Kiligar
Smash Journeyman
- Joined
- Mar 5, 2019
- Messages
- 269
Most people place Pit on tier lists with a smash 4 mindset. They aren’t completely informed on how much better he is than smash 4. I think Pit is a low high tier. He is not a mid tier in any aspect of the word. Here’s a summary from SmashWiki on Pit’s buffs.
”Having been often regarded as a mid-tier character in Smash 4, Pit has been drastically buffed in the transition to Ultimate. Pit's aerial game is significantly improved as a result of the universally decreased landing lag, putting his overall landing lag more in line with the rest of the cast, which makes his aerial attacks safer to use against shields (complemented further by out of shield options being weakened) and strengthens his neutral game as a result. Adding to this, his aerials themselves have been buffed to varying degrees; his neutral, forward and up aerials deal more damage, with the former also connecting more reliably, and his down aerial being easier to meteor smash with, due to its larger meteor hitbox. Pit has also received 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, bolstering Pit's abilities to camp and reflect opposing projectiles.
One of Pit's most importantly buffed areas, however, is his KO ability, previously mediocre due to his lack of safe KO options (especially in comparison to the rest of the cast). In Ultimate, his dash attack, 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 better for edgeguarding due to their slightly higher knockback. 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 outputs and larger amount of combo starters, ultimately granting him a much stronger offensive game.
Overall, Pit is a considerably better character than in Smash 4, as while he has received a few nerfs, they have a comparatively weaker impact on him, to the point of being almost entirely negated by his larger amount of buffs. How he fares compared to the rest of the cast, however, is yet to be seen as he currently has very few tournament results in the early metagame of Ultimate.”
What this page leaves out is a number of indirect buffs as well. The 1.2x multiplier in 1v1 benefits Pit greatly as it helps to alleviate his two biggest issues from smash 4, damage and kill power. The air dodge lag and only having one benefits his arrows extremely, as well as his edgegaurding overall. In a game centered more heavily on edgegaurding and offstage play, his recovery is quite amazing, due to him having several ways to mix it up, the sheer height, speed and angles of Power of Flight are a great asset. That’s in addition to his three offstage jumps, and all his specials. All his other specials serve a purpose in helping him reach the ledge, with arrows harassing opponents preparing to edgegaurd as he closes in, his side Special providing a powerful hitbox that’s great for horizontal recovery with super armor that works sometimes, and his down Special protecting him from edgegaurding without him having to use the singular, laggy air dodge. Due to a faster jumpsquat and stronger aerials, Pit’s combos off of down Throw are more consistent and varied than ever before. Pit is at least low high tier, and not mid tier as uneducated players make him out to be. Here’s an analysis that also summarized it.
”Having been often regarded as a mid-tier character in Smash 4, Pit has been drastically buffed in the transition to Ultimate. Pit's aerial game is significantly improved as a result of the universally decreased landing lag, putting his overall landing lag more in line with the rest of the cast, which makes his aerial attacks safer to use against shields (complemented further by out of shield options being weakened) and strengthens his neutral game as a result. Adding to this, his aerials themselves have been buffed to varying degrees; his neutral, forward and up aerials deal more damage, with the former also connecting more reliably, and his down aerial being easier to meteor smash with, due to its larger meteor hitbox. Pit has also received 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, bolstering Pit's abilities to camp and reflect opposing projectiles.
One of Pit's most importantly buffed areas, however, is his KO ability, previously mediocre due to his lack of safe KO options (especially in comparison to the rest of the cast). In Ultimate, his dash attack, 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 better for edgeguarding due to their slightly higher knockback. 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 outputs and larger amount of combo starters, ultimately granting him a much stronger offensive game.
Overall, Pit is a considerably better character than in Smash 4, as while he has received a few nerfs, they have a comparatively weaker impact on him, to the point of being almost entirely negated by his larger amount of buffs. How he fares compared to the rest of the cast, however, is yet to be seen as he currently has very few tournament results in the early metagame of Ultimate.”
What this page leaves out is a number of indirect buffs as well. The 1.2x multiplier in 1v1 benefits Pit greatly as it helps to alleviate his two biggest issues from smash 4, damage and kill power. The air dodge lag and only having one benefits his arrows extremely, as well as his edgegaurding overall. In a game centered more heavily on edgegaurding and offstage play, his recovery is quite amazing, due to him having several ways to mix it up, the sheer height, speed and angles of Power of Flight are a great asset. That’s in addition to his three offstage jumps, and all his specials. All his other specials serve a purpose in helping him reach the ledge, with arrows harassing opponents preparing to edgegaurd as he closes in, his side Special providing a powerful hitbox that’s great for horizontal recovery with super armor that works sometimes, and his down Special protecting him from edgegaurding without him having to use the singular, laggy air dodge. Due to a faster jumpsquat and stronger aerials, Pit’s combos off of down Throw are more consistent and varied than ever before. Pit is at least low high tier, and not mid tier as uneducated players make him out to be. Here’s an analysis that also summarized it.
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