These are mostly useless, and makes me wonder why the programmers would go through the trouble of including these. Oh well, here they are.
* Pit's up smash takes him VERY slightly off the ground, just enough to avoid Ike's down tilt.
* His up tilt is actually 3 hits. The first is when he puts his blade into the ground, and then two kicks. To get the blade hit, they either have to be laying on the ground, or at extremely close range.
Another thing about his up tilt is that Pit is lifted very high off the ground during it. It's enough to avoid green shells, the Ice climbers ice shot, and most down attacks.
* When using the Icarus Wings, the startup will actually push characters and items away a little with a wind effect.
* The ending of the Angel Ring pushes characters that are just out of range with wind. What's interesting though is that this push effect gets stronger with the higher the damage of the opponent. Credit: Seraphi-Kid
* The startup of the Icarus wings when used on the ground has an attack priority. It's only enough to cancel weak attacks, and it stops your Up-B with no lag.
* When holding out the mirror shield, you can angle it upwards. It's not enough to make any difference.
During the animation of pulling the shield out, Pit has super armor. Credit: Brown Paper Sack
* Pit's arrows can be controlled indefinitely. As long as it's out, it will be influenced by any movement of the control stick. It's possible to do whole circles this way. Multiple arrows can be directed. You can even control your arrows when you're out of lives. Some credit to PwnageLlama
While holding your arrow, the animations of aiming the bow in the opposite or up directions don't count toward the charging time. This means that by repeatedly turning around, you can delay how long it takes to release the arrow. Credit: agag19
* Pit's up smash takes him VERY slightly off the ground, just enough to avoid Ike's down tilt.
* His up tilt is actually 3 hits. The first is when he puts his blade into the ground, and then two kicks. To get the blade hit, they either have to be laying on the ground, or at extremely close range.
Another thing about his up tilt is that Pit is lifted very high off the ground during it. It's enough to avoid green shells, the Ice climbers ice shot, and most down attacks.
* When using the Icarus Wings, the startup will actually push characters and items away a little with a wind effect.
* The ending of the Angel Ring pushes characters that are just out of range with wind. What's interesting though is that this push effect gets stronger with the higher the damage of the opponent. Credit: Seraphi-Kid
* The startup of the Icarus wings when used on the ground has an attack priority. It's only enough to cancel weak attacks, and it stops your Up-B with no lag.
* When holding out the mirror shield, you can angle it upwards. It's not enough to make any difference.
During the animation of pulling the shield out, Pit has super armor. Credit: Brown Paper Sack
* Pit's arrows can be controlled indefinitely. As long as it's out, it will be influenced by any movement of the control stick. It's possible to do whole circles this way. Multiple arrows can be directed. You can even control your arrows when you're out of lives. Some credit to PwnageLlama
While holding your arrow, the animations of aiming the bow in the opposite or up directions don't count toward the charging time. This means that by repeatedly turning around, you can delay how long it takes to release the arrow. Credit: agag19