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Tubacabra
Pit
Video of Pit's major changes in Brawl Minus
Changelist
Arrows
Control radius 4 -> 20
Side arrow speed 8 -> 6
Up arrow speed 8 -> 1
The increased control of the arrows allows for you to start or end combos. The side arrow speed has been slightly slowed to allow for extreme control and looping of the arrows. The up arrow is great to interrupt combos that someone is pulling on you.
Angel Ring
Pit's Angel Ring can actually start combos now instead of just being a spammy move. :V With the addition of the ability to cancel Angel Ring with shield, you can either absorb a hit or do a shield grab to start a combo. For a few combos check the combo section.
Wings of Icarus
Pit's wings have been given a sweetspot at its center and its gimping power has been greatly increased. One of the sweetspot's uses is to knock the opponent into the edge of the stage as you are recovering.
Mirror Shield
The Mirror Shield has super armor as soon as the bringing the shield out animation starts. One thing that can be quite dangerous and fun is absorbing a warlock punch with Mirror Shield's super armor. It also reflects all projectiles and attacks as long as the shield is held out.
Killing percentages
Tested on Captain Falcon using no di from the center of Final Destination.
Usmash(uncharged) - 145%
Usmash(fully charged) - 102%
Fsmash(uncharged) - 107%
Fsmash(fully charged) - 70%
Dsmash(uncharged first hit) - 133%
Dsmash(uncharged second hit) - 182%
Dsmash(fully charged first hit) - 93%
Dsmash(fully charged second hit) - 134%
Dash attack(center) - 142%
Dash attack(tip) - 158%
Utilt - 219%
Ftilt - 142%
Dtilt - 340%
Uthrow - 151%
Fthrow - 166%
Bthrow - 236%
Dthrow - 430%
Fair - 161%
Bair - 275%
Bair(sourspot) - 102%
Dair(on grounded person) - 207%
Glair - 114%
Arrow(uncharged) - 470%
Arrow(fully charged) - 156%
WoI(upB) sweetspot(grounded) - 212%
WoI(upB) sweetspot(aerial) - 280%
Combos/Combo starters
jab -> jab2 -> jab3 -> SH -> bair/nair/uair
dtilt -> nair/fair
utilt -> uair/dair
Angel Ring -> shield cancel grab -> anything
Match-Ups
Meta Knight is a big counter for Pit. His aerials and maneuverability somewhat top those of Pit. Pit can easily counter MK if you reflect his attacks often. Don't become too predictable though. Fsmash, ftilt, nair, uair, and fair are the big moves to pull out against MK in order to win.
I know, I suck at descriptions. ;_; I'm good at making lists, though. :V
Video of Pit's major changes in Brawl Minus
Changelist
Code:
Pit
Wings of Icarus = upB
Angel Ring = sideB
Mirror Shield = downB
FSM = Frame Speed Modifier
Major changes
Can do WoI again after being hit
SideB can be cancelled with shield, which can lead to a shield grab
Arrows have tighter control
Side arrows are a bit slower but allows for extreme arrow shenanigans
Up arrows are very slow and are very good for breaking combos
Misc
Heavy Landing has wind that pushes away
Attributes
Nair Landing Lag 30 -> 12
Fair Landing Lag 15 -> 10
Bair Landing Lag 15 -> 13
Uair Landing Lag 30 -> 15
Dair Landing Lag 30 -> 20
Gliding
Glide Start Asynch Timer 5 -> 2.5
Glide Attack dmg 12 -> 15
Neutral Attacks
Jab dmg 3 -> 4
Jab3 Sends opponent backwards, sets up for combo
Rapid Jab OC 2, dmg 1 -> 2
Dash Attack dmg 9 -> A/C -> D/B -> C/B -> C, hitbox 1 dir 50 -> A
Tilts
Ftilt 2x faster until hitboxes are out, dir 169 -> 14
Utilt first hitbox loops 3 times, second hitboxes dmg 6 -> 4, third hatboxes dmg 7 -> 8
Dtilt dir 50 -> 118
Smashes
Fsmash FSM 1.24, Frame 4 FSM 1
Usmash dmg 3 -> 6, dmg 2 -> 7, Second hitboxes, size 5 -> 6.2/5 -> 6.2, Third hitboxes size 4 -> 5/5 -> 6/5 -> 6
Dsmash Hitbox 3 dmg C -> B, second hitboxes dmg A -> B/A -> B/9 -> A/8 -> 9, dir 4B -> 2D/4B -> 10e
Aerials
Nair dmg 1 -> 2, SDIMultiplier 1.4 -> 0.9
Fair dmg E -> D/F -> E, dir 169 -> 14
Bair second hit dmg 7 -> 8
Uair first hit SDIMultiplier 1.3 -> 1.1
Dair Hitbox 1 dmg C -> D, dir 50 -> 118, size 6 -> 6.5
Uair Landing Asynch 2, OC dmg 2
Grabs
Grab size 4 -> 5, X offset 9 -> 13
Running grab size 4, x offset 9 -> 12
Pummel every 15 frames -> 8 frames
Throws
BThrow dir 2D -> 14
FThrow Throw collisions KBG 96 -> 78, dmg 4 -> 8, SOC dmg 6 -> 4
UThrow dir 5A -> 5F, KBG 48 -> 64
DThrow dmg 2 -> 6
Specials
Arrow dir 3C -> 169, control radius 20 -> 4, Side arrow speed 8 -> 6, Up arrow speed 8 -> 1
Angel Ring start has small suction and 0.5 horizontal momentum
Angel Ring Hold has iasa for shield, ShldDmg 0 -> F/5 -> 28, dir 19 -> 16D/46 -> 16D/19 -> 16D/12C -> F, KBG 3E -> 0/28 -> 0/64 -> 0, BKB 0 -> 32/0 -> 32, Hitlag Multiplier 1 -> 0.7, SDIMultiplier 1.5 -> 0.9/1.5 -> 0.8
Angel Ring End ShldDmg 0 -> 32, BKB F -> 0
tl;dr it's pretty cool :P
Grounded Wings of Icarus FSM 1.5, dmg 7, dir 5A, KBG 3E, BKB 64, size 7.5, Trip Rate 25% (this doesn't seem to work at all), Hitlag Multiplier 1.5, SDIMultiplier 1, Wind BKB 0 -> 1E, size 23 -> 34, Trip Rate 50%
Aerial Wings of Icarus same as grounded but sweetspot dmg is 5
Mirror Shield has super armor as soon as animation starts and reflects attacks and projectiles at all times
Arrows
Control radius 4 -> 20
Side arrow speed 8 -> 6
Up arrow speed 8 -> 1
The increased control of the arrows allows for you to start or end combos. The side arrow speed has been slightly slowed to allow for extreme control and looping of the arrows. The up arrow is great to interrupt combos that someone is pulling on you.
Angel Ring
Pit's Angel Ring can actually start combos now instead of just being a spammy move. :V With the addition of the ability to cancel Angel Ring with shield, you can either absorb a hit or do a shield grab to start a combo. For a few combos check the combo section.
Wings of Icarus
Pit's wings have been given a sweetspot at its center and its gimping power has been greatly increased. One of the sweetspot's uses is to knock the opponent into the edge of the stage as you are recovering.
Mirror Shield
The Mirror Shield has super armor as soon as the bringing the shield out animation starts. One thing that can be quite dangerous and fun is absorbing a warlock punch with Mirror Shield's super armor. It also reflects all projectiles and attacks as long as the shield is held out.
Killing percentages
Tested on Captain Falcon using no di from the center of Final Destination.
Usmash(uncharged) - 145%
Usmash(fully charged) - 102%
Fsmash(uncharged) - 107%
Fsmash(fully charged) - 70%
Dsmash(uncharged first hit) - 133%
Dsmash(uncharged second hit) - 182%
Dsmash(fully charged first hit) - 93%
Dsmash(fully charged second hit) - 134%
Dash attack(center) - 142%
Dash attack(tip) - 158%
Utilt - 219%
Ftilt - 142%
Dtilt - 340%
Uthrow - 151%
Fthrow - 166%
Bthrow - 236%
Dthrow - 430%
Fair - 161%
Bair - 275%
Bair(sourspot) - 102%
Dair(on grounded person) - 207%
Glair - 114%
Arrow(uncharged) - 470%
Arrow(fully charged) - 156%
WoI(upB) sweetspot(grounded) - 212%
WoI(upB) sweetspot(aerial) - 280%
Combos/Combo starters
jab -> jab2 -> jab3 -> SH -> bair/nair/uair
dtilt -> nair/fair
utilt -> uair/dair
Angel Ring -> shield cancel grab -> anything
Match-Ups
Meta Knight is a big counter for Pit. His aerials and maneuverability somewhat top those of Pit. Pit can easily counter MK if you reflect his attacks often. Don't become too predictable though. Fsmash, ftilt, nair, uair, and fair are the big moves to pull out against MK in order to win.
I know, I suck at descriptions. ;_; I'm good at making lists, though. :V