Fantendo - Game Ideas & More
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Pit is the Mascot/Protagonist of the Kid Icarus series of games, and a Default/Starter Character in Super Smash Bros. Obliteration. He is a Young Angel Boy and Soldier and the most loyal warrior to Lady Palutena, who is the guardian of Skyworld. In Kid Icarus Pit begins as a young Angel Boy who is trapped inside the bowels of the dreaded Underworld. He is then entrusted a bow from Palutena who has been imprisoned, to aid him in his quest to defeat the evil goddess Medusa and Save Angel Land in the process. Pit Travels through Underworld, Overworld and Skyworld to collect the treasures and help put an end to Medusa's scheme once and for all. Twenty Five years later Medusa  is revived plots her revenge, Palutena responds this time by granting Pit the Power Of Flight to aid him in his quest. Pit Defeats Medusa and later the new god of the Underworld Hades, who is shown to be the true cause of all problems within Angel Land. Charming, Brave, Deadly and Heroic, Pit is ready to use his bow and the Power of Flight to shoot his way to the top among the Mountain of Smashers. Equipped with a moveset based around Swipe/Bow - Shots/Attacks, Punches, Kicks, and the Power Of Flight, Pit is ready to soar at greater heights than an eagle, in a true fight to take place for the ages.


Attacks[]

Type Name Damage Description
Neutral (2% = hits 1-2, 5% = hit 3, 1% = loop, 2% = last, 12% = total). A reverse gripped downward slash, followed by a reverse gripped inward slash, followed by an upward slash. If button mashed, Pit will spin the Palutena Bow instead, which hits multiple times before finishing with a lunging outward slash. It can also be jab canceled into a

dash grab.

Forward Tilt (7% = base), 10% = tip). A scissoring slash. It has a sweetspot at its tip, which is strong enough to KO middleweights at 142% while near the edge. Even though its base has the same knockback values, its lower damage output makes it significantly weaker, to the point that it KOs middleweights at 189% while near the edge.
Up Tilt (2% = hit 1), 3% = hit 2, 5% = hit 3, 10% = total). A backflip kick followed by a stretch kick. A fairly useful anti-air attack, it can also combo into a neutral or up aerial at low percentages depending on the opponent's DI.
Down Tilt (7%) A kneeling swipe. It is relatively quick overall, which allows it to combo into a dash attack against middleweights and heavyweights until around 50%. It also as a relatively high chance of tripping the opponent
Forward Smash (5% = hit 1, 10% = hit 2, 15% = total). A reverse gripped inward slash with one blade, followed by quickly reassembling the Palutena Bow and performing an outward slash with the Palutena Bow. The first hit launches at 0°, which allows it to connect reliably into the second hit, which has very high knockback growth. It KOs middleweights at 115% while near the edge and is one of Pit's most viable KO'ing options.
Up Smash (3% = hit 1, 2% = hit 2, 8% = hit 3, 13% = total). Jumps to perform three upward slashes, similarly to Link's up smash. It is a useful anti-air attack and is strong enough to KO middleweights at 131%. However, it has very minimal horizontal range despite its appearance, as it is unable to hit behind Pit and is only able to lead opponents into the attack if they are at point-blank range,
Down Smash (12% = base, 10% = tip). A downward angled reverse gripped thrust with one blade in front of himself, followed by a downward angled reverse gripped thrust behind himself with the other blade. It has very minimal start-up for a smash attack, making it very useful for punishing rolls. Both hits have equal knockback scaling, but the front hit has higher base knockback. Despite this, the front hit's base KOs at 166% while near the edge, due to launching the opponent at 55°. Conversely, the back hit's base KOs at 135% while near the edge, due to being a semi-spike.



Aerial Attacks[]

Type Name Damage Description
Neutral (0.7% = hits 1-7, 4% = hit 8, 7.7% = total). A buzzsaw-like series of slashes in front of himself. It hits multiple times, with its last hit having high knockback scaling, though it has a smaller hitbox behind Pit that connects less reliably. Even though its last hit has very high knockback scaling, it is best suited for edgeguarding or approaching, due to its last hit's low damage output. However, is also a useful combo starter when short hopped due to its ability to autocancel, and has the ability to nullify weak projectiles.
Forward (1.5% = hits 1-2, 5% = hit 3, 8% = total). Forward = Lunges forward to perform a buzzsaw-like series of slashes. It hits multiple times, with its last hit having the second highest knockback scaling out of his entire moveset. Despite this, it is best suited for edgeguarding, spacing or approaching, due to its last hit's low damage output. It can also autocancel, but has a very short duration and minimal vertical range.
Back (8% = base, 12% = tip). A double reverse gripped thrust. It is Pit's longest ranged aerial and can autocancel, which makes it a fairly useful spacing option, especially when used as part of a reverse aerial rush. However, it has noticeable landing lag and a very small hitbox, which can make it difficult to land it sweetspot, especially on small opponents. It is Pit's most reliable aerial in regard to KOing on-stage opponents, as its tip KOs middleweights at 148% while near the edge. While its base is largely ineffective, it nonetheless has very minimal follow-up potential at certain percentages.
Up (2% = hits 1-5, 10% = total). An overhead, buzzsaw-like series of slashes. It hits multiple times, with its last hit launching at 68° and having the highest knockback scaling out of his entire moveset. These traits make it a useful juggling option. Even though it KOs middleweights beginning at 153% while near the upper blast line, it only does so if all of hits connect, due to its last hit's very low damage output. It can also autocancel.
Down (10%) A downward arcing reverse gripped slash with one blade. Its sweetspot is a meteor smash that is active on start-up, while its fairly large range allows it to function as an approach option. However, it has noticeable landing lag and even though it can autocancel near its final frames, it cannot do so with a short hop,


Other Attacks[]

Type Name Damage Description
Floor Attack (Front) (7%) Spins Palutena's Bow In Both Forward/Back Directions While Getting Up.
Floor Attack (Back) (6%) Same As Front Attack, Just With Less Power.
Floor Attack (Trip) (7%) Spins Palutena's Bow In Both Forward/Back Directions, Near The Ground.
Ledge Attack (8%) Performs A Reverse Roundhouse Kick, While Getting Up.
Dash Attack (10% = clean, 8% = late). A spinning inward slash. It has low knockback scaling and launches at 60°, which allow it to combo into a dashing up smash, a forward aerial and an up aerial from 0% up to medium percentages. However, it has moderate ending lag, making it punishable on shield.



Grabs/Throws[]

Type Name Damage Description
Grab (N/A) Grabs AN Opponent.
Pummel (2%) A Knee Strike, A Fairly Quick Pummel.
Forward (6% = hit 1, 4% = throw, 10% = total). An upward slash. It has the highest knockback scaling out of his throws, which enables it to begin KOing middleweights at 173% while near the edge.
Back (5% = hit 1, 3% = hit 3, 8% = total) Spins around with the opponent in tow in order to perform a one-handed body slam. At low percentages, it can combo into a dash attack, but has very minimal utility outside of this combo and dealing damage.
Up (8% = hit 1, 3% = throw, 11% = total). A handstand kick, similar to Sheik's up throw. Pit's most damaging throw, it can also combo into an up aerial at low percentages if the opponent does not react properly. However, it has very minimal utility outside of this combo and dealing damage.
Down (4% = hit 1, 2% = throw, 6% = total). Down = Pins the opponent to the ground before slashing their back. Pit's best combo starter, as it can lead into a neutral, forward and up aerial at low to medium percentages, or a dashing up smash at low percentages.


Taunts[]

Up taunt: Separates the Palutena Bow and crouches down, then spins its blades in either hand before standing up and crossing them over his head, saying "Come on!" (勝負だ!, Let's battle!)


Side taunt: Separates the Palutena Bow and then slashes with its blades before striking a pose, saying "That all you got?" (まだまだ!, Not just yet!)


Down taunt: Holds the Palutena Bow/its blades in one hand/each hand and spreads out his arms and wings, as a few feathers are loosed from his wings.


Special Moves[]

Type Name Damage Description
Neutral Special Palutena Bow (Uncharged = 3% Half-Charged = 6%, Fully Charged = 12%). Shoots a bluish white, ethereal arrow from his Palutena Bow. The arrow can be curved in any direction, while the Palutena Bow and can be aimed left, right, or directly upward while charging.
Side Special Upperdash Arm (11%= grounded, 9% = aerial) Wields the Upperdash Arm to perform a dashing uppercut. It has high base knockback, grants super armor during the dash, and reflects projectiles at roughly 45°. However, its low knockback scaling results in it KOing middleweights at 153% while near the edge, while its aerial version KOs middleweights at 179% due to dealing slightly less damage and base knockback. Additionally, it is a laggy attack overall, especially if it fails to hit anyone or anything.
Up Special Power Of Flight (Varies) Soars into the air by using the Power of Flight. It covers a significant amount of distance and the flight's direction can be angled in

any way except downward, making it capable of being a vertical and nearly horizontal recovery option. It also grants intangibility on frames 9-19.

Down Special Guardian Orbiters (1.5% = reflected projectiles) Wields the Guardian Orbitars, which create twin energy shields that protect his left and right sides. These shields reflect projectiles with 50% more power and 70% more speed than they originally had. They also block melee attacks, but will break if they block an attack that deals at least 50%. Upon breaking, they require 10 seconds to regenerate. They also push back opponents who are near Pit when he wields them, making them capable of edgeguarding. However, Pit is vulnerable to attacks directly above him. They have a minimum duration of 20 frames and a maximum duration of 80 frames.


Final Smash[]

Type Name Damage Description
Final Smash Three Sacred Treasures (2% = arrows/blasts per hit, 12% = charged arrows per hit, 15% = pillars per hit). Wields the Three Sacred Treasures and uses the Arrow of Light to fire a barrage of rapid orange white ethereal arrows, rapid greenish white energy blasts, and charged yellowish white ethereal arrows. After this, a final barrage of bluish white ethereal arrows is fired into the sky, which causes pillars of light to rain down. Deals high knockback overall, but only the charged arrows and light pillars have KO potential.
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