasts enough power to score KOs. Lastly, forward smash is Pit's strongest KOing option, and it has among the fastest startup of any forward smash in the game.


Pit possesses a respectable grab game. Forward throw can combo into dash attack at low percentages or KO at high percentages while near the edge, while down throw can be used to combo into up smash or his aerials. Back throw can be used to setup edgeguards at higher percentages, but otherwise has limited utility. Finally, up throw is Pit's most damaging, yet least useful throw, since its only utility is to occasionally set up juggles or pressure.
Pit possesses a respectable grab game. Forward throw can combo into dash attack at low percentages or KO at high percentages while near the edge, while down throw can be used to combo into up smash or any of his aerials. Back throw can combo into a dash attack at low percentages as well and can be used to setup edgeguards at higher percentages. Finally, up throw is Pit's most damaging, yet least useful throw, since its only utility is to occasionally set up juggles or pressure.


Pit's air game is also useful, thanks to his aerial attacks' ability to all [[autocancel]] in a short hop and their particular strengths. Neutral aerial has the lowest amount of startup lag out of his entire moveset, a long duration, and an excellent autocancel window. Altogether, these traits make it a decent [[out of shield]] option, decent for edgeguarding and approaching, and similarly to {{SSBU|Palutena}}'s neutral aerial, it is also useful for pressure and combos. Forward and up aerials are reliable followups from down throw, the latter more so at mid to high percentages; in addition, the former is useful for approaching and edgeguarding, whereas the latter is excellent for juggling. Back aerial is Pit's strongest aerial attack when sweetspotted, making it ideal for spacing as well as for outright KOing. Lastly, down aerial is  has the lowest ending lag of Pit's aerials, and is useful for edgeguarding thanks to it being a [[meteor smash]] during its first frame, and its fairly large range also makes it decent for approaching; the inability to tech grounded meteor smashes in ''Ultimate'' also enables down aerial to serve as a combo starter at higher percents that can combo into an up smash for a reliable KO combo. It's also fast for a meteor smash, coming out on frame 10. Pit's aerial attacks also have low landing lag.
Pit's air game is also useful, thanks to his aerial attacks' ability to all [[autocancel]] in a short hop and their particular strengths. Neutral aerial has the lowest amount of startup lag out of his entire moveset, a long duration, and an excellent autocancel window. Altogether, these traits make it a decent [[out of shield]] option, decent for edgeguarding and approaching, and similarly to {{SSBU|Palutena}}'s neutral aerial, it is also useful for pressure and combos. Forward and up aerials are reliable followups from down throw, the latter more so at mid to high percentages; in addition, the former is useful for approaching and edgeguarding, whereas the latter is excellent for juggling. Back aerial is Pit's strongest aerial attack when sweetspotted, making it ideal for spacing as well as for outright KOing. Lastly, down aerial has the lowest ending lag of Pit's aerials, and is useful for edgeguarding thanks to it being a [[meteor smash]] during its first frame, and its fairly large range also makes it decent for approaching; the inability to tech grounded meteor smashes in ''Ultimate'' also enables down aerial to serve as a combo starter at higher percents that can combo into an up smash for a reliable KO combo. It's also fast for a meteor smash, coming out on frame 10. Pit's aerial attacks also have low landing lag.


Pit's special moves are fairly versatile as well, reinforcing his ease of use. He has a great projectile in [[Palutena Bow]] which can be [[charge]]d and easily maneuvered makes it very useful for camping, edgeguarding, winning projectile wars against characters such as {{SSBU|Simon}}, and even [[mindgame]]s. [[Upperdash Arm]] functions very similarly to [[Raptor Boost]]: it propels Pit forward and, upon making contact with something, results in him throwing an uppercut that has a decent damage output and very high base knockback, and can KO at high percentages. Upperdash Arm also has utility outside of offense; it grants [[super armor]], can reflect projectiles, and can function as a horizontal recovery option. However, it is very punishable because of its dash's noticeable startup lag and extreme amount of ending lag, especially when it misses. Upperdash Arm's deflection property is also fairly inconsequential, since it reflects projectiles at an upward diagonal angle instead of directly back at the opponent. [[Power of Flight]] covers an impressive amount of distance, and be angled to propel Pit either vertically, diagonally, or almost horizontally; it also grants Pit brief [[intangibility]] on startup as well. Lastly, [[Guardian Orbitars]] protect Pit on his left and right sides with energy shields that [[reflect]] projectiles. They are also capable of [[Windbox#Pushing attacks|pushing]] opponents back, which makes them capable of edgeguarding. However, the Orbitars are not indestructible: should they end up being destroyed, they cannot be used again for 10 seconds. In addition, their high amount of ending lag makes them highly risky when used on the ground or when landing.
Pit's special moves are fairly versatile as well, reinforcing his ease of use. He has a great projectile in [[Palutena Bow]] which moves quickly, can be [[charge]]d and easily maneuvered makes it very useful for camping, edgeguarding, winning projectile wars against characters such as {{SSBU|Simon}}, and even [[mindgame]]s. [[Upperdash Arm]] functions very similarly to [[Raptor Boost]]: it propels Pit forward and, upon making contact with something, results in him throwing an uppercut that has a decent damage output and very high base knockback, and can KO at high percentages. Upperdash Arm also has utility outside of offense; it grants [[super armor]], can reflect projectiles, and can function as a horizontal recovery option. However, it is very punishable because of its dash's noticeable startup lag and extreme amount of ending lag, especially when it misses. Upperdash Arm's deflection property is also fairly inconsequential, since it reflects projectiles at an upward diagonal angle instead of directly back at the opponent. [[Power of Flight]] covers an impressive amount of distance, and be angled to propel Pit either vertically, diagonally, or almost horizontally; it also grants Pit brief [[intangibility]] on startup as well. Lastly, [[Guardian Orbitars]] protect Pit on his left and right sides with energy shields that [[reflect]] projectiles. They are also capable of [[Windbox#Pushing attacks|pushing]] opponents back, which makes them capable of edgeguarding. However, the Orbitars are not indestructible: should they end up being destroyed, they cannot be used again for 10 seconds. In addition, their high amount of ending lag makes them highly risky when used on the ground or when landing.


Despite his strengths, Pit does have some weaknesses. Like any all-around character, most characters are able to outperform him in various areas: as examples, {{SSBU|Mario}} himself has a significantly more versatile combo game, {{SSBU|Fox}} has better mobility, {{SSBU|Olimar}} and {{SSBU|Snake}} are better at [[camp]]ing, {{SSBU|Shulk}} has much greater range, and {{SSBU|R.O.B.}} has much stronger attacks. Pit's KO potential, however, is his most noticeable weakness, despite being buffed in the transition to ''Ultimate''. Despite possessing a serviceable amount of KOing options, only his forward smash and up smash are consistently effective, and even these are highly unsafe on shield due to their high ending lag. In comparison, his other KOing options are only effective when sweetspotted (forward tilt and back aerial), or above 130% (dash attack, down aerial, down smash, forward throw and [[Upperdash Arm]]). This, in turn, is further compounded by his lack of guaranteed KO setups outside of sweetspotted down aerial into up smash.
Despite his strengths, Pit does have some weaknesses. Like any all-around character, most characters are able to outperform him in various areas: as examples, {{SSBU|Mario}} himself has a significantly more versatile combo game, {{SSBU|Fox}} has better mobility, {{SSBU|Olimar}} and {{SSBU|Snake}} are better at [[camp]]ing, {{SSBU|Shulk}} has much greater range, and {{SSBU|R.O.B.}} has much stronger attacks. Pit's KO potential, however, is his most noticeable weakness, despite being buffed in the transition to ''Ultimate''. Despite possessing a serviceable amount of KOing options, only his forward smash and up smash are consistently effective, and even these are highly unsafe on shield due to their high ending lag. In comparison, his other KOing options are only effective when sweetspotted (forward tilt and back aerial), or above 130% (dash attack, down aerial, down smash, forward throw and [[Upperdash Arm]]). This, in turn, is further compounded by his lack of guaranteed KO setups outside of sweetspotted down aerial into up smash or forward smash.


Although [[rage]] somewhat alleviates Pit's KO potential, his average endurance means that he cannot utilize it as consistently or effectively as heavier characters can. As a result, Pit will typically spend a comparatively longer time racking up damage before attempting to score a KO, and will often give the opponent high amounts of rage in the process.
Although [[rage]] somewhat alleviates Pit's KO potential, his average endurance means that he cannot utilize it as consistently or effectively as heavier characters can. As a result, Pit will typically spend a comparatively longer time racking up damage before attempting to score a KO, and will often give the opponent high amounts of rage in the process.
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Although all of Pit's aerials autocancel in a short hop, only his forward and back aerials autocancel during a short hop buffered fast fall. This means that Pit players will often need to manually delay their fast fall perfectly in order to use his aerials effectively.
Although all of Pit's aerials autocancel in a short hop, only his forward and back aerials autocancel during a short hop buffered fast fall. This means that Pit players will often need to manually delay their fast fall perfectly in order to use his aerials effectively.


Pit's slow air speed, average falling speed and low gravity make him somewhat floaty and he noticeably struggles to both land and contest other aerial opponents due to neutral air and forward air's small looping hitboxes, with the former being only capable of hitting opponents very close to him, and the latter's first two hits don't fully cover the blade as it spins, and they are both poor defensively due to their lack of range. In the end, Pit's aerials are helpful in his advantage state and supplement his grounded neutral game, but are much less useful when he is disadvantaged. To make this issue even worse, he has only one aerial which comes out before frame 10, which is his frame 4 neutral aerial, while his back, up, and down aerials come out on frame 10, and his forward aerial at frame 11, being the slowest startup of his entire moveset. Due to aerials that are slow, are unable to properly cover him, and his floaty nature, Pit is vulnerable to pressure, as he lacks reliable ways to escape pressure or to defend himself from juggles. While his down aerial is overall fast, especially for a meteor smash, and has good range, he cannot be overly reliant on that to get out of disadvantage, and Palutena Bow, while versatile, needs a long time to be used effectively. This gives Pit a poor disadvantage state overall.
Pit's slow air speed, average falling speed and low gravity make him somewhat floaty and he noticeably struggles to both land and contest other aerial opponents due to neutral air and forward air's small looping hitboxes, and they both have glaring blindspots, not fully covering his bow as it spins, the former only hits at very close range and they are both poor defensively due to their lack of range. In the end, Pit's aerials are helpful in his advantage state and supplement his grounded neutral game, but are much less useful when he is disadvantaged. To make this issue even worse, he has only one aerial which comes out before frame 10, which is his frame 4 neutral aerial, while his back, up, and down aerials come out on frame 10, and his forward aerial at frame 11, being the slowest startup of his entire moveset. Due to his aerials being unable to properly cover him, and his floaty nature, Pit is vulnerable to pressure, as he lacks reliable ways to escape pressure or to defend himself from juggles. While his down aerial is overall fast, especially for a meteor smash, and has good range, he cannot be overly reliant on that to get out of disadvantage, and Palutena Bow, while versatile, needs a long time to be used effectively. This gives Pit a poor disadvantage state overall.


Although long-distanced, Pit's recovery is linear and predictable, and Power of Flight also does not provide Pit with protective hitboxes around him either while its intangibility period is very brief, which can leave him vulnerable to sufficiently strong meteor smashes. Additionally, while Upperdash Arm can aid Pit's horizontal recovery, it has an extreme amount of ending lag when performed in the air, making it extremely risky when improperly used as a recovery option.
Although long-distanced, Pit's recovery is linear and predictable, and Power of Flight also does not provide Pit with protective hitboxes around him either while its intangibility period is very brief, which can leave him vulnerable to sufficiently strong meteor smashes. Additionally, while Upperdash Arm can aid Pit's horizontal recovery, it has an extreme amount of ending lag when performed in the air, making it extremely risky when improperly used as a recovery option.


All in all, Pit's strengths are on par with his weaknesses. His moveset consists of many moves with long range (his grounded moves and back aerial), long durations (neutral/forward/up aerials and forward tilt), low ending lag (autocanceled neutral/forward aerials, down smash and Palutena Bow) or quick movement (dash attack, dash grab and Upperdash Arm). This combination of traits, along with his good grounded mobility, allows Pit to reliably keep opponents in a disadvantage state, either stuck trying to land or getting off the edge.
All in all, Pit's strengths outweigh his weaknesses. His moveset consists of many moves with long range (his grounded moves and back aerial), long durations (neutral/forward/up aerials and forward tilt), low ending lag (autocanceled neutral/forward aerials, down smash and Palutena Bow) or quick movement (dash attack, dash grab and Upperdash Arm). This combination of traits, along with his good grounded mobility, allows Pit to reliably keep opponents in a disadvantage state, either stuck trying to land or getting off the edge.


In the end, this is arguably Pit's saving grace: he can cover enough options and retain advantage long enough to rack up more damage than a character of his limited combo potential should. However, he suffers from unimpressive KO potential similarly to lightweights, yet lacks the extended combo options and safe pressuring options that they typically possess for damage-racking. Conversely, Pit also has a poor disadvantage state like many heavyweights, yet his overall damage output is considerably lower than most of theirs. As a result, Pit's pros are on par with his cons.
In the end, he can cover enough options and retain advantage long enough to rack up good amounts of damage. However, he suffers from unimpressive KO potential similarly to lightweights, yet lacks the extended combo options and safe pressuring options that they typically possess for damage-racking.


Despite being a very balanced character, players often tend to overlook Pit in favor of other characters that possess much more outstanding strengths than he does. This has also been reflected in his tournament representation, which is minimal outside of Japan, much like in ''SSB4''. However, Pit has nevertheless managed to achieve an adequate level of success in the competitive scene, although not as much as in ''SSB4'': {{Sm|Kuro}} in particular has done well with Pit, with him placing 3rd at [[Umebura SP]]. Pit has also received results from others like {{Sm|KiraFlax}}.
Despite being a very balanced character, players often tend to overlook Pit in favor of other characters that possess much more outstanding strengths than he does. This has also been reflected in his tournament representation, which is minimal outside of Japan, much like in ''SSB4''. However, Pit has nevertheless managed to achieve an adequate level of success in the competitive scene, although not as much as in ''SSB4'': {{Sm|Kuro}} in particular has done well with Pit, with him placing 3rd at [[Umebura SP]]. Pit has also received results from others like {{Sm|KiraFlax}}.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Pit has been [[buff]]ed overall in the transition from ''SSB4'' to ''Ultimate''. Almost all aspects of Pit's moveset have been improved overall: his aerial game has been significantly improved as a result of the universally decreased [[landing lag]], which puts his overall landing lag more in-line with the rest of the cast, making his [[aerial attack]]s safer to use against [[shield]]s (complemented further by [[out of shield]] options being weakened) and strengthening his already respectable [[neutral game]] as a result. Adding to this, his aerials themselves have also been buffed to varying degrees; his neutral, forward and up aerials deal more damage, with the former also connecting slightly more reliably, and his down aerial being easier to [[meteor smash]] with, due to its larger meteor hitbox. Pit has also received some useful buffs to his ground game, as his [[up tilt]] and [[down tilt]] have received less ending lag and more favorable angles that turn them into more reliable combo starters, and his [[neutral attack]]'s infinite -previously unreliable due to its poor linking- is much more effective for racking up damage due to the several tweaks it has received. Moreover, his special move kit has increased utility, with both [[Palutena Bow]] and [[Guardian Orbitars]] being sped up, improving his [[camping]] ability; and [[Power of Flight]] now being able to grab edges from behind, making it a much more useful recovery move.
Pit has been [[buff]]ed overall in the transition from ''SSB4'' to ''Ultimate''. Almost all aspects of Pit's moveset have been improved overall, and he generally benefits from the changes to gameplay mechanics.
 
Among Pit's largest buffs are to his KOing ability and a significantly improved [[aerial attack|aerial game]]. Previously plagued with mediocre KO power due to his lack of safe KO options (especially in comparison to the rest of the cast) in ''SSB4'', his [[dash attack]], front hit of down smash, back aerial, down aerial, and [[Upperdash Arm]] have all had their knockback increased to the point of KOing reliably at high percentages, while his neutral and forward aerials are much better for [[edgeguarding]] due to their slightly higher knockback; particularly, the latter has had some of its lost KO potential restored from ''Brawl''. This is complemented by Pit's already existing KO options, as well as his generally more effective damage racking ability due to his higher damage output and larger amount of combo starters.
 
His aerial game is drastically more useful as a result of the universally decreased [[landing lag]], which puts his overall landing lag more in-line with the rest of the cast, gives him newfound set-up potential due to most of them being multi-hit based, and makes them safer to use against [[shield]]s (complemented further by [[out of shield]] options being weakened); the latter point means his already respectable [[neutral game]] has been strengthened as a result. His aerials themselves have also been buffed to varying degrees; his neutral, forward and up aerials deal more damage, with the former also connecting slightly more reliably and the latter now KOing reliably, and his down aerial has a larger [[meteor smash]] hitbox.


One of Pit's most importantly buffed areas is his KO ability. Previously mediocre due to his lack of safe KO options (especially in comparison to the rest of the cast) in ''SSB4'', his [[dash attack]], front hit of down smash, back aerial, down aerial, and [[Upperdash Arm]] have all had their knockback increased to the point of KOing reliably at high percentages, while his neutral and forward aerials are much better for [[edgeguarding]] due to their slightly higher knockback; particularly, the latter has had some of its lost KO potential restored from ''Brawl''. This is complemented by Pit's already existing KO options, as well as his generally more effective damage racking ability due to his higher damage output and larger amount of combo starters.
Pit has also received some useful buffs to his ground game, as his [[up tilt]] and [[down tilt]] have received less ending lag and more favorable angles that turn them into more reliable combo starters, and his [[neutral attack]]'s infinite —previously unreliable due to its poor linking— is much more effective for racking up damage due to the several tweaks it has received. Moreover, his special move kit has increased utility, with both [[Palutena Bow]] and [[Guardian Orbitars]] being sped up, improving his [[camping]] ability; Upperdash's Arm receiving an aforementioned increase in KO power; and [[Power of Flight]] now being able to grab edges from behind, making it a much more useful recovery move.


Finally, and apart from the reduced landing lag, Pit largely benefits from many of the universal changes to ''Ultimate''. The changes to [[air dodge]]s significantly improve his edgeguarding game, which is further bolstered by his improved aerial game and more reliable projectile, while not hampering as much due to his multiple jumps and long-distanced recovery move. The faster mobility, along with the ability to use any attack out of a run also give him many more options in the neutral game, thanks to his more varied amount of combo starters. Altogether, Pit's buffs and the changes to the engine ultimately grant him a much stronger and reliable offensive game, which was a previously large weakness from ''SSB4''.
Finally, and apart from the reduced landing lag, Pit largely benefits from many of the universal changes to ''Ultimate''. The changes to [[air dodge]]s significantly improve his edgeguarding game, which is further bolstered by his improved aerial game and more reliable projectile, while not hampering as much due to his multiple jumps and long-distanced recovery move. The faster mobility, along with the ability to [[Dash-canceling|use any attack out of a run]] also give him many more options in the neutral game, thanks to his more varied amount of combo starters. Altogether, Pit's buffs and the changes to the engine ultimately grant him a much stronger and reliable offensive game, which was a previously large weakness from ''SSB4''.


However, Pit has received a few, though minor, nerfs. The universal nerfs to grabs hinder Pit, as all of his grabs now have increased ending lag in addition to his dash grab and pivot grab's start-up lag being standardized. Combined with the universal nerfing of shields, this makes Pit's grab game less effective than it was in ''SSB4'', although it is still above average. Some of Pit's attacks have received minor nerfs as well - his up tilt has less range, Guardian Orbitars have less HP and shrink the more time they're held out, and Power of Flight now halts immediately at the end of the move's duration, slightly worsening Pit's recovery. Pit also carries some of the same weaknesses his previous incarnation suffered from: hitbox inconsistencies, trouble at landing in general due to being floaty, vulnerable recovery, and KOing issues despite the buffs made to his moveset's power.
However, Pit has received a few, though minor, nerfs. The universal nerfs to grabs hinder Pit, as all of his grabs now have increased ending lag in addition to his dash grab and pivot grab's start-up lag being standardized. Combined with the universal nerfing of shields, this makes Pit's grab game less effective than it was in ''SSB4'', although it is still above average. Some of Pit's attacks have received minor nerfs as well; his up tilt has less range, Guardian Orbitars have less HP and shrink the more time they're held out, and Power of Flight now halts immediately at the end of the move's duration, slightly worsening Pit's recovery.


Overall, Pit's moveset has been strengthened as a whole, now boasting an offensive game more comparable to other characters while keeping his defensive game relatively intact, and the universal changes allow him with far more opportunities to take the upper hand. However, he still lacks noteworthy attributes (outside of his edgeguarding ability) which, along with many veterans either being buffed to varying degrees and/or benefitting from the universal changes, means that while Pit fares much better than he did in ''SSB4'', he has not improved significantly relative to the cast. Though Pit was initially regarded as a solid upper mid-tier character with moderate success during ''Ultimate''{{'}}s early competitive metagame, his representation and results have remained minimal, while becoming notably worse as the metagame has evolved; {{Sm|Nairo}} has decidedly picked up other characters in favor of him, {{sm|Kuro}} has relegated him to a secondary, and {{Sm|Earth}} has become inactive altogether. This has lead to a significant downfall in tournament results despite the efforts of players, including {{sm|KiraFlax}} and {{sm|Chompy}}. His minimal tournament results, compounded with his status as an "all-rounder" and overly "honest" character, has lead to the same increasingly negative reception he had received during ''SSB4'', with some players viewing him as a lower mid-tier character. Updates 4.0.0 and 8.0.0 also brought Pit a number of buffs that, although worthwhile, somewhat alleviated only one of his primary flaws (his KO potential). As a result, Pit's true viability in competitive play remains to be seen.
Overall, Pit's moveset has been strengthened as a whole, now boasting an offensive game more comparable to other characters while keeping his defensive game relatively intact, and the universal changes allow him with far more opportunities to take the upper hand. However, he still lacks noteworthy attributes (outside of his edgeguarding ability) and some of the same weaknesses his previous incarnation suffered from, such as hitbox inconsistencies, trouble at landing in general due to being floaty, vulnerable recovery, and KOing issues despite the buffs made to his moveset's power. This isn't helped by many veterans either being buffed to varying degrees and/or benefitting from the universal changes. That said, Pit has received buffs from game updates that have helped fix some inconsistencies or given him new options, letting him moderately keep up with the rest of the cast. Altogether, Pit fares much better than he did in ''SSB4''.


{{SSB4 to SSBU changelist|char=Pit}}
{{SSB4 to SSBU changelist|char=Pit}}
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While update 7.0.0 enlarged Pit's shield as part of a near-universal buff, update 8.0.0 improved his moveset in a few noticeable ways. Down tilt launches at a higher angle and deals less knockback, both of which improve its combo potential to the point that it can be followed with aerials even up to high percentages. Up aerial became a much more useful juggling option, thanks to its lowered start-up and ending lag, higher launching angle, and its last hit's much higher knockback. Altogether, these changes also grant Pit new combos that were virtually impossible to perform before the update, such as down tilt into up aerial as a KO confirm. In addition, Pit's KO potential was improved slightly: up smash's final hit gained more knockback, while down smash's first hit had its angle lowered. Lastly, [[Guardian Orbitars]] have less ending lag, which makes them safer and less situational.
While update 7.0.0 enlarged Pit's shield as part of a near-universal buff, update 8.0.0 improved his moveset in a few noticeable ways. Down tilt launches at a higher angle and deals less knockback, both of which improve its combo potential to the point that it can be followed with aerials even up to high percentages. Up aerial became a much more useful juggling option, thanks to its lowered start-up and ending lag, higher launching angle, and its last hit's much higher knockback. Altogether, these changes also grant Pit new combos that were virtually impossible to perform before the update, such as down tilt into up aerial as a KO confirm. In addition, Pit's KO potential was improved slightly: up smash's final hit gained more knockback, while down smash's first hit had its angle lowered. Lastly, [[Guardian Orbitars]] have less ending lag, which makes them safer and less situational.


Overall, Pit fares somewhat better than he did at the launch of ''Ultimate'', thanks to his buffs somewhat alleviating his mediocre KO potential, improving his already respectable combo and edgeguarding potentials, and bolstering his defense very mildly.
Overall, Pit fares better than he did at the launch of ''Ultimate'', thanks to his buffs alleviating his mediocre KO potential, improving his already respectable combo and edgeguarding potential, and slightly improving his defense.


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
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|neutral3dmg=4%
|neutral3dmg=4%
|neutralinfdmg=0.5% (loop), 2% (last)
|neutralinfdmg=0.5% (loop), 2% (last)
|neutraldesc=A reverse gripped downward slash, followed by a reverse gripped inward slash, then by an upward slash. If [[button mash]]ed, Pit will instead follow up the second slash with a flurry of slashes using both blades, which concludes with a lunging outward slash. Compared to ''SSB4'', Pit's new neutral infinite is a drastically more useful damage racking option, thanks to its much better hitbox consistency outweighing its slightly lower damage output.
|neutraldesc=A reverse gripped downward slash, followed by a reverse gripped inward slash, then by an upward slash. When [[button mash]]ed, Pit will instead follow up the second slash with a flurry of slashes using both blades, which concludes with a lunging outward slash. In comparison to Pit's neutral infinite in ''SSB4'', his neutral infinite in ''Ultimate'' is a drastically more useful damage racking option, thanks to its much better hitbox consistency outweighing its slightly lower damage output.
|ftiltname=Cross Chop ({{ja|クロスチョップ|Kurosu Choppu}})
|ftiltname=Cross Chop ({{ja|クロスチョップ|Kurosu Choppu}})
|ftiltdmg=7% (base), 10% (tip)
|ftiltdmg=7% (base), 10% (tip)
|ftiltdesc=Arcs his body forward to perform a scissoring slash with both blades. It has a sweetspot at the tip of the blades. It's decent for spacing and possesses above average power for a tilt attack, with its sweetspot KOing middleweights at around 150% from the center of {{SSBU|Final Destination}}. Due to it hitting on frame 10, however, it is Pit's slowest tilt attack, and its base hitboxes KO significantly later due to their lower damage output. Overall, it is one of Pit's most situational attacks.
|ftiltdesc=Arcs his body forward to perform a scissoring slash with both blades. It has a sweetspot at the tip of the blades. It is decent for spacing and, when sweetspotted, possesses above-average power for a tilt attack; its sweetspot KOs middleweights at ≈150% from the center of {{SSBU|Final Destination}}. Due to it hitting on frame 10, however, it is Pit's slowest tilt attack, and its base hitboxes KO significantly later due to their lower damage output. Overall, it is one of Pit's most situational attacks.
|utiltname=Anti-Air Kick ({{ja|アンチエアキック|Anchi Ea Kikku}})
|utiltname=Anti-Air Kick ({{ja|アンチエアキック|Anchi Ea Kikku}})
|utiltdmg=4% (hit 1), 5% (hit 2)
|utiltdmg=4% (hit 1), 5% (hit 2)
|utiltdesc=A stretch kick followed by a high-level roundhouse kick. Compared to ''SSB4'', where it was nearly useless due to its short range, high ending lag, and lack of utility outside of dealing damage, its much more favorable ending lag and knockback in ''Ultimate'' allow it to set up juggles reliably as well as to combo into neutral aerial at low and mid percentages. At high percentages, it has a KO confirm into up aerial.
|utiltdesc=A stretch kick followed by a high-level roundhouse kick. Unlike in ''SSB4'', where its short range and high ending lag made it nearly useless outside of dealing damage, its much more favorable ending lag and knockback in ''Ultimate'' allow it to set up juggles reliably, as well as combo into neutral aerial at low percentages and into up aerial at low to medium percentages. The animation is similiar to a part of his melee combo when he uses Claws in ''Kid Icarus: Uprising''.
|dtiltname=Leg Cutter ({{ja|レッグカッター|Reggu Kattā}})
|dtiltname=Leg Cutter ({{ja|レッグカッター|Reggu Kattā}})
|dtiltdmg=6%
|dtiltdmg=6%
|dtiltdesc=A kneeling outward slash. Its minimal startup and low ending lag make it Pit's best grounded spacing option. Compared to ''SSB4'', it now launches at a vertical angle, which allows it to combo into a dashing up smash at low percentages, and a neutral, forward or up aerial from low to mid percentages. At high percentages, it can confirm into up aerial for a KO.
|dtiltdesc=A kneeling outward slash. Its minimal startup and ending lag make it Pit's best grounded spacing option. In comparison to its appearance in ''SSB4'', it is a much more useful combo starter, thanks to its higher launching angle and lower ending lag. Follow-ups include dashing up smash at low percentages, as well as neutral, forward and up aerials at low to medium percentages. At high percentages, down tilt's up aerial combo can function as a KO confirm.
|dashname=Dash Slice ({{ja|ダッシュスライス|Dasshu Suraisu}})
|dashname=Dash Slice ({{ja|ダッシュスライス|Dasshu Suraisu}})
|dashdmg=11%
|dashdmg=11%
|dashdesc=A spinning inward slash. Its fast startup, long range and respectable damage output make it excellent for punishing landings. Its damage output and knockback also enable it to function as a situational KO option starting at around 160%. However, like other dash attacks, its moderate ending lag makes it punishable on shield.
|dashdesc=A spinning inward slash. Its fast startup, long range and respectable damage output make it excellent for punishing landings. Unlike in ''SSB4'', it can also function as a situational KO option (starting at ≈160%), thanks to its much higher knockback scaling. However, like other dash attacks, its moderate ending lag makes it punishable on shield.
|fsmashname=Dual Attack ({{ja|デュアルアタック|Duaru Atakku}})
|fsmashname=Dual Attack ({{ja|デュアルアタック|Duaru Atakku}})
|fsmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|10}} (hit 2)
|fsmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|10}} (hit 2)
|fsmashdesc=Performs a reverse gripped inward slash with a blade, then quickly reassembles the Palutena Bow in order to perform an outward slash with the {{s|icaruspedia|Palutena Bow}}. Its first hit has low set knockback to connect reliably into its second hit. Due to it coming out on frame 10, it is also one of the fastest forward smashes in the game. The second hit can KO middleweights at around 120% from the center of Final Destination.
|fsmashdesc=Performs a reverse gripped inward slash with a blade, then quickly reassembles the Palutena Bow in order to perform an outward slash with the {{s|icaruspedia|Palutena Bow}}. Its first hit has low set knockback to connect reliably into its second hit. Due to it coming out on frame 10, it is also one of the fastest forward smashes in the game. The second hit can KO middleweights at ≈120% from the center of Final Destination. It resembles the melee combo in ''Kid Icarus Uprising'' while using a Bow.
|usmashname=Angel Spin ({{ja|エンジェルスピン|Enjeru Supin}})
|usmashname=Angel Spin ({{ja|エンジェルスピン|Enjeru Supin}})
|usmashdmg={{ChargedSmashDmgSSBU|3}} (hit 1), {{ChargedSmashDmgSSBU|2}} (hit 2), {{ChargedSmashDmgSSBU|8}} (hit 3)
|usmashdmg={{ChargedSmashDmgSSBU|3}} (hit 1), {{ChargedSmashDmgSSBU|2}} (hit 2), {{ChargedSmashDmgSSBU|8}} (hit 3)
|usmashdesc=Jumps to perform three upward slashes. It hits on frame 6, making it one of the fastest smash attacks overall. It is also a useful anti-air attack due to its long vertical range and [[disjointed hitbox]]es. However, it conversely possesses short horizontal range, resulting in it hitting grounded opponents only if they are at point-blank range in front of Pit. Although update 3.1.0 improved the consistency of its linking hits, it is still possible (albeit rarely) for the opponent to fall out of the attack after its first hit.
|usmashdesc=Jumps to perform a trio of upward arcing slashes. It hits on frame 6, making it one of the fastest smash attacks overall. It is also a useful anti-air attack due to its long vertical range and [[disjointed hitbox]]es. However, it conversely possesses short horizontal range, resulting in it hitting grounded opponents only if they are at point-blank range in front of Pit. Although update 3.1.0 improved the consistency of its linking hits, it is still possible (albeit rare) for the opponent to inadvertently escape the attack after its first hit.
|dsmashname=Low Attack Combination ({{ja|ローアタックコンビネーション|Rō Atakku Konbinēshon}})
|dsmashname=Low Attack Combination ({{ja|ローアタックコンビネーション|Rō Atakku Konbinēshon}})
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (base), {{ChargedSmashDmgSSBU|10}} (tip)
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (base), {{ChargedSmashDmgSSBU|10}} (tip)
|dsmashdesc=Performs a kneeling outward slash with a blade, followed by a squatting reverse gripped thrust behind himself with the other blade. Its sweetspot is located at the base of each blade. Like Pit's other smash attacks, it is among the fastest of its kind, thanks to it coming out on frame 5. While the first hit has higher base knockback and both hits have equal knockback scaling, the back hit's sweetspot KOs earlier, thanks to its [[semi-spike]] angle.
|dsmashdesc=Performs a kneeling outward slash with a blade, followed by a squatting reverse gripped thrust behind himself with the other blade. Its sweetspot is located at the base of each blade. Like Pit's other smash attacks, it is among the fastest of its kind, thanks to it coming out on frame 5. While the first hit has higher base knockback and both hits have equal knockback scaling, the back hit's sweetspot KOs earlier thanks to its [[semi-spike]] angle.
|nairname=Spinning Cycle ({{ja|スピニングサイクル|Supiningu Saikuru}})
|nairname=Spinning Cycle ({{ja|スピニングサイクル|Supiningu Saikuru}})
|nairdmg={{ShortHopDmgSSBU|0.7}} (hits 1-7), {{ShortHopDmgSSBU|4.5}} (hit 8)
|nairdmg={{ShortHopDmgSSBU|0.7}} (hits 1-7), {{ShortHopDmgSSBU|4.5}} (hit 8)
|nairdesc=A buzzsaw-like series of slashes in front of himself. It hits multiple times, with its last hit having high knockback scaling. Due to it coming out on frame 4, its startup is by far the fastest out of Pit's aerials. It also has long-lasting hitboxes and the ability to [[autocancel]] in a short hop quickly after the hitboxes cease, making it useful for approaching, [[edgeguarding]], and canceling out weak projectiles. It can also combo into a neutral attack when autocanceled from a fast fall. However, it has meager range, with small hitboxes that are placed very close to Pit's body, and thus it is rather ineffective defensively.
|nairdesc=While facing the screen, Pit twirls the Palutena Bow in front of himself to perform a buzzsaw-like series of slashes. It hits multiple times, with its last hit having high knockback scaling. Due to it coming out on frame 4, its startup is by far the fastest out of Pit's aerials. It also has long-lasting hitboxes and the ability to [[autocancel]] in a short hop quickly after the hitboxes cease, making it useful for approaching, [[edgeguarding]], and canceling out weak projectiles. It can also combo into a neutral attack when autocanceled from a fast fall. However, it has meager range, with small hitboxes that are placed very close to Pit's body and have poor coverage on the spinning bow; as a result, it is rather ineffective to use while Pit is in a disadvantaged state.
|fairname=Front Cycle ({{ja|フロントサイクル|Furonto Saikuru}})
|fairname=Front Cycle ({{ja|フロントサイクル|Furonto Saikuru}})
|fairdmg={{ShortHopDmgSSBU|2.5}} (hits 1-2), {{ShortHopDmgSSBU|6}} (hit 3)
|fairdmg={{ShortHopDmgSSBU|2.5}} (hits 1-2), {{ShortHopDmgSSBU|6}} (hit 3)
|fairdesc=Lunges forward to perform a buzzsaw-like series of slashes that hit up to three times. The last hit has high knockback scaling, KOing middleweights at around 175% from the center of Final Destination, and at around 130% at the edge, making it useful for edgeguarding at high percentages. Like neutral aerial, it also autocancels quickly in a short hop, but has comparatively longer horizontal range, so it is a safe approach option. However, it has moderate startup (frame 11) and minimal vertical range. Also, its horizontal range rather unimpressive for a disjoint, with the first two hits not fully covering the blade as it spins, making it ineffective in disadvantage state, just like neutral aerial.
|fairdesc=Lunges forward and twirls the Palutena Bow in order to perform a buzzsaw-like series of slashes. It's reminiscent of Pit's melee dash attack with a Bow in ''Kid Icarus: Uprising''. The last hit has high knockback scaling, KOing middleweights at ≈175% from the center of Final Destination, and at ≈130% at the edge, making it useful for edgeguarding at high percentages. Like neutral aerial, it also autocancels quickly in a short hop, but has comparatively longer horizontal range, so it is a safe approach option. However, it has the slowest startup of Pit's entire standard moveset (frame 11) and minimal vertical range. Its horizontal range is also rather unimpressive for a disjointed hitbox, with the first two hits not fully covering the Palutena Bow as it spins; this makes it ineffective to use while Pit is in a disadvantaged state.
|bairname=Air Stab ({{ja|エアスタッブ|Ea Sutabbu}})
|bairname=Air Stab ({{ja|エアスタッブ|Ea Sutabbu}})
|bairdmg={{ShortHopDmgSSBU|12}} (tip), {{ShortHopDmgSSBU|8}} (base)
|bairdmg={{ShortHopDmgSSBU|12}} (tip), {{ShortHopDmgSSBU|8}} (base)
|bairdesc=A double reverse gripped thrust. It has a sourspot at the base of Pit's blades that launches vertically with weak knockback, allowing it to combo into several grounded moves and aerials (including another back aerial) from low to mid percentages on landing. Conversely, the tip of the blades possess a sweetspot that launches horizontally with the highest knockback out of Pit's aerials, KOing at around 135% from center stage, and making it one of Pit's most reliable KO options. However, the sweetspot can be difficult to land due to having lower priority than the sourspot, as well as the move's moderate startup (frame 10).
|bairdesc=Splits the Palutena Bow in order to perform a double reverse gripped thrust. It has a sourspot at the base of Pit's blades that launches vertically with weak knockback, allowing it to combo into several grounded moves and aerials (including itself) at low to medium percentages on landing. Conversely, the blades' tips possess a sweetspot that launches horizontally with the highest knockback out of Pit's aerials, KOing at ≈135% from center stage, and making it one of Pit's most reliable KO options. However, the sweetspot can be difficult to land due to having lower priority than the sourspot, as well as the move having moderate startup (frame 10).
|uairname=Lightning Rotor ({{ja|ライトニングローター|Raitoningu Rōtā}})
|uairname=Lightning Rotor ({{ja|ライトニングローター|Raitoningu Rōtā}})
|uairdmg={{ShortHopDmgSSBU|1.5}} (hits 1-4), {{ShortHopDmgSSBU|5}} (hit 5)
|uairdmg={{ShortHopDmgSSBU|1.5}} (hits 1-4), {{ShortHopDmgSSBU|5}} (hit 5)
|uairdesc=An overhead, buzzsaw-like series of slashes. It hits multiple times, with its last hit launching vertically. Combined with the long duration of its hitboxes, this allows it to function as a reliable [[juggling]] tool. With proper timing and spacing, it can also hit characters on the ground upon landing and start combos, much like his back aerial's sweetspot. However, it has a long total duration, which makes it punishable if used high up from the ground and missed. As of update 8.0.0., it is a reliable KO option, doing so against most characters at 120% in the air.
|uairdesc=Twirls the Palutena Bow overhead to perform a buzzsaw-like series of slashes. It hits multiple times, with its last hit launching vertically. Combined with the long duration of its hitboxes, this allows it to function as a reliable [[juggling]] tool. With proper timing and spacing, it can also hit characters on the ground upon landing and start combos, much like his back aerial's sweetspot. However, it has a long total duration, which makes it punishable if it is used high up from the ground and fails to hit. As of update 8.0.0, it is a reliable KO option, doing so against most characters at ≈120% in the air.
|dairname=Under-Arc Slash ({{ja|アンダースラッシュ|Andā Surasshu}}, ''Under Slash'')
|dairname=Under-Arc Slash ({{ja|アンダースラッシュ|Andā Surasshu}}, ''Under Slash'')
|dairdmg={{ShortHopDmgSSBU|10}}
|dairdmg={{ShortHopDmgSSBU|10}}
|dairdesc=A downward arcing reverse gripped slash. It has a sweetspot on the first hit frame that is a meteor smash, while its fairly long range and ability to autocancel in a short hop allows it to function as an approach option. It also has the fastest total duration out of Pit's aerials, and its non-meteor hitboxes launch opponents vertically, allowing it to combo into other aerials from low to mid percentages. While its meteor smash is relatively weak, it is among the fastest due to it coming out on frame 10, and has rather low ending lag.
|dairdesc=A downward arcing reverse gripped slash. It has a sweetspot on the first hit frame that is a meteor smash, while its fairly long range and ability to autocancel in a short hop allows it to function as an approach option. It also has the fastest total duration out of Pit's aerials, and its non-meteor hitboxes launch opponents vertically, allowing it to combo into other aerials from low to medium percentages. While its meteor smash is relatively weak, its startup is among the fastest (frame 10) and it has rather low ending lag.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out with his free hand.
|grabdesc=Reaches out with his free hand.
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A knee strike. A fairly fast pummel.
|pummeldesc=A knee strike. An average pummel.
|fthrowname=Upper Swing ({{ja|アッパースイング|Appā Suingu}})
|fthrowname=Upper Swing ({{ja|アッパースイング|Appā Suingu}})
|fthrowdmg=6% (hit 1), 4% (throw)
|fthrowdmg=6% (hit 1), 4% (throw)
|fthrowdesc=An upward slash. The strongest forward throw in the game, it KOs middleweights at around 130% near edges. Although it is best suited for KOing, it is decent at setting up edgeguards, and even has minimal combo potential, leading into a dash attack at low percentages.
|fthrowdesc=An upward slash. It is Pit's most powerful throw, KOing middleweights at ≈130% while near the edge. In addition to its KO potential, it is decent at setting up edgeguards, and can even combo into dash attack at low percentages.
|bthrowname=Behind Throw ({{ja|ビハインドスルー|Bihaindo Surū}})
|bthrowname=Behind Throw ({{ja|ビハインドスルー|Bihaindo Surū}})
|bthrowdmg=8%
|bthrowdmg=8%
|bthrowdesc=Grabs the opponent by their head, spins around with them in tow, and then slams them onto the ground headfirst. Besides setting up edgeguards, it can combo into a dash attack at low percentages, or act as a setup into Palutena Bow at mid to high percentages.
|bthrowdesc=Grabs the opponent by their head, spins around with them in tow, and then slams them onto the ground headfirst. Although it is best suited for setting up edgeguards, it can also combo into a dash attack at low percentages, or act as a set-up into Palutena Bow at medium to high percentages.
|uthrowname=Stand Shoot ({{ja|スタンドシュート|Sutando Shūto}})
|uthrowname=Stand Shoot ({{ja|スタンドシュート|Sutando Shūto}})
|uthrowdmg=4% (hit 1), 7% (throw)
|uthrowdmg=4% (hit 1), 7% (throw)
|uthrowdesc=A handstand kick, similar to {{SSBU|Sheik}}'s up throw. It is Pit's most damaging throw, but its throw hitbox's average damage output, base knockback and knockback scaling make it unsuited for combos. While it can be used as a situational KO option, it essentially requires a platform in order to function as such. As a result, its primary utility is dealing damage and initiating aerial pressure alongside Palutena Bow.
|uthrowdesc=A handstand kick, similar to {{SSBU|Sheik}}'s up throw. It is Pit's most damaging throw, but its throw hitbox's average damage output, base knockback and knockback scaling make it unsuited for combos. While it can be used as a situational KO option, it essentially requires a platform in order to function as such. As a result, its primary utility is dealing damage and initiating aerial pressure by following up with either [[Palutena Bow]]'s arrows or up aerial.
|dthrowname=Bone Divide ({{ja|ボーンディバイド|Bōn Dibaido}})
|dthrowname=Bone Divide ({{ja|ボーンディバイド|Bōn Dibaido}})
|dthrowdmg=2% (hit 1), 4% (throw)
|dthrowdmg=2% (hit 1), 4% (throw)
|dthrowdesc=Pins the opponent to the ground and then slashes their back. It is Pit's best combo starter, with follow-ups including dashing up smash at low percentages, neutral, down and [[reverse aerial rush]]ed back aerials at low to mid percentages, and forward and up aerials at low to high percentages.
|dthrowdesc=Pins the opponent to the ground and then slashes their back. It is Pit's best combo starter, with follow-ups including dashing up smash at low percentages, neutral, forward, down and [[reverse aerial rush]]ed back aerials at low to medium percentages, and up aerial at low to high percentages.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
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|ssname=Upperdash Arm
|ssname=Upperdash Arm
|ssdmg=11% (grounded), 9% (aerial), 1× (reflected projectiles)
|ssdmg=11% (grounded), 9% (aerial), 1× (reflected projectiles)
|ssdesc=Wields the {{s|icaruspedia|Upperdash Arm}} to perform a dashing uppercut. The grounded version's decent damage output and high knockback enable it to KOs middleweights at around 110%, turning it into one of Pit's strongest KO moves. The aerial version deals less damage and knockback, but is still strong enough to KO middleweights at around 150% from ground level. Upperdash Arm also grants super [[armor]] during the dash, and [[reflect]]s projectiles at ≈45°. However, it is an overall laggy attack, especially if missed; the aerial version in particular has a total duration of 104 frames (≈1.73 seconds), leaving Pit prone to [[self-destruct]]s if used below ground level. Nevertheless, the aerial version can aid Pit's [[recovery]], as it is capable of [[Edge sweet spot|sweetspotting edges]] and can still allow him to get back to the stage if he has enough jumps left.
|ssdesc=Wields the {{s|icaruspedia|Upperdash Arm}} to perform a dashing uppercut. The animation is very similiar to Pit's melee dash attack in ''Kid Icarus: Uprising'' when using an Arm. The grounded version's decent damage output and high base knockback enable it to KOs middleweights at ≈115%, turning it into one of Pit's strongest KO moves. Upperdash Arm also grants super [[armor]] during the dash, and [[reflect]]s projectiles at 50°. However, it is an overall laggy attack, especially if missed; the aerial version in particular has a total duration of 104 frames (≈1.73 seconds), leaving Pit susceptible to [[self-destruct]]ing if it is used below ground-level. The aerial version is also significantly weaker, to the point that it KOs ground-level middleweights beginning at slightly over 150%. Nevertheless, the aerial version can aid Pit's [[recovery]], as it is capable of [[Edge sweet spot|sweetspotting edges]] and can still allow him to get back to the stage if he has enough jumps left.
|usname=Power of Flight
|usname=Power of Flight
|usdmg=—
|usdmg=—
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|fsname=Lightning Chariot
|fsname=Lightning Chariot
|fsdmg=40%
|fsdmg=40%
|fsdesc=Calls for the {{s|icaruspedia|Lightning Chariot}}, then jumps aboard it and flies off-screen. Afterwards, Pit says "Phos! Lux! Let's go!", and a player-controlled reticle appears on-screen, similarly to the [[Dragoon]]'s. If the attack button is pressed, Pit will then command Phos and Lux to ram the Lightning Chariot into any opponents, which deals very high damage and knockback.}}
|fsdesc=Calls for the {{s|icaruspedia|Lightning Chariot}}, then jumps aboard it and flies off-screen. Afterwards, Pit says "Phos! Lux! Let's go!" and a player-controlled reticle will then appear on-screen. If the attack button is pressed, Pit will then command Phos and Lux to ram the Lightning Chariot into any opponents, which deals very high damage and knockback. Overall, the move functions very similarly to the [[Dragoon]].}}
===Stats===
 
{{Attributes
| cast=89
| weight=96 | rweight=40-43
| dash=2.09 | rdash=18-24
| run=1.828 | rrun=33-34
| walk=1.259 | rwalk=21-22
| trac=0.135 | rtrac=2-3
| airfric=0.008 | rairfric=57-66
| air=0.935 | rair=73-74
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.065 | raddaccel=40-44
| gravity=0.081 | rgravity=65-67
| fall=1.48 | rfall=62-64
| ff=2.368 | rff=60-62
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=31 | rjumpheight=56-57
| shorthop=14.96 | rshorthop=62-63
| djump= 23.70148302, 19.110125, 15.01259414  | rdjump=62-66
}}


===[[Announcer]] call===
===[[Announcer]] call===
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*Taps the tips of his buskins on the ground and then impatiently hops in place.
*Taps the tips of his buskins on the ground and then impatiently hops in place.
<gallery>
<gallery>
SSBUPitIdle1.gif|Pit's first idle pose
SSBUPitIdle1.gif|Pit's first idle pose.
SSBUPitIdle2.gif|Pit's second idle pose
SSBUPitIdle2.gif|Pit's second idle pose.
</gallery>
</gallery>


Line 271: Line 300:
=={{SSBU|Classic Mode}}: Fighting for the Goddess!==
=={{SSBU|Classic Mode}}: Fighting for the Goddess!==
[[File:SSBU Congratulations Pit.png|thumb|Pit's congratulations screen.]]
[[File:SSBU Congratulations Pit.png|thumb|Pit's congratulations screen.]]
Pit's opponents are similar to the enemies he faces in ''Kid Icarus Uprising''.
Pit's opponents reference various enemies that he faces in ''{{iw|icaruspedia|Kid Icarus: Uprising}}''. Additionally, the order of the stages is a reference to Pit's journey in the [[icaruspedia:Kid Icarus (game)|original ''Kid Icarus'']], in which he has to escape the {{iw|icaruspedia|Underworld}} and traverse the {{iw|icaruspedia|Overworld}} in order to return to {{iw|icaruspedia|Skyworld}}. This theme is further reinforced by each Round playing a song from the {{uv|Kid Icarus}} series (regardless of what universe the stage originates from). While playing solo, [[Dark Pit]] also appears as a CPU ally in Round 6 and the Final Round, in reference to his and Pit's sporadic alliances in ''Uprising''.


{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
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|Final||{{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}''||References Hades during the final battle in ''Uprising''. {{Head|Dark Pit|g=SSBU|s=20px}} Dark Pit is a CPU ally when playing solo.
|Final||{{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}''||References Hades during the final battle in ''Uprising''. {{Head|Dark Pit|g=SSBU|s=20px}} Dark Pit is a CPU ally when playing solo.
|}
|}
Note: All stages play a track from the ''Kid Icarus'' universe, no matter what universe the stage originates from.


[[Credits]] roll after completing Classic Mode. Completing it as Pit has ''{{SSBUMusicLink|Kid Icarus|Underworld}}'' accompany the credits.
[[Credits]] roll after completing Classic Mode. Completing it as Pit has ''{{SSBUMusicLink|Kid Icarus|Underworld}}'' accompany the credits.
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|''{{SSBUMusicLink|Kid Icarus|Underworld}}''
|''{{SSBUMusicLink|Kid Icarus|Underworld}}''
|}
|}
{{clear}}
{{clr}}


==[[Spirit]]s==
==[[Spirit]]s==
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</center>
</center>


==In Spirit battles==
==In Spirit Battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
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|{{SSBUMusicLink|Other|Battle Start - Fossil Fighters: Frontier}}
|{{SSBUMusicLink|Other|Battle Start - Fossil Fighters: Frontier}}
|H'aanit
|H'aanit
|-
|1,514
|{{SpiritTableName|Rauru|iw=zeldawiki|size=64}}
|''The Legend of Zelda'' Series
|•{{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px|cl=Purple}} (100 HP)<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px}} (70 HP)<br>•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Green}} (70 HP)<br>•{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Red}} (60 HP)<br>•{{SSBU|Inkling}} {{Head|Inkling|g=SSBU|s=20px|cl=Cyan}} (60 HP)<br>•{{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px|cl=Yellow}} (60 HP)<br>•{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px}} (60 HP)
|{{SpiritType|Neutral}}
|13,000
|[[Temple]] ([[Battlefield form]])
|N/A
|•[[Stamina battle]]<br>•The enemy favors neutral specials<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}
|[[zeldawiki:Sage of Wind#Tears of the Kingdom|Rito Sage of Wind]]
|}
|}


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== Trivia ==
== Trivia ==
*Pit's pose in his official artwork resembles his side taunt.
*Pit's pose in his official artwork is very similar to Dark Pit’s battle stance before they battle near the end of Chapter 5 in ''Kid Icarus: Uprising''. It also resembles the finishing pose of Pit’s side taunt.  
*When Pit is [[star KO]]'d, he shouts, "I never learned how to read!" This is a reference to a line of dialogue he uses in ''Kid Icarus: Uprising''. This makes Pit the first character in the ''Super Smash Bros.'' series to speak a full sentence during a star KO. The second is {{SSBU|Byleth}} and the third is {{SSBU|Min Min}}.
*When Pit is [[star KO]]'d, he shouts, "I never learned how to read!" referencing a line of dialogue he uses in Chapter 17 of ''Kid Icarus: Uprising''. This makes Pit the first character in the ''Super Smash Bros.'' series to speak a full sentence during a star KO, and would be followed by {{SSBU|Byleth}} and {{SSBU|Min Min}}.
**However, this is exclusive to the English version of the game; in the Japanese version, he reuses his star KO voice clip from ''SSB4''. On a related note, this also applies to Byleth.
**He and Byleth are the only characters to receive a language exclusive KO scream in the game; in the Japanese version, Pit reuses his star KO voice clip from ''SSB4'', while Byleth merely screams like the rest of the case. Min Min, meanwhile, speaks Chinese in all regions.
*Pit is one of four characters that has appeared in all games with [[Final Smash]]es to have a different Final Smash in all of them; the other three are [[Zero Suit Samus]], [[King Dedede]], and [[R.O.B.]]
*Pit is one of four characters that has appeared in all games with [[Final Smash]]es to have a different Final Smash in all of them; the other three are [[Zero Suit Samus]], [[King Dedede]], and [[R.O.B.]]
*Pit is the only fighter who was introduced in ''Brawl'' to have an [[Echo Fighter]], that being {{SSBU|Dark Pit}}.
*Pit is the only fighter who was introduced in ''Brawl'' to have an [[Echo Fighter]], that being {{SSBU|Dark Pit}}.
*Pit can be unlocked by clearing Classic Mode as Samus, which may be a reference to the original ''Metroid'' and ''Kid Icarus'' NES games running on the same engine, and both being produced by Nintendo designer Gunpei Yokoi.
*Pit can be unlocked by clearing Classic Mode as Samus, which likely references the original ''Metroid'' and ''Kid Icarus'' NES games running on the same engine, and both being produced by Nintendo designer Gunpei Yokoi.
**Coincidentally, both characters each have dark doppelgangers playable in ''Ultimate''.
**Coincidentally, both characters each have dark doppelgangers playable in ''Ultimate''.
*Not counting {{SSBU|Samus}}, who is a starter, Pit is the only unlockable character with an Echo Fighter who is always unlocked or encountered before his Echo Fighter, no matter which combination of unlocking methods is used.
*Not counting {{SSBU|Samus}}, who is a starter, Pit is the only unlockable character with an Echo Fighter who is always unlocked or encountered before his Echo Fighter, no matter which combination of unlocking methods is used.