You just shouldn't get hit by Usmash in the first place. SDI'ing out of multi hit moves is an idiotic mechanic. You shouldn't be able to just fall out of a move once you got hit lol. Again, the counterplay from getting hit should be DI'ing so you don't die or you avoid further follow-ups, not nullifying its use altogether because you slammed your face on the joystick.
Uair now matches the animation enough for me to be satisfied with it. It's not perfect by a few milimeters, but who actually cares? Much better than before. Utilt is amazing. It's like when your toaster hits everywhere. Bair is an actual move now. Thank God.
How was Pit buffed? I'm unaware.
Basically he's really good now. Arrow is it's own character. Yes, they actually buffed Pits arrows.
Tilts
-Forward Tilt
--Changed Forward Tilt's animation to have a larger vertical sweep. Middle-most hitbox is larger than normal on the first hit frame. Horizontal reach is unchanged.
--IASA 28 -> 31
--Sweetspot BKB 50 -> 45
--Sourspot BKB 50 -> 40
-Up Tilt
--Launching hitbox on the first hit has priority over the juggling hitboxes (properly launches from the ground at 0)
-1st hit:
--Launching hit angle: 95 -> 100
--leg hit: BKB 0 -> 5
-2nd hit:
--KBG 80 -> 100
--IASA increased to 28 from 26.
-Down Tilt
--Sped up by 2 frames. Now hits on frames 9-11, IASA on 30.
Smashes
-Forward Smash (Swing 1)
--Animation, hitboxes, and timings adjusted to better link into Swing 2's strong hitboxes.
--IASA 26 -> 30; Fsmash2 input window unchanged, this increases fsmash cancel by six frames.
--Inner hitboxes 6 dmg -> 9 dmg
--Outer hitboxes 4 dmg -> 7 dmg
-Foward Smash (Swing 2)
--Hitboxes start and end 1 frame later.
--Inner hitboxes 15 dmg -> 12 dmg
--Outer hitboxes 12 dmg -> 10 dmg
-Up Smash
--Linking hit angles: upward: 110 -> 100; downward: 230 -> 260
--SDI 0.4x -> 1x (this was actually in the 3.5 changelog but never implemented for some reason)
--Middle hit now hits downward on both hitboxes instead of just 1
--Final hit body hitbox: size: 3.5 -> 5
-Down Smash
-1st hit:
--Angle 361 -> 75 (matches back hit)
--All hitboxes +10 BKB. Sword (30 -> 40), Shoulder (25 -> 35), Body (18 -> 28).
Aerials
-Neutral Aerial
--Linking hits each last 5 frames instead of 3 to reduce gaps between hits and improve linkage. Hits on frames 4-8, 9-13, 14-18, and 19-21.
--Increased size of linking hits' center hitbox for more consistent hitbox coverage.
--Attached final hitbox to the center of Pit's bow and increased its size a bit to cover most of the graphic effect.
-Back Aerial:
--Redone animation.
--Active 9-25 -> 9-22 (hitbox terminates at the same time as the glowing sword GFX)
-Up Aerial:
--Landlag: 22 -> 20
-Sweetspot
--Angle 70 -> 75
--Center hitbox: BKB (5 -> 15), KBG (110 -> 100).
--Outer hitboxes: DMG (10 -> 11), BKB (5 -> 15), KBG (110 -> 100).
-Sourspot
--Angle 80 -> 75
--All hitboxes homogenized to 8 dmg. Outer (7 -> 8), Inner (9 -> 8).
-Down Aerial:
--Hits are now strongest on the blade for the entire duration, instead of starting off strong at Pit's arm and then switching to the blade halfway through. Arm hitbox takes priorty.
--Sourspot deals 10% damage instead of 8%. KB Compensated.
Throws
-Down Throw:
--Changed so Pit has less opportunities for follow up and higher pecent. bkb (75 -> 65), kbg (45 -> 70)
Grabs
-Standing grab
--Added a small inner grab-box in order to help keep it from missing at point blank.
Specials
-Neutral Special
--Arrow release frame moved up from 19 to 15, the notched arrow hitbox is out a frame earlier.
--Cleaned up the animation and coding such that shooting an arrow straight and shooting an arrow up have similar timings.
-Side Special (Glide)
--Now has a 'glide timer' of 75 frames, has graphics that indicate the time progression, after which he goes into his glide end.
-Up Special
--Fixed up-b's momentum not gaining momentum properly when used out of hitstun.
--Also gave it slightly prettier visuals.
--Now reflects projectiles
-Down Special (Mirror Shield)
--Ending's IASA changed from frame 15 to 5.