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Admiral Pit's Pit Move Guide (Will be updated soon)

Admiral Pit

Smash Hero
Joined
Feb 20, 2008
Messages
8,722
Location
Skyworld
NNID
GoldAngelPit
3DS FC
0903-2895-3694
I'm aware that many new Pits are coming around, and many of them ask me or others for a bit of help on moves and all, so this Guide-in-progress is here to help some of the Pits out.
Currently, this guide shows the description of Pit's moves, and how they could be used.
Taunts included.
For the lulz, I also tell how Pit performs his moves.

IMPORTANT: http://www.smashboards.com/showthread.php?t=181610
This is the link to the ULTIMATE Pit Guide, created by Corruptfate and kupo. Be sure to stop by for even more information. It also has links to other guides and video demonstrations, such as Pit ATs. I highly recommend bascially each and every Pit to view this.

Cyan text is how Pit performs his move.
Red Text is a decription of the move and how the move can be used. Some are obvious.


STANDARD ATTACKS
Jab combo: 3-hits, 3-3-5 damage. Total combo does 11% damage.
Pit does a slash attack with his right blade, then does a horizontal slash with his left blade, and then Pit does an almost vertical slash with his right blade.

This is Pit's standard attack. This can be used to knock the opponent away like many other jab attacks can. The 2nd hit could pull the opponent towards Pit, and you could jab cancel to grab an opponent quickly. Rogue Pit knows more about this since he does it on me. Same goes for EternalPhoenixFire.

Rapid jab attack (Hold A when performed): 1% damage per hit
After the second hit, Pit uses his right hand to spin his Bow clockwise from his view in front of him. He can continously do damage this way.

Use this to pressure your opponent's shield with multiple hits. The Hitbox can also hit opponents behind Pit, but they must be really close to him. The move slightly pulls the opponent towards Pit without DI and will knock them back if they are close enough. This can also be used to punish roll spammers. Works really well against larger characters.

F-tilt: 12% damage
Pit puts his Bow behind him, then detaches it quickly and does a reaching cross slash in front of him.

This move has a laggy startup time, but it does have some good reach compared to many of Pit's other moves. It is punishable if shielded and could mostly likely get you shieldgrabbed.

D-tilt: 11% damage
Pit uses his right arm and does a slash at the opponent's feet.

This move can be used to launch the opponent into the air, and can be followed by other moves, such as the U-air.

This move can Spike, but the opponent must be very close to Pit at his feet when Pit is crouching, as well as being airborne. The spike can KO a Pit at about 30%+ damage at Final Destination before he could recover, though he'll probably be instantly KOed if he decides to use Up-B. It automatically KOs those with poor vertical recovery, such as Bowser.
There are some characters that can be spiked while at the ledge. Thankfully, Pit isnt one of them ^_^



U-tilt: 3% damage from the Bow, 6% damage from his first kick, 7% damage from his 2nd kick. Total damage is 16%.
Pit quickly puts one end of his Bow on the ground, then pulls himself up to do a double kick upwards, left kick first, then right kick.

Does pretty good damage, for a tilt. It's a nice attack to rack up some damage without having to degrade your kill moves. It doesn't have much horizontal range.
When Pit is performing this move, he is above the ground, and could avoid some low sweeper moves, such as Pit's D-tilt.


F-smash: 7% on the first slash, 12% on the 2nd slash when the Bow is formed. 19% total damage.
When fully charged: 9% on the first slash, 17% on the 2nd slash when the Bow is formed. 26% total damage.
Pit slashes with his right blade, quickly reunites his blades together, then slashes again using the left side of the Bow.

One of Pit's Kill moves. It's double hit could mess an opponent up who expects a 1-hit attack. This move could be punished. Even in between hits, a quick player can shieldgrab you. The 2nd hit has the knockback.

D-smash: 13% on first hit, 10% on 2nd hit. 23% total damage.
When fully charged: 18% on first hit, 14% on 2nd hit. 32% total damage.
Pit does a low slash with his right blade in front of him, then quickly does a low stab behind him with his left blade.

An average attack. At low percentages it has a chance of tripping the opponent. This could probably be a kill move if it isnt degraded. It's probably Pit's 4th best KO move, under Sweetspotted B-air, Fsmash and Gl-air.

U-smash: 3-2-8. 13% todal damage.
When fully charged: 4-3-11. 18% total damage
Pit slightly rises up above the ground and slashes upwards with his right blade, slashes with his left blade, then slashes again with his right blade as he spins around once.

This move does lack some horizontal range, but gots a bit more vertical range. The first 2 hits pull the opponent down to Pit, while the third hit will knock the opponent upwards.
Pit DOES have a sliding Usmash, and is probably the easiest to do. Simply dash and point the control stick diagonally upwards. Apparently his sliding distance varies, though it is said that his leg movement and placement has something to do with it. We will check it out later. Maximum sliding range is about the size of the middle diamond of Final Destination.



Dash Attack: 12% damage
Pit slightly leaps forward and does a quick slash.

This move comes out somewhat quickly, but is laggy afterwards. Be careful when using this move. An opponent can simply shield it and grab you as punishment. Others could choose to use an attack on you. The move could probably be an average Kill move if the opponent is close to Pit when this move hits. Remember, the closer the opponent is to you when you hit with this move, the greater the knockback. The tip of the move has less knockback.


AERIAL ATTACKS
N-air: 8 hits. 1% damage for every hit except the last one, 4% damage for the last hit. 11% total damage in 8 hits.
Pit spins his Bow with his right hand to create a 360-degree hitbox.

This move does pretty well at pressuring Shields. Use SH's (Short Hops) to use it efficiently. It works really well against large characters like DK and Bowser. If you land on the ground too early, Pit will have a lot of landing lag afterwards that is very punishable. You must land on the ground after all of the hitboxes are done to avoid the landing lag.
Try an SH N-air and Fastfall while doing so. You can use this move again quite quickly if you are able to cancel the move and avoid landing lag.


F-air: 14% damage,
Pit does a cross slash in front of him.

A common move especially used against larger heavy characters and sometimes for edgeguarding. It's an essential move to Pit since it helps with his great airgame, and it has good range compared to many of Pit's other moves. This can be used against opponents that are trying to recover. A possible WoP (Wall of Pain), or FoP (Fence of Pain) to be somewhat exact can be done against some opponents. For me, I've done it on Ikes, stopping them from recovering.

Go to about 1:50 of the vid to see me F-air chain an Ike (Maybe he could have escaped...)
http://www.youtube.com/watch?v=0DT0zYASLwY

D-air: 12% damage
Pit does a downward slash with his left blade.

This move does have a lot of landing lag, just like the N-air does. It does have a decent range under Pit, but it can be punishable.
Try approaching with an SH D-air or just a D-air, and follow it up with an F-air as you come down.


U-air: 6 hits, 2 damage per hit, 12% total damage.
Pit spins his Bow above him with his right hand.

A nice hitbox that is above Pit. This could be a minor Shield-pressuring move if the opponent is on a platform above you. This is the ideal move on Norfair.
This move is good for ledgecamping, should the opponent be close to the ledge. You could hit them, and sometimes U-air might knock them off the stage. It does have good priority, and is essential to Pit's airgame, especially when Pit has great airgame. It's good for edgeguarding opponents above Pit.


B-air: 15% Sweetspot damage, 7% damage after the sweetspot hitbox. This will not hit if the sweetspot hits, unless you are facing a Boss with multiple hitboxes, like Petey.
Pit uses his feet to kick in front of him, and by using both hands, does a powerful stab behind him with full force.

This is one of Pit's Kill moves, when sweetspotted. The sweetspot is easy to land compared to many other character moves with sweetspots, like Zelda's lightning kicks. After the sweetspot, if you dont hit with it, there is a small 7% hitbox that lasts a little less than half a second. If you want to kill quicker, do not degrade the move.

Glide attack (Gl-air): 12% damage
Pit quickly uses the right side of the bow to do a slash downward that also comes up a bit with his right hand.

This is one of Pit's kill moves, though it launches the opponent upwards. More info on gliding tricks will be coming soon.

B SPECIAL ATTACKS
Palutena's Bow/Light arrows (b):
5% damage, 11% when fully charged. Arrow speed does not change unless you either shrink or grow. Pit's size will not affect the amount of damage the arrow does.
Pit holds his Bow in front of him. Pit pulls his left arm back away from the Bow, then the 2 rings on his left arm move in front of Pit's left hand to form the arrow, and shrinks to hold the arrow in its place. When Pit is about to fire, the 2 rings grow back to normal size, and at the moment he fires, the 2 rings quickly move back on Pit's left arm bracelet

This amazing projectile is very versatile and has a lot of functions. Because Pit lacks melee range compared to many other characters, like Bowser, DK and Marth, you can use your arrows for long range.
Arrows are fast and controllable. You can also loop them and rain them at will. Looping and Raining are considered Arrow Mindgames and such sometimes, but if you have good aim, you could make the arrows come back and hit the opponent when they let down their guard. Look up Arrow Looping and Arrow Rain for more details on the ATs. They are not required.
Use them to hit opponents at long range, or to gimp some opponents. They work well at gimping chars with poor recovery, like Ike and Ganon.
Arrows are better against the larger targets, obviously.
Hint: On certain occasions, Arrow looping could help you hit an opponent that is camping at the ledge. You could hit them from behind without approaching them. However, many good Pits, like Rogue Pit told me, recommend you to master the basics first before getting into arrow looping, or any Pit AT (Advanced Technique).


Angel Ring (Side-b): Continuous hits. 1% damage per hit. (hit occasionally does 2% damage)
Pit magically spins his Bow in front of him with his right hand while the Bow glows.

Continuously press B to make the move last longer.
This move continuously hits the opponent if he gets caught in it. It makes a great edgeguarding move, and is one of Pit's Shield-pressuring moves. It could be used to punish some roll spammers, and of course, it works better on larger targets. This move can also reflect projectiles. However, Pit is very vulnerable from behind. Some long-ranged moves can also penetrate Angel Ring, and could hit Pit directly as well. Pit cannot reflect projectiles that come directly behind him either.

Apparently when Pit stops spinning the bow, the gold glitter represents a wind push. The more damage the opponent has, the more force that Angel Ring's wind push has on the opponent. Thanks to one of the Pit players for pointing this out.


Mirror Shield (Down-b): Pit pulls out his Mirror shield and holds it in his left hand in front of him. Pit will automatically put the shield away after 10 seconds.

This is one of Pit's best moves. It has a lot of functions and uses so let me list some of them.
-It's Pit's 2nd reflector move, obviously.
-It can block melee moves in front of Pit, though not from a complete close distance.
-Some projectiles, like Lucario's Aura Sphere, or Wolf's blaster, when Mirror Shield reflects them, the projectile is sent back at a faster speed than normal. This is something that Angel Ring cannot do.
-When used on the ground, just before the "Ping" sound, Pit has Super armor frames.

-When the Shield glitters, right after the Ping sound, if the opponent hits the Shield with a melee attack, the opponent is reversed, just like Mario's Cape. When you time it correctly, it can be used to Gimp certain recoveries with such hitboxes, like Bowser's, DK's, Ike's, Link's, and yes, even METAKNIGHT IS VULNERABLE to the Mirror Shield. His Up-B, Side-B, and even that annoying Tornado can be reversed by the Mirror Shield when timed correctly.
It works best on DK, Link, and Ike, due to their limited recoveries, and the fact that their recoveries have multiple hitboxes.
Technically, because Pit's Up-B's "Wingpush" is considered a melee attack, the Mirror Shield, when timed correctly, can reverse Pit, but it wont affect his recovery much, so dont use it against a Pit's recovery.
It's best to gimp easily predicted Up-B recoveries that have hitboxes, which includes Link, Ike, DK, Bowser, the space animals, (maybe Metaknight) and Marth. You can reverse Dedede's Up-B when timed right, but his and other recoveries are either risky, or not effective
.

Wings of Icarus (up-b): Pit uses his wings to fly. The wings glow in a beautiful shiny blue. At the beginning of the move, there is a windpush effect that pushes nearby opponents away from Pit. It does no damage.

Simply use the control stick to move Pit where you want to go. Be cautious though. If you are using this move, and if you get hit, OR if you use one of Pit's aerial moves, you cant use Up-B again, and this makes Pit very gimpable, even by a simple Bowser Firebreath.
-You can fastfall quickly after you do it on the ground. It slightly boosts the range of F-air. This is called Winglunging.

-Wingdashing is sort of like mindgames, or messing with your opponent's mind. Do an SH (Short hop), and quickly use Up-B, then D-air. You should have cancelled the D-air and can quickly move around. The Up-B's Wingpush is present upon doing this. Rogue Pit knows more about this than me.

-Divebombing/Winglanding
Think of it as a Wingdash, except you are really high in the air. Simply use D-air when u r just about to hit the ground as if u were trying to Wingdash. This could trick the opponent, but be careful because of the Up-B weakness. You really don't need to do this, but it's good to know about it.

The Up-B's "Wingpush" effect is treated as a melee attack and can set off Marth's, Ike's, and Lucario's Counter moves, and Mirror Shield can "reverse" Pit when timed correctly, though it wont effect his recovery much.


GRAB/THROW ATTACKS
Grab: Pit uses his left hand to grab the opponent. He holds them at about his waist level. It does lack some range.

Grab hit: 2% damage per hit
Pit hits the opponent with his left knee. It is done fairly quick.
Simply use it to rack up damage.

F-throw: 10% damage
Pit does a slash with the right side of his Bow, supposingly at his opponent's head.

This throw helps Pit pretty well, and can allow him to follow up with some other attacks. A dash attack could be a followup starting from 0% damage.
Example: Opponent at about 50 damage. F-throw him and quickly shoot an arrow at him.
Against larger targets like DK, and Bowser, you can quickly dash again and grab quickly for an F-throw chaingrab, capped at about 40% damage. If the opponent DIs well, the effect will be less. The F-throw chaingrab works well on walls and can allow Pit to chaingrab more characters, but does get capped at about 50% damage, depending on the opponent's weight class.


U-throw: 11% damage
Pit quickly rolls about 90 degrees backwards to the position where he is on the floor and pulls his opponent towards him, forcing the opponent to be above Pit's feet, and then Pit uses both feet with strong force to kick his opponent into the air. After kicking the opponent, he quickly jumps back on his feet.

This is Pit's strongest throw, and KOs at about 200% when not degraded. It can be followed up with U-air at low percentages, even though D-throw works better for this.

D-throw: 6% damage
Pit throws his opponent on the floor face down, and slams the opponent's back using his Bow.

A weak throw, but can be followed up with U-tilt or U-air, OR you could wait for the opponent to come down, hopefully he airdodges, and you can grab him again, sort of like mindgames.
Sigh, I remember Rogue Pit doing that to me a lot
.

B-throw: 8% damage
Pit spins in 540-degrees clockwise while using his left arm to hold the opponent. After about spinning 360 degrees, he raises his opponent up a bit (supposingly holding the opponent by the neck), then slams the opponent to the ground head first.

You can follow up with an arrow if the opponent is at about 50-60% damage depending on weight class. It's not good for KOs whatsoever. It's normally used to knock the opponent off the stage.


MISC. ATTACKS (All of these are punishable, just to let you know)
Get up attack (face up): 2 hits. Both hits do 6% damage
Pit does a vertical slash behind him with his right blade, and then a horizontal slash in front of him with his left blade.

Get up attack (face down): 2 hits. Both hits do 6% damage.
Pit gets up to do a horizontal slash in front of him with his right blade, then stabs behind him with his left blade.

Get up attack (after tripping): 2 hits. Both hits do 5% damage
As he gets up, Pit spins his bow behind him, then in front of him.

Get up attack (From the edge): 8% damage
Pit gets up and after using his right hand to rise up, he spins around once and does a horizontal counterclockwise sweep kick with his left leg.
It does have good reach, though easily punishable.

Get up attack (From the edge with 100%+ damage): 10% damage
Pit slowly gets up, raises his right hand and stabs the opponent with his right blade (it can be his right side of his Bow if he is hanging on the ledge with his bow attached).
Has some good reach, though easily punishable.


NOTE: As always, the moves will do less damage when used too much, thus will suffer from the Stale Moves Penalty, and degrading. Knockback decreases a bit as well. So if you use your killing moves too much, they probably wont kill that quickly as they should have.

TAUNTS (For the lulz)
Up taunt: Pit spins both blades, each in one hand, then raises both of them to form an X above him, and says "The fight is on!"

Side taunts: Pit detaches his Bow, slashes with his right blade first, then after slashing the 2nd time using his left blade, he begins saying "You're not ready yet!". He continues by slashing the 3rd time upwards with his right blade, which shines, and finally his 4th and final slash using his left blade to slash in front of him, while the right blade shines, again.
My Favorite taunt.

Down taunt: Pit looks upwards while spreading his arms out. He raises his wings.


OTHER TIPS, and FUN FACTS
Glide Cancel: Simply perform the glide attack before you land. The Glide Attack's hitbox is still present. As soon as Pit touches the ground, you can automatically move.
Pit can also slide on the ground when doing glide cancelling. Try to perform the glide cancel while try to be as parallel to the ground as possible without being completely parallel (You need to land). When you apply the sliding and Glide Cancelling correctly, you could prevent yourself from being Shieldgrabbed from a glide attack.
Example: Glide cancel in front of your opponent, and quickly do a rapid jab.

Pit's U-tilt surprisingly does more damage than his Usmash. If only the U-tilt had the Knockback power of his Usmash... -_-


http://www.allisbrawl.com/group.aspx?id=1686
This is the United Angels Group, led by Rogue Pit. In here we have discussions about Pit and all. The rules are in there.
This is located at Allisbrawl.

D-tilt Spike chart, by and quoted from Rogue Pit

I have done research and compiled a list of the characters that can be spike while on the ledge if Pit's feet is touching them. 59% of them can.

Can Be:-------------------------------------------Cannot Be:
Mario ---------------------------------------------DK
Kirby- Hard to Do, half foot on edge ----------Link
All Space Animals -------------------------------Samus
Zamus--------------------------------------------Fire emblems
G&W ---------------------------------------------Diddy
Luigi ---------------------------------------------Zelda/Shiek
METAKNIGHT ------------------------------------Pit +)
All Pokemon -------------------------------------Snake ='(
Peach --------------------------------------------Yoshi
ICE CLIMBERS---------------------------------- Ganondorf
Dedede ------------------------------------------Sonic
EarthBound kids --------------------------------Toon Link
Bowser ------------------------------------------R.O.B
Wario --------------------------------------------Captain Falcon
Olimar -----------------------------------------------------16

23

This is so epic. Remember your feet must be on the edge.
------------------------------
Thanks again Rogue.

Links to other guides

http://www.smashboards.com/showthread.php?t=181610
The ULTIMATE Pit Guide
Has links to other Pit guides as well as provide information on Pit's moves differently from mine, and shows information on Pit ATs and other stuff. Video demonstrations are included. I highly recommend this one to be viewed by basically any Pit.


This will be updated again soon, so sit tight, angels!
Pit players that have known me, like FzeroX, kupo, Kown, Eternal Phoenix Fire, Sagemoon, Gambit, and Rogue Pit, can correct me if any data is wrong.
Others can contribute if they wish.

I really hope this guide gets a bit of attention (unlike AIB currently), for it took me hours to test the move, write the guide and such. I don't want all of my hard work to go to waste.
 

Coffee™

I need it....
Joined
Aug 2, 2008
Messages
2,205
Location
SFL
This guide doesn't differ that much from the Ultimate Guide aside from description about how each move can be applied. I think it would probably be more beneficial if you made the guide more based on the applications of each move (possibly against each character if you want to make it extensive) as it would be something new to the boards in comparison to information that can already be found in the stickied thread.

Also the color scheme is kinda painful to the eyes. =/
 

Admiral Pit

Smash Hero
Joined
Feb 20, 2008
Messages
8,722
Location
Skyworld
NNID
GoldAngelPit
3DS FC
0903-2895-3694
I will place links to other guides, especially the Ultimate guide, which has links to other guides and all, including some on Pit ATs. May need more feedback..
As for the color, idk what to do with it at this time.
 

FzeroX

Smash Journeyman
Joined
Mar 20, 2007
Messages
305
Location
In your Shadow
ONOZ an AiB inspired guide, run for the hills.

EDIT: meh its okay, I say fix teh blue font hard to read. also as that racist guy said, add some applications to move. like incorperate hte follow-up guide into it
 

Admiral Pit

Smash Hero
Joined
Feb 20, 2008
Messages
8,722
Location
Skyworld
NNID
GoldAngelPit
3DS FC
0903-2895-3694
It's gonna take a while to do the color updates, and give me more details about applications while it takes me like 5-10 mins to change the colors.
And BTW, I made that AIB Pit guide. It's hard to transfer from AIB to SWF.
 
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