Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- (Statistics)
- --------------------------------------
- • Weight: 96 [40th-43rd]
- • Walk Speed: 1.259 [21st-22nd]
- • Run Speed: 1.828 [33rd-34th]
- • Initial Dash: 2.09 [18th-24rd]
- • Air Speed: 0.935 [71st-72nd]
- • Air Acceleration: 0.075 [43rd-47th]
- • Fall Speed: 1.48 [62nd-64th]
- • Fast Fall Speed: 2.368 [60th-62nd]
- • Gravity: 0.081 [65th-67th]
- (Ground Moves)
- --------------------------------------
- • Jab 1
- - Hitbox Active: 4-5
- - Base Damage: 2%
- - FAF: 26
- - On Shield: -18
- - BKB: 30/30/20/20
- - KBG: 25/25/15/15
- - Angle: 361/361/180/361°
- - Pretty fast option, good for quick punishes
- • Jab 2
- - Hitbox Active: 5-6
- - Base Damage: 2%
- - FAF: 30
- - On Shield: -21
- - BKB: 28/28/20/20
- - KBG: 20/20/15/15
- - Angle: 361/361/180/361°
- • Jab 3
- - Hitbox Active: 3
- - Base Damage: 4%
- - FAF: 32
- - On Shield: -23
- - BKB: 60
- - KBG: 100
- - Angle: 361°
- - High angle compared to rapid jab
- - Can create platform tech chases
- • Rapid Jab
- - Hitbox Active: 6/8/10...
- - Base Damage: 0.5%
- - BKB: 8
- - KBG: 10
- - Angle: 361°
- - Note: loses to Bowser's Tough Guy
- • Rapid Jab Finisher
- - Hitbox Active: 4-5
- - Base Damage: 2%
- - FAF: 48
- - On Shield: -40
- - BKB: 40
- - KBG: 185
- - Angle: 361°
- - Lower angle than jab 3
- - Can create ground tech chases
- - Can kill at ledge at fairly high %
- • Forward Tilt
- - Hitbox Active: 10-14
- - Base Damage: 7%, 10%
- - FAF: 40
- - On Shield: -22/-19
- - BKB: 40
- - KBG: 100
- - Angle: 361°
- - Useful as a counterpoke
- - Mixes up spacing tools like down tilt and retreating fair
- - Sweetspot kills at high percent
- • Up Tilt
- - Hitbox Active: 6-8, 15-16
- - Base Damage: 4%, 5%
- - FAF: 33
- - On Shield: -21/-11
- - BKB: 85, 70
- - KBG: 100, 30
- - Angle: 365°, 83°
- - Can be useful as an anti-air
- - Can lead to nair and up air.
- - Note: Anti-air potential is reduced due to Pit's hands
- • Down Tilt
- - Hitbox Active: 6-7
- - Base Damage: 6%
- - FAF: 26
- - On Shield: -13
- - BKB: 70
- - KBG: 46
- - Angle: 83°
- - Best spacing tool in neutral
- - Combo starter from low-mid %s
- • Forward Smash
- - Hitbox Active: 10, 21-22
- - Base Damage: 5%, 10%
- - FAF: 55
- - On Shield: -26
- - BKB: 20/20/53/15 (FKB), 42
- - KBG: 100, 122
- - Angle: 100/70/35/192°, 361°
- - Strong kill move at mid %
- - Deceptively long range on the finisher
- - Note: can fail to connect when catching opponents from above
- • Up Smash
- - Hitbox Active: 6, 7, 10, 18
- - Base Damage: 3%, 3%, 2%, 8%
- - FAF: 52
- - On Shield: -27
- - BKB: 20/20/33/33 (FKB) 40 (BKB), 140 (FKB), 20/50/50 (FKB), 66
- - KBG: 100, 100, 111
- - Angle: 365/120/120/367/105°, 110°, 98/120/120°, 89°
- - Pit's fastest OoS
- - Kill confirm from sweetspot dair at high %
- - Useful as an anti-air
- - Note: Anti-air potential is reduced due to Pit's hurtbox shifting upwards
- • Down Smash
- - Hitbox Active: 5-6, 18-20
- - Base Damage: 12/10%, 12/10%
- - FAF: 41
- - On Shield: -27/-28/-14/-15
- - BKB: 40/40/35, 25
- - KBG: 98/98/93, 93
- - Angle: 48°, 30°
- - Fast punish option
- - Useful for ledge regrabs and 2-framing
- - Back hit is safer on block and sends at a better angle
- • Dash Attack
- - Hitbox Active: 7-9
- - Base Damage: 11%
- - FAF: 39
- - On Shield: -17
- - BKB: 80
- - KBG: 74
- - Angle: 60°
- - Burst movement and decent disjoint
- - Can be used as a combo finisher, especially against fastfallers
- - Catches landings well
- - Can kill at high %
- - Does not cross up reliably
- (Aerial Moves)
- --------------------------------------
- • Neutral Air
- - Hitbox Active: 4-5, 7-8, 10-11, 13-14, 16-17, 19-20, 22-23, 25
- - Base Damage: 0.7% (hits 1-7), 4.5% (hit 8)
- - FAF: 55
- - Landing Lag: 14
- - Autocancel: 1-3, 30<
- - On Shield: -12/-11 (-6)
- - BKB: 50, 30, 30, 30, 65 (all FKB), 60 (hit 8)
- - KBG: 100
- - Angle: 48/335/220/140/130° (hits 1-7) 361° (hit 8)
- - Pit's fastest aerial with OoS frame 7, making it excellent for punishing unsafe moves
- - Useful for starting and/or extending combos
- - Good for edge guarding
- - Can be -6 on shield from short hop by fastfalling between the 7th and 8th hit
- • Forward Air
- - Hitbox Active: 11-12, 14-15, 18-19
- - Base Damage: 2.5%, 2.5%, 6%
- - FAF: 47
- - Landing Lag: 12
- - Autocancel: 28<
- - On Shield: -10/-9
- - BKB: 20
- - KGB: 48, 48, 147
- - Angle: 367°, 367°, 361°
- - Useful for spacing
- - Dragdown confirms into dsmash at high % (lower % follow-ups are inconsistent)
- - Note: the hitbox does not match the move's visual
- • Back Air
- - Hitbox Active: 10-12
- - Base Damage: 12/8%
- - FAF: 41
- - Landing Lag: 8
- - Autocancel: 28<
- - On Shield: -4/-5 (short hop), -3/-4 (full hop)
- - BKB: 30
- - KBG: 105/96
- - Angle: 43/66°
- - Best aerial for shield pressure
- - Safe on block
- - Strong kill move
- - Covers ledge options well
- • Up Air
- - Hitbox Active: 10-11, 13-14, 16-17, 19-20, 22-23
- - Base Damage: 1.5% (hits 1-4), 5% (hit 5)
- - FAF: 41
- - Landing Lag: 14
- - Autocancel: 1-4, 35<
- - On Shield: -12/-11
- - BKB: 80, 20, 60, 60 (all FKB), 50 (hit 5)
- - KBG: 100 (hits 1-4), 143 (hit 5)
- - Angle: 90°, 270°, 165°, 165°, 80°
- - Good for pressuring opponents on platforms and shield poking
- - 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.
- - 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.
- • Down Air
- - Hitbox Active: 10/11-12
- - Base Damage: 10%
- - FAF: 37
- - Landing Lag: 12
- - Autocancel: 1-6, 36<
- - On Shield: -8
- - BKB: 10/40, 50/40
- - KBG: 80
- - Angle: 270/60°, 80/70°
- - Large disjoint, covers horizontal space well
- - Sourspot is a good combo extender
- - Sweetspot (meteor) is good for edge guarding
- - Sweetspot against grounded opponents leads to various confirms depending on %
- - Note: On grounded opponents, the sweetspot is unsafe on hit at low %
- (Special Moves)
- --------------------------------------
- • Palutena Bow
- - Hitbox Active: 16-60 (sideways), 17-61 (upwards)
- - Base Damage: 3.2% - 8.6%
- - FAF: 47-107
- - On Shield: -24 to -20
- - BKB: 4
- - KBG: 88
- - Angle: 60°
- - Very flexible arrows
- - Can be angled 4° per frame
- - Note: FAF reduced by 3 in the air.
- • Silver Bow
- - Hitbox Active: 16-55 (sideways), 17-56 (upwards)
- - Base Damage: 5.5% - 14%
- - FAF: 47-107
- - On Shield: -22 to -16
- - BKB: 4
- - KBG: 88
- - Angle: 45°
- - Faster, stronger, and travels slightly further than Palutena Bow at the cost of flexibility
- - Causes tumble at high %
- - Can be angled 0.6° per frame
- - Note: FAF reduced by 3 in the air
- • Upperdash Arm (Grounded)
- - Hitbox Active: 16-35 (Inert Detector), 2-4 (hit)
- - Base Damage: 11%
- - FAF: 80 (missed), 50 (hit)
- - On Shield: -36
- - Super Armor: 11-26 or until swing
- - BKB: 100
- - KBG: 72
- - Angle: 80°
- - Kills at high % off the top
- - Very high endlag
- - Deflects items/projectiles at an angle
- - Super armor can punish otherwise-safe moves
- - Note: Armor disappears on activation, so the move is inconsistent in some situations
- • Upperdash Arm (Air)
- - Hitbox Active: 19-35 (Inert Detector), 2-5 (hit)
- - Base Damage: 9%
- - FAF: 105 (missed), 52 (hit)
- - On Shield: -40
- - Super Armor: 11-26 or until swing
- - BKB: 90
- - KBG: 72
- - Angle: 80°
- - Noticeably weaker for killing than grounded counterpart
- - Deflects items/projectiles
- - Allows for limited movement after hitting shield, but endlag is still very high
- • Electroshock Arm
- - Hitbox Active: 16-35 (Inert Detector), 2-4 (hit)
- - Base Damage: 12%
- - FAF: 80 (missed), 50 (hit)
- - On Shield: -35
- - Super Armor: 11-26 or until swing
- - BKB: 99
- - KBG: 67
- - Angle: 40°
- - Horizontal angle allows for earlier kills at ledge but less consistency compared to Upperdash Arm
- - Deflects items/projectiles
- • Electroshock Arm (Air)
- - Hitbox Active: 19-35 (Inert Detector), 2-5 (hit)
- - Base Damage: 9.5%
- - FAF: 105 (missed), 52 (hit)
- - On Shield: -40
- - Super Armor: 11-26 or until swing
- - BKB: 90
- - KBG: 58
- - Angle: 40°
- - Notably weaker for killing than grounded counterpart
- - Deflects items/projectiles
- - Allows for limited movement after hitting shield, but endlag is still very high
- • Power of Flight
- - Landing Lag: 40
- - Intangibility: 9-19 (Ground), 15-19 (Air)
- - Linear recovery with no hitbox
- - Can grab ledges starting on frame 24
- - Will ride walls if used at an angle, allowing for timing mixups
- - Note: Pit's special fall drift and special fall landing lag are very poor, so recovering high is often extremely punishable
- • Guardian Orbitars
- - Reflects/Blocks: 7
- - FAF: 40-125
- - Minimum time: 15
- - Release: 19
- - Health: 15%
- - Useful for blocking attacks while landing, but does not protect from directly underneath Pit
- - As opposed to Upperdash/Electroshock, Orbitars reflect items/projectiles
- - Windboxes next to Pit's arms can gimp some characters
- - Pit's advantage = total active frames of Attacking Move - last active frame of Attacking Move - 19
- (Grabs and Throws)
- --------------------------------------
- • Standing Grab
- - Hitbox Active: 6-7
- - FAF: 35
- - Fast, but small range
- • Pummel
- - Hitbox Active: 1
- - Base Damage: 1.3%
- - FAF: 19
- - Use to de-stale moves
- • Dash Grab
- - Hitbox Active: 9-10
- - FAF: 43
- - Slower but improved range
- • Pivot Grab:
- - Hitbox Active: 10-11
- - FAF: 38
- - Has more range than standing or dash grabs
- • Forward Throw
- - Hitbox Active: 12-13 (collateral hitbox), 14 (throw)
- - Base Damage: 6% (collateral hitbox), 4% (throw)
- - FAF: 28
- - Invincibility: 1-14
- - BKB: 50
- - KBG: 150
- - Angle: 45°
- - Pit's kill throw
- - Great option for punishing shielding habits
- - Good collateral hitbox
- • Back Throw
- - Hitbox Active: 29 (throw)
- - Base Damage: 8%
- - FAF: 39
- - Invincibility: 1-29
- - BKB: -
- - KBG: 60
- - Angle: 45°
- - Can be used at 0% for a dash attack/arrow mixup
- - Can be useful at ledge to get opponents off stage
- • Up Throw
- - Hitbox Active: 13-14 (collateral hitbox), 15 (throw)
- - Base Damage: 4% (collateral hitbox), 7% (throw)
- - FAF: 38
- - Invincibility: 1-15
- - BKB: 70
- - KBG: 72
- - Angle: 90°
- - Can kill at extremely high percents when not in position for forward throw or on platforms
- • Down Throw
- - Hitbox Active: 13-14 (collateral hitbox), 16 (throw)
- - Base Damage: 2% (collateral hitbox), 4% (throw)
- - FAF: 32
- - Invincibility: 1-16
- - BKB: 80
- - KBG: 60
- - Angle: 70°
- - Versatile combo throw - check docs for details on followups
Add Comment
Please, Sign In to add comment