Pit-kun

Pit/Dark Pit: Moveset (Skyworld - Pit & Dark Pit Discord)

Apr 11th, 2020 (edited)
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  1. (Statistics)
  2.  
  3. --------------------------------------
  4.  
  5. • Weight: 96 [40th-43rd]
  6. • Walk Speed: 1.259 [21st-22nd]
  7. • Run Speed: 1.828 [33rd-34th]
  8. • Initial Dash: 2.09 [18th-24rd]
  9. • Air Speed: 0.935 [71st-72nd]
  10. • Air Acceleration: 0.075 [43rd-47th]
  11. • Fall Speed: 1.48 [62nd-64th]
  12. • Fast Fall Speed: 2.368 [60th-62nd]
  13. • Gravity: 0.081 [65th-67th]
  14.  
  15.  
  16. (Ground Moves)
  17.  
  18. --------------------------------------
  19.  
  20. • Jab 1
  21. - Hitbox Active: 4-5
  22. - Base Damage: 2%
  23. - FAF: 26
  24. - On Shield: -18
  25. - BKB: 30/30/20/20
  26. - KBG: 25/25/15/15
  27. - Angle: 361/361/180/361°
  28. - Pretty fast option, good for quick punishes
  29.  
  30. • Jab 2
  31. - Hitbox Active: 5-6
  32. - Base Damage: 2%
  33. - FAF: 30
  34. - On Shield: -21
  35. - BKB: 28/28/20/20
  36. - KBG: 20/20/15/15
  37. - Angle: 361/361/180/361°
  38.  
  39. • Jab 3
  40. - Hitbox Active: 3
  41. - Base Damage: 4%
  42. - FAF: 32
  43. - On Shield: -23
  44. - BKB: 60
  45. - KBG: 100
  46. - Angle: 361°
  47. - High angle compared to rapid jab
  48. - Can create platform tech chases
  49.  
  50. • Rapid Jab
  51. - Hitbox Active: 6/8/10...
  52. - Base Damage: 0.5%
  53. - BKB: 8
  54. - KBG: 10
  55. - Angle: 361°
  56. - Note: loses to Bowser's Tough Guy
  57.  
  58. • Rapid Jab Finisher
  59. - Hitbox Active: 4-5
  60. - Base Damage: 2%
  61. - FAF: 48
  62. - On Shield: -40
  63. - BKB: 40
  64. - KBG: 185
  65. - Angle: 361°
  66. - Lower angle than jab 3
  67. - Can create ground tech chases
  68. - Can kill at ledge at fairly high %
  69.  
  70. • Forward Tilt
  71. - Hitbox Active: 10-14
  72. - Base Damage: 7%, 10%
  73. - FAF: 40
  74. - On Shield: -22/-19
  75. - BKB: 40
  76. - KBG: 100
  77. - Angle: 361°
  78. - Useful as a counterpoke
  79. - Mixes up spacing tools like down tilt and retreating fair
  80. - Sweetspot kills at high percent
  81.  
  82. • Up Tilt
  83. - Hitbox Active: 6-8, 15-16
  84. - Base Damage: 4%, 5%
  85. - FAF: 33
  86. - On Shield: -21/-11
  87. - BKB: 85, 70
  88. - KBG: 100, 30
  89. - Angle: 365°, 83°
  90. - Can be useful as an anti-air
  91. - Can lead to nair and up air.
  92. - Note: Anti-air potential is reduced due to Pit's hands
  93.  
  94. • Down Tilt
  95. - Hitbox Active: 6-7
  96. - Base Damage: 6%
  97. - FAF: 26
  98. - On Shield: -13
  99. - BKB: 70
  100. - KBG: 46
  101. - Angle: 83°
  102. - Best spacing tool in neutral
  103. - Combo starter from low-mid %s
  104.  
  105. • Forward Smash
  106. - Hitbox Active: 10, 21-22
  107. - Base Damage: 5%, 10%
  108. - FAF: 55
  109. - On Shield: -26
  110. - BKB: 20/20/53/15 (FKB), 42
  111. - KBG: 100, 122
  112. - Angle: 100/70/35/192°, 361°
  113. - Strong kill move at mid %
  114. - Deceptively long range on the finisher
  115. - Note: can fail to connect when catching opponents from above
  116.  
  117. • Up Smash
  118. - Hitbox Active: 6, 7, 10, 18
  119. - Base Damage: 3%, 3%, 2%, 8%
  120. - FAF: 52
  121. - On Shield: -27
  122. - BKB: 20/20/33/33 (FKB) 40 (BKB), 140 (FKB), 20/50/50 (FKB), 66
  123. - KBG: 100, 100, 111
  124. - Angle: 365/120/120/367/105°, 110°, 98/120/120°, 89°
  125. - Pit's fastest OoS
  126. - Kill confirm from sweetspot dair at high %
  127. - Useful as an anti-air
  128. - Note: Anti-air potential is reduced due to Pit's hurtbox shifting upwards
  129.  
  130. • Down Smash
  131. - Hitbox Active: 5-6, 18-20
  132. - Base Damage: 12/10%, 12/10%
  133. - FAF: 41
  134. - On Shield: -27/-28/-14/-15
  135. - BKB: 40/40/35, 25
  136. - KBG: 98/98/93, 93
  137. - Angle: 48°, 30°
  138. - Fast punish option
  139. - Useful for ledge regrabs and 2-framing
  140. - Back hit is safer on block and sends at a better angle
  141.  
  142. • Dash Attack
  143. - Hitbox Active: 7-9
  144. - Base Damage: 11%
  145. - FAF: 39
  146. - On Shield: -17
  147. - BKB: 80
  148. - KBG: 74
  149. - Angle: 60°
  150. - Burst movement and decent disjoint
  151. - Can be used as a combo finisher, especially against fastfallers
  152. - Catches landings well
  153. - Can kill at high %
  154. - Does not cross up reliably
  155.  
  156.  
  157. (Aerial Moves)
  158.  
  159. --------------------------------------
  160.  
  161. • Neutral Air
  162. - Hitbox Active: 4-5, 7-8, 10-11, 13-14, 16-17, 19-20, 22-23, 25
  163. - Base Damage: 0.7% (hits 1-7), 4.5% (hit 8)
  164. - FAF: 55
  165. - Landing Lag: 14
  166. - Autocancel: 1-3, 30<
  167. - On Shield: -12/-11 (-6)
  168. - BKB: 50, 30, 30, 30, 65 (all FKB), 60 (hit 8)
  169. - KBG: 100
  170. - Angle: 48/335/220/140/130° (hits 1-7) 361° (hit 8)
  171. - Pit's fastest aerial with OoS frame 7, making it excellent for punishing unsafe moves
  172. - Useful for starting and/or extending combos
  173. - Good for edge guarding
  174. - Can be -6 on shield from short hop by fastfalling between the 7th and 8th hit
  175.  
  176. • Forward Air
  177. - Hitbox Active: 11-12, 14-15, 18-19
  178. - Base Damage: 2.5%, 2.5%, 6%
  179. - FAF: 47
  180. - Landing Lag: 12
  181. - Autocancel: 28<
  182. - On Shield: -10/-9
  183. - BKB: 20
  184. - KGB: 48, 48, 147
  185. - Angle: 367°, 367°, 361°
  186. - Useful for spacing
  187. - Dragdown confirms into dsmash at high % (lower % follow-ups are inconsistent)
  188. - Note: the hitbox does not match the move's visual
  189.  
  190. • Back Air
  191. - Hitbox Active: 10-12
  192. - Base Damage: 12/8%
  193. - FAF: 41
  194. - Landing Lag: 8
  195. - Autocancel: 28<
  196. - On Shield: -4/-5 (short hop), -3/-4 (full hop)
  197. - BKB: 30
  198. - KBG: 105/96
  199. - Angle: 43/66°
  200. - Best aerial for shield pressure
  201. - Safe on block
  202. - Strong kill move
  203. - Covers ledge options well
  204.  
  205. • Up Air
  206. - Hitbox Active: 10-11, 13-14, 16-17, 19-20, 22-23
  207. - Base Damage: 1.5% (hits 1-4), 5% (hit 5)
  208. - FAF: 41
  209. - Landing Lag: 14
  210. - Autocancel: 1-4, 35<
  211. - On Shield: -12/-11
  212. - BKB: 80, 20, 60, 60 (all FKB), 50 (hit 5)
  213. - KBG: 100 (hits 1-4), 143 (hit 5)
  214. - Angle: 90°, 270°, 165°, 165°, 80°
  215. - Good for pressuring opponents on platforms and shield poking
  216. - Dthrow -> DD up air confirms into usmash or fsmash. Land with the small hitbox under Pit's head or the 2 side hitboxes (they combo). Landing with the 2 side hitboxes combos into fsmash (opposite side combo into fsmash into the opposite direction) and the middle top hitbox is minus on hit if you land with it.
  217. - R.O.B. is the easiest character to practice this on, and a platform isn't necessary for DD up air > fsmash, but it is required for DD up air > usmash, as well as makes it easier.
  218.  
  219. • Down Air
  220. - Hitbox Active: 10/11-12
  221. - Base Damage: 10%
  222. - FAF: 37
  223. - Landing Lag: 12
  224. - Autocancel: 1-6, 36<
  225. - On Shield: -8
  226. - BKB: 10/40, 50/40
  227. - KBG: 80
  228. - Angle: 270/60°, 80/70°
  229. - Large disjoint, covers horizontal space well
  230. - Sourspot is a good combo extender
  231. - Sweetspot (meteor) is good for edge guarding
  232. - Sweetspot against grounded opponents leads to various confirms depending on %
  233. - Note: On grounded opponents, the sweetspot is unsafe on hit at low %
  234.  
  235.  
  236. (Special Moves)
  237.  
  238. --------------------------------------
  239.  
  240. • Palutena Bow
  241. - Hitbox Active: 16-60 (sideways), 17-61 (upwards)
  242. - Base Damage: 3.2% - 8.6%
  243. - FAF: 47-107
  244. - On Shield: -24 to -20
  245. - BKB: 4
  246. - KBG: 88
  247. - Angle: 60°
  248. - Very flexible arrows
  249. - Can be angled 4° per frame
  250. - Note: FAF reduced by 3 in the air.
  251.  
  252. • Silver Bow
  253. - Hitbox Active: 16-55 (sideways), 17-56 (upwards)
  254. - Base Damage: 5.5% - 14%
  255. - FAF: 47-107
  256. - On Shield: -22 to -16
  257. - BKB: 4
  258. - KBG: 88
  259. - Angle: 45°
  260. - Faster, stronger, and travels slightly further than Palutena Bow at the cost of flexibility
  261. - Causes tumble at high %
  262. - Can be angled 0.6° per frame
  263. - Note: FAF reduced by 3 in the air
  264.  
  265. • Upperdash Arm (Grounded)
  266. - Hitbox Active: 16-35 (Inert Detector), 2-4 (hit)
  267. - Base Damage: 11%
  268. - FAF: 80 (missed), 50 (hit)
  269. - On Shield: -36
  270. - Super Armor: 11-26 or until swing
  271. - BKB: 100
  272. - KBG: 72
  273. - Angle: 80°
  274. - Kills at high % off the top
  275. - Very high endlag
  276. - Deflects items/projectiles at an angle
  277. - Super armor can punish otherwise-safe moves
  278. - Note: Armor disappears on activation, so the move is inconsistent in some situations
  279.  
  280. • Upperdash Arm (Air)
  281. - Hitbox Active: 19-35 (Inert Detector), 2-5 (hit)
  282. - Base Damage: 9%
  283. - FAF: 105 (missed), 52 (hit)
  284. - On Shield: -40
  285. - Super Armor: 11-26 or until swing
  286. - BKB: 90
  287. - KBG: 72
  288. - Angle: 80°
  289. - Noticeably weaker for killing than grounded counterpart
  290. - Deflects items/projectiles
  291. - Allows for limited movement after hitting shield, but endlag is still very high
  292.  
  293. • Electroshock Arm
  294. - Hitbox Active: 16-35 (Inert Detector), 2-4 (hit)
  295. - Base Damage: 12%
  296. - FAF: 80 (missed), 50 (hit)
  297. - On Shield: -35
  298. - Super Armor: 11-26 or until swing
  299. - BKB: 99
  300. - KBG: 67
  301. - Angle: 40°
  302. - Horizontal angle allows for earlier kills at ledge but less consistency compared to Upperdash Arm
  303. - Deflects items/projectiles
  304.  
  305. • Electroshock Arm (Air)
  306. - Hitbox Active: 19-35 (Inert Detector), 2-5 (hit)
  307. - Base Damage: 9.5%
  308. - FAF: 105 (missed), 52 (hit)
  309. - On Shield: -40
  310. - Super Armor: 11-26 or until swing
  311. - BKB: 90
  312. - KBG: 58
  313. - Angle: 40°
  314. - Notably weaker for killing than grounded counterpart
  315. - Deflects items/projectiles
  316. - Allows for limited movement after hitting shield, but endlag is still very high
  317.  
  318. • Power of Flight
  319. - Landing Lag: 40
  320. - Intangibility: 9-19 (Ground), 15-19 (Air)
  321. - Linear recovery with no hitbox
  322. - Can grab ledges starting on frame 24
  323. - Will ride walls if used at an angle, allowing for timing mixups
  324. - Note: Pit's special fall drift and special fall landing lag are very poor, so recovering high is often extremely punishable
  325.  
  326. • Guardian Orbitars
  327. - Reflects/Blocks: 7
  328. - FAF: 40-125
  329. - Minimum time: 15
  330. - Release: 19
  331. - Health: 15%
  332. - Useful for blocking attacks while landing, but does not protect from directly underneath Pit
  333. - As opposed to Upperdash/Electroshock, Orbitars reflect items/projectiles
  334. - Windboxes next to Pit's arms can gimp some characters
  335. - Pit's advantage = total active frames of Attacking Move - last active frame of Attacking Move - 19
  336.  
  337.  
  338. (Grabs and Throws)
  339.  
  340. --------------------------------------
  341.  
  342. • Standing Grab
  343. - Hitbox Active: 6-7
  344. - FAF: 35
  345. - Fast, but small range
  346.  
  347. • Pummel
  348. - Hitbox Active: 1
  349. - Base Damage: 1.3%
  350. - FAF: 19
  351. - Use to de-stale moves
  352.  
  353. • Dash Grab
  354. - Hitbox Active: 9-10
  355. - FAF: 43
  356. - Slower but improved range
  357.  
  358. • Pivot Grab:
  359. - Hitbox Active: 10-11
  360. - FAF: 38
  361. - Has more range than standing or dash grabs
  362.  
  363. • Forward Throw
  364. - Hitbox Active: 12-13 (collateral hitbox), 14 (throw)
  365. - Base Damage: 6% (collateral hitbox), 4% (throw)
  366. - FAF: 28
  367. - Invincibility: 1-14
  368. - BKB: 50
  369. - KBG: 150
  370. - Angle: 45°
  371. - Pit's kill throw
  372. - Great option for punishing shielding habits
  373. - Good collateral hitbox
  374.  
  375. • Back Throw
  376. - Hitbox Active: 29 (throw)
  377. - Base Damage: 8%
  378. - FAF: 39
  379. - Invincibility: 1-29
  380. - BKB: -
  381. - KBG: 60
  382. - Angle: 45°
  383. - Can be used at 0% for a dash attack/arrow mixup
  384. - Can be useful at ledge to get opponents off stage
  385.  
  386. • Up Throw
  387. - Hitbox Active: 13-14 (collateral hitbox), 15 (throw)
  388. - Base Damage: 4% (collateral hitbox), 7% (throw)
  389. - FAF: 38
  390. - Invincibility: 1-15
  391. - BKB: 70
  392. - KBG: 72
  393. - Angle: 90°
  394. - Can kill at extremely high percents when not in position for forward throw or on platforms
  395.  
  396. • Down Throw
  397. - Hitbox Active: 13-14 (collateral hitbox), 16 (throw)
  398. - Base Damage: 2% (collateral hitbox), 4% (throw)
  399. - FAF: 32
  400. - Invincibility: 1-16
  401. - BKB: 80
  402. - KBG: 60
  403. - Angle: 70°
  404. - Versatile combo throw - check docs for details on followups
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