Kiligar
Smash Journeyman
- Joined
- Mar 5, 2019
- Messages
- 269
When I say buffs, I mean adjustments. Certain moves literally do not function reliably within Pit’s kit. So here I will list the top ten buffs for Pit, with the first five being fixed that he needs , and the last five being nice but not necessary.
1. Up Smash.
This move was unnecessarily nerfed from smash 4. It’s way too weak now, and fails to kill when you most need it. More knockback please.
2. Side Special
Super armor is unreliable, comes out too late and has activation weakness which means that you lose super armor for a frame after the move connects. It also is too weak in the air and too laggy. Get rid of laggy projectile reflection too, it shouldn’t be there.
3. Forward Tilt
I believe I discovered three properties of the tipper aspect of this move. The sour spot when you’re way too close, the fake tipper, and then the air tipper. I may be wrong, but this move seems to have a lot more kill power on the very very edge than not. Please correct me if I’m wrong. Unfortunately, this move comes out on the same frame as forward smash, and is quite laggy as well. The fake tipper is weak too. Please adjust so it’s reliable in the neutral, right now this move feels jank.
4. Down Air
Sweet spot needs more hit stun on stage. You shouldn’t be punished for landing a sweet spot on stage at low percent. Edit: Pit’s spike is extremely weak. Please make at least as strong as Ivysaur’s.
5. Up Air
Laggy and weak. Either buff kill power or cut a whole lot of lag off.
6. Neutral Air
Palutena’s does 14. Pit’s does 10, and the back hit is hard to land from behind. Still a good move, but gets beaten on the first hit and deals basically no damage when you trade with other aerials. Nair kill power is very lacking, compare to Lucina for example. My fix would be increasing the last hit damage from 4 to 5 or 6 without compensation for knockback.
7. Back Throw
Doesn’t kill Mario till 175 at ledge, basically unusable for a kill and further exemplifies Pit’s struggle to kill. Should kill at 150 with DI I think.
8. Up Throw
Doesn’t kill Mario till 215 mid stage battlefield. Literally unusable, even against Pichu. At least guaranteed kill at 160?
9. Down Tilt
Slightly less lag so combos are more reliable.
10. Down Special
Sick of getting hit in the toes by Samus Charge Beam offstage. If the move has a weakness that big, the 23 frames of end lag should be shaved off to around 15 at least.
What do you guys think of my list?
1. Up Smash.
This move was unnecessarily nerfed from smash 4. It’s way too weak now, and fails to kill when you most need it. More knockback please.
2. Side Special
Super armor is unreliable, comes out too late and has activation weakness which means that you lose super armor for a frame after the move connects. It also is too weak in the air and too laggy. Get rid of laggy projectile reflection too, it shouldn’t be there.
3. Forward Tilt
I believe I discovered three properties of the tipper aspect of this move. The sour spot when you’re way too close, the fake tipper, and then the air tipper. I may be wrong, but this move seems to have a lot more kill power on the very very edge than not. Please correct me if I’m wrong. Unfortunately, this move comes out on the same frame as forward smash, and is quite laggy as well. The fake tipper is weak too. Please adjust so it’s reliable in the neutral, right now this move feels jank.
4. Down Air
Sweet spot needs more hit stun on stage. You shouldn’t be punished for landing a sweet spot on stage at low percent. Edit: Pit’s spike is extremely weak. Please make at least as strong as Ivysaur’s.
5. Up Air
Laggy and weak. Either buff kill power or cut a whole lot of lag off.
6. Neutral Air
Palutena’s does 14. Pit’s does 10, and the back hit is hard to land from behind. Still a good move, but gets beaten on the first hit and deals basically no damage when you trade with other aerials. Nair kill power is very lacking, compare to Lucina for example. My fix would be increasing the last hit damage from 4 to 5 or 6 without compensation for knockback.
7. Back Throw
Doesn’t kill Mario till 175 at ledge, basically unusable for a kill and further exemplifies Pit’s struggle to kill. Should kill at 150 with DI I think.
8. Up Throw
Doesn’t kill Mario till 215 mid stage battlefield. Literally unusable, even against Pichu. At least guaranteed kill at 160?
9. Down Tilt
Slightly less lag so combos are more reliable.
10. Down Special
Sick of getting hit in the toes by Samus Charge Beam offstage. If the move has a weakness that big, the 23 frames of end lag should be shaved off to around 15 at least.
What do you guys think of my list?
Last edited: