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The ULTIMATE Pit Guide (A close up of the Pit boards)
Pit
Created By CorruptFate, kupo15, R@vyn and the Pit Boards
Table of contents
Quote:
1: Pit Attack Info
2: General Tips about Attacks
3: Guides
4: Pit Advanced Techniques
5: Links to Good Threads
2: Pit Attack Info
B: Move Data:
Quote:
Key:
Attack: The name of the attack
Range: An attacks relative range according to Short, Mid, or Long. Short being the first arrow on the edge of FD (Mario Jab), Mid being the middle arrow on the edge of FD (Pit's Jab), and Long being the arrow nearest the middle of FD (DeDeDe ftilt).
%: All percentage is approximated. This list gives a fresh maximum and a degradation minimum (%) is total damage if all hits connect.
Knockback: All knockback will be on a fully refreshed attack because all of his attacks have poor knockback when decayed.
Description: A description of what the attack does.
Advanced Techs will not be listed here.
All attacks are assumed to have no DI involved
~~~~~~~~~~~~~~
(A, Tilts attacks)
1a. A>A>A
Range: Mid
% - 3>3>5 to 3>2>2
Knockback: The first two hits have poor knockback, the last has slightly more and will keep them away from you.
Description: Does three swipes one after the next.
1b. A>A>A>A>A>A>A>A...
Range: Mid
% - 3>3>1>1>1>1>1> to 3>2>1>1>1>1>1>
Knockback: Poor. This attack will constantly hit them and can be kept up for as long as you want. The attack actually has reverse knockback which means that it draws them in slightly.
Description: Does two swipes then spins his bow around himself. (When spinning his bow this attack will hit behind him.)
2. Forward Tilt
Range: Mid-Long
% - 12% to 5%
Knockback: Ok Knock back. Sends your target slightly above a strait horizontal line.
Description: He stabs his two swords in front of him.
3. Down Tilt
Range: Short-Mid
% - 11% to 5%
Knockback: Pops them straight up. It can cause your opponents to trip. At low-mid percentages it pops them up enabling combos like up air. If a opponent is holding onto the edge of the stage and your front foot is touching them this becomes a very powerful spike, but is very hard to do. They don't have to be holding on the ledge to spike.
Description: Swings his sword at his targets feet.
4. Up Tilt
Range: Short horizontal but mid vertical
% - (16%) 3>5>8 to (7%) 1>3>3
Knockback: The first hit is when Pit puts his sword on the ground to hold himself up and it is the hardest to hit with, this knocks them up slightly The two hits are when Pit kicks into the air, the last hits sends them up.
Description: Pit holds himself up with his sword and does two kicks up.
5. Dash Attack
Range: Short-mid
% - 12% to 5%
Knockback: Sends them up and away from you.
Description: Pit runs forward and swings his sword at the feet of his target. This move has a lot of lag at the end making it one of Pit's slower moves.
6. Ledge Attack <100%
Range: mid
% - 8% to 2-3%
Knockback: Hits them behind you and off the stage.
Description: Pit kicks out onto the stage and then gets up.
7. Ledge Attack >100%
Range: mid-long
% - 10% to 4-5%
Knockback: Barely sends them anywhere. If you are over 100% it sends them back onto the stage.
Description: Pit stabs his sword onto the stage giving him more range and doesn't make him as open. Then gets up.
8. Get Up Attack
Range: mid
% - 6% to 2%
Knockback: Barely sends them anywhere.
Description: Pit swings his swords as he gets up
(Smash Attacks)
9. Forward Smash
Range: Mid
% - Two hits first hit 7% to 3% second hit 12% to 5% (if the second hit is tippered +1%) Charged first hit 10% to 4% and charged second hit 18% to 8%
Knockback: Sends them flying at a 45 degree angle away from you. One of Pits best kill moves. (Tipper does not seem to add more knockback)
Description: Pit swings his two sword one after the other, this is one of Pits best kill moves. If they are too close when you do this move, they can DI behind you to avoid the second swipe. The opposite is true if they are too far in front of you. The second swipe has all of the knockback
10. Down Smash
Range: Mid-Short
% - In front of Pit 13% to 6% Behind Pit 10% to 5%,Charged in front 19% to 8%, Charged behind 12% to 6%
Knockback: Launches them at a 40 degree angle away from you if hit by the first swipe. The second swipe acts like a Dtilt setting up for an easy Bair. Hits on both sides, so it's great if you're unsure. If your target is inside your character you will get both hits off.
Description: Pit swings one of his swords in front of himself then one behind. Another of Pits good kill moves.
11. Up Smash
Range: Mid vertical
% - Three hits (13%) 3>2>8 to (6%) 1>1>4 Charged (19%) 4>3>12 to (8%) 1>2>5
Knockback: Straight. The first two hits send your target down and can be used as a spike if done right, but are more often used to keep your target there so that they will be hit by the third hit which will send them flying.
Description: Pit swings his swords above his head and slightly lifts off the ground.
(Aerials)
12. Neutral Air
Range: Short
% - 8 hits in all, (11%) 1>1>1>1>1>1>1>4 to (8%) 1>1>1>1>1>1>1>1
Knockback: all the hits but the last have very poor knockback and thats what you what this is a damage racker/approach attack the last his has some ok to good knockback though. The last hit box has the knockback.
Description: Pit spins his bow around himself. This attack is great because it has high priority and acts like blade mail in a way.
13. Forward Air
Range: Mid-long
% - 15% to 5%
Knockback: Hits your target straight away from you. This is great for gimping and killing. It has reverse knockback if the target is really close to Pit. This only works if Fastfalled.
Description: Pits swipes his to swords in front of himself. This is a very fast attack that is good to attack forward and DI back.
14. Down Air
Range: Mid
% - 12% to 5%
Knockback: This attack hits your target straight up so isn't the best for getting kill but good for combos.
Description: When Pit does his dair, he swings one of his swords under himself. This attack is not one to be used to get out of juggling as it has mid-slow start up. there was a legend that it could spike if you hit when both swords connect. but in much testing the swords never touch.
15. Back Air
Range: short-mid (Sweetspot is short)
% - 9% to 3% Ping 15% to 6%
Knockback: When sweetspotted, this becomes Pit's best kill move sending your target slightly up and very much to the side. You can also purposely miss the sweetspot and poke them with the second half. This can be used to recover from the move quicker than the sweetspot which provides a good combo on the ground at higher %. You can also use it to fake out an opponent and it is also easier to hit with.
Again if your target is very close to you when you do this attack it can send them in the opposite direction. This only works with a fastfall.
Description: Pit connects the swords making it like a pole with a dagger at the end. He stabs you with and it hurts. The nonsweetspotted move is a little poke.
16. Up Air
Range: Mid
% - (12%) 2>2>2>2>2>2 to (6%) 1>1>1>1>1>1
Knockback: This is another multi hitting attack where the last hit sends your opponent flying Slightly up and at an angle, to the left or right depending on DI.
Description: Pit spins his bow above his head. This attack has great priority and can stop most attacks that come from above and hit your target back."
17. Glide Attack
Range: Mid
% - 13% to 5%
Knockback: Hits your target up and has great priority.
Description: Swings his sword under and in front of himself to hit his target.[/color]
(Special Attacks)
18. Light Bow/Arrow (B)
Range: It disappears after crossing the kill zones at the sides and never goes away when shot upwards.
% - Uncharged: 5% to 2%|Charged: 11% to 5%
Knockback: This doesn't have much knockback but if your target is at 400% it will kill regardless of DI but we still love it.
Description: Pit shoots an arrow that can be controlled by Pit when he is still moving or dead.
19. Angel Ring (Side B)
Range: Long
% - (How ever much you want/can get off in 10sec) 2% to 1%
Knockback: This move doesn't have knockback but Can get damage off nicely because hit sends out several hit boxes.
Description: When used on the ground Pit dashes forward then spins his swords in front of himself to rack up damage. This attack can also reflect projectiles but shouldn't be your reflector of choice. Also has a wind push effect as the attack ends. Can be held out for 10 seconds.
20. Mirror Shield (Down B)
Range: Short
% - No damage it self but deals seems to deal +1 damage to reflected projectile damage
Knockback: Has no knock back itself it the reflected projectiles knockback.
Description: Pit pulls out his mirror shield to reflect projectiles or turn melee attacks around. This attack has super armor on the pullout of the shield. It can turn melee attackers around if they hit right as the shield is pulled out, is great for gimping recoveries such as Fox's up or over B's. Can be held out for 10 seconds.
21. Wings of Icarus (WoI) (Up B)
Range: 5 seconds of free ranged flight. 3 seconds if used again without a slight break
Knockback: Doesn't have true knockback, but right as the attack is started there is a wind push effect as WoI is started. The wind push is great for messing with your opponent or for canceling any move or projectile in the game. It is not a recommended form of shield.
Description: Pit can fly freely around the stage but if hit can not use his jumps or another WoI until he lands. If this attack is not canceled with an attack Pit goes into free fall.
(Throws)
22. Grab attack
Range: Grab
% - 2% to 1%
Knockback: None to speak of, but great for clearing your move degradation.
Description: Pit knees the person he is holding to deal more damage.
23. Forward Throw
Range: Grab
% - 10% to 4%
Knockback: Does good knockback and can even kill off to the side of the screen at high percents at either side of the stage.
Description: Slashes opponents to send them flying.
24. Back Throw
Range: Grab
% - 8% to 3%
Knockback: Throws them straight back
Description: Twirls around with the enemy in tow and launches him backward doing.
25. Down Throw
Range: Grab
% - 6% to 3%
Knockback: Sends them straight up after hitting the ground.
Description: Slams opponent on the ground causing them to bounce up. It is great for combos at low %.
26. Up Throw
Range: Grab
% - 11% to 5%
Knockback: sends the opponent up and is the strongest of Pits grabs.
Description: Does a handstand and kicks opponent with both feet causing, them to fly into the air where you can shoot an arrow up at them.
3: General tips about attacks
Quote:
A: Arrow Usage:
Quote:
When people first start playing Pit most of the time they stay on one side of the stage and spam their Arrows. This obviously isn't the best thing to do against players with practice as everyone knows you can do several things to avoid a projectile such as roll, powershield, reflect, shield, sidestep, air dodge and the list goes on.
Relying completely only on Pit's Arrows will make you very predictable and easy to beat, however, you still want to use your arrows from time to time to pressure on your opponent while making it hard for them to close the gap. One thing that you should find useful is to hit your opponent with an Arrow after they have a significant distance, or to aid you in gimping a recovery.
An Arrow Loop also is great for mind games and will keep your opponent guessing. This will keep them on their toes making it easier for you to punish a poor air dodge (or even if they do airdodge) you can still get them with your swords.
B: Reflectors:
Quote:
Both of Pit's reflectors are somewhat slow on startup so they may not always be the best option in terms of preventing projectiles but each has their specific uses. Mirror Shield is ideal for the more generic things like lasers, missiles, arrows, ect. It is also slightly faster and has super armor frames when used on the ground. Because of the super armor, even if you get hit pulling out the shield it wont stop you so if they are spamming you can still get it out.
The AR (Angel Ring) is generally considered more of an approach then a reflector. It pushes you forward then proceeds to pull out the swords/reflector. Because of this, it closes the gap with you and the projectile faster and if spaced incorrectly will result in you getting hit by the same projectile you were trying to reflect. AR is more useful for reflecting projectiles which are initiated and remain close to the opponents body such as Snake's Mortar or Pikachu's Thunder. The AR will hold him in place and reflect the attack against the opponent.
C: Starting the Fight:
Quote:
The most common way a Pit will start the fight is with an arrow. This isn't a truly bad way to start a fight, just the most predictable. Arrows are fast and keep you at a safe distance. They also force your opponent to approach you and give you control over where they come from and what attacks they might try. It will also let you know what kind of opponent you are fighting against: defensive, offensive, patient, or eager. The main problem people see with starting a fight with arrow is that most people will see that coming and if they have a reflector they'll just throw that out, an easy way to stop this is to angle the arrow down slightly so that if they do reflect it it will not come back at you but instead it will go upwards.
The next two seem equally as common as the other and are both decent ways to approach. The first being SH Nair, a high priority attack that is especially effective against larger opponents and the second being SH Fair which has good reach and makes excellent use of Pits disjointed hit box.
D: Ledge Game:
Quote:
Pit loves the edge more then you love cheese cake. When you are holding onto the edge there are so many things you can do it'll make your arrows spin. If your opponent is on the other side of the stage or even mid way just hit away from the stage, jump and proceed to launch a volley of arrows. This will keep them away and help you rack up damage. Ledgehopped Uairs, Fairs and Nairs are also options, especially if the opponent is closer to you and in conjuntion with you arrows an really help to pile on the damage.
Pit can also ledge hop a Bair if you opponent is at a higher percentage as this can kill them or at least hit them far enough so you can get back onto the stage. If they are tossing items at or items weapons at you just hit down then quickly do your Up B this will cause the wind pushing effect keep the item back or at least change its trajectory to avoid it hitting Pit.
Also of note, tether recoverers like ZZS/Samus etc... can be intercepted with a weak Bair by using the move between the ledge and their tether, then fastfalling. This move stays out for a long time which is why it is going to be you optimal choice here.
While these ATs are important towards advancing your game, you should be familiar with Pit's basics first before attempting to incorporate these ATs into your gameplay.
typo on arrow looping also link it to your arrow loop thread. you also don't have a link on WoI facts. And put those other treads links in I provided the attack degradation, and the other 1.
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Last edited by CorruptFate; 07-10-2008 at 02:39 AM.
General grammar issues here and there. I'm no Pit player, but I support the addition of more character specific guides. I can help with that aspect if you like.
When Pit trips, he does get up, and spins his Bow behind him first, then in front of him. Both hits do 5% damage each, minor horizontal Knockback, less than Pit's getting up attack.
For his Fsmash, he slashes with the sword in the right hand first, quickly reunites the blades to form the Bow, and slashes the opponent with the other side of the Bow. I love the way he does that ^^
And I thought the arrows was known as Palutena's Arrow.
Note that the Mirror Shield, while reflecting certain projectiles, can send them back at a faster speed (like Lucario's sphere, Samus's Charged shot, Samus' green missile, Wolf's Blaster), while the angel ring cant.
I'll probably add more info later on when I got time.
__________________
"Palutena will guide me from above with her Heavenly Light, and I shall use that light to overcome anything."
Ya the damage was kind of a pain to find out but my little bro (W!ld Ch!ld) helped me learn much about degradation on attacks such as the attack reaches min damage after 9 attacks and when degraded it deals slightly less then half the max damage. Thx for the support.
sorry I forgot to put the mirrior shield speed up in my attack reviews we'll get that changed thx Admiral Bowser.
Kupo nice job on the vids. The grab attack vid makes me laugh.
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Last edited by CorruptFate; 07-12-2008 at 05:29 PM.
Wow, nice guide! It's really helpful with those flash animations of Pit's attacks. After reading the guide, though, I am more worried about stale-move-negation since the damage rates you showed at lowest were less than half the damage it is when it is fresh...