Just some thoughts-
So in the most recent update for Super Smash Bros. For Wii U and 3Ds Pit/Dark Pits neutral special has gotten reduced end lag (3 frames). I used to believe that Pit/Dark Pits neutral special was pretty subpar and sometimes unviable in a tournament setting, but would it still be the best option? I mean there are plenty of better moves in their arsenal that would be more sufficient then the arrow. What do you think about the buff?
Let's not underestimate the tournament viability of the arrows here, homie. They are an absolute essential part of Pit's game, both pre and post patch. I've gotten countless tournament stocks from baited fully charged arrow hits, as well as just arrow gimping characters with slow recoveries. Also, the arrows lead to great set ups if you can bait an air dodge from them, and set ups are suuuuper-dope for some stylish kill opportunities (something Pit just excels at in this game).
Honestly, the less endlag just makes it that much better for following up if you miss an arrow and someone gets in too quickly.
On the side special- the upper-dash arm has many qualities to it that make it too hard to really compare to Captain Falcons side special. Mainly it's super-armor and ability to reflects projectiles. It's at heart a mix-up more than something that should ever just be thrown out willy-nilly, and if you catch an opponent with it, it can be a reliable kill option when it isn't stale. It's also a good way to rack up extra damage against people who constantly try catch you right before you grab the ledge. Using this (within reason, anything used too much becomes a bait oppertunity for your opponent) against aggressive edge-guarding can really strike the fear of Palutena in people, and can really help Pit get back to the paltform. Which, due to his not-so-fast airspeed is a really great tool. Saying this move needs to be fixed makes it sound broken, and that's just not the case doods.
I have alot actually...just because boredom
• Arrows and Up Smash have a hitbox that connects.
I just don't feel like I have a problem with either of these things. These are both a huge part of kill set-ups and kill options for Pit, and I haven't ever experienced issues with these moves connecting. Catching someone on a platform after a tech-read, or no tech at all with the upsmash specifically can result in early kills on a lot of tournament-legal maps.
• Make Upperdash/Electroshock faster and stronger.
This move is super powerful enough as is, and is great at catching people who abuse spotdodges. It's other qualities make it's start up completely understandable, moves are much more than their startup and end-lag.
• Reduce lag on pretty much any move that has alot of it.
This isn't very specific, and generally everyone would like to see that. But end-lag is meant to balance moves out more than anything.
• Speed up Up and Side Smashes.
Pit's up-smash hit-frames come first start at 6 frames, which is suuuper fast for any smash. Forward smash starts at about 10 frames (also quite fast for a smash attack) and can kill super early if you catch someone trying to recover high at the ledge.
• Make Pit's sweetspots/tippers ko a but quicker and give it a tad bit more knockback, and just make Dark Pit's tilts do a but
more damage aswell.
Adding tippers to Pit at all was a blessing in this game. His moves already hit so hard, increasing the tipper on him too much would make him undeniably broken. The tipper already makes it possible to kill at a descent percent with his f-tilt, which is nuts.
• Give Power of Flight invincibility frames.
This wouldn't be an awful addition, but I don't think it is really needed. Pit can already recover from so far away, learning to use that recovery safely is just part of playing the character.
• Make Super Armor activated the moment you press the B button, so that nothing can affect it.
Totes mentioned this move, so I'll leave it with my previous statements, haha.
• Make Guardian Orbitars pop up faster and stay longer.
The duration of this move already seems to catch people off guard, because it really does last a whole lot longer than we could ever need it as Pit players. The only reason I would want it to last longer than it already does is to protect me from when I make the mistake of throwing it out from a bad read so I can hide behind the punish that will surely come from patient and high level players.
Also, Placebo-be-damned if that's the case, but I could almost swear this move is coming out faster since the last patch. I use this move very character dependent (so rarely), and I threw it out against a villager using his slingshot to recover from the ledge and it seemed to have come out way quicker than it used too. But I haven't tried to collect the frame date based off of old and new game footage yet, so I can't back that statement up unfortunately!
• Make Dtilt and Down Smash a meteor smash/spike for both Pits
Dooooooooood that would be super broke. If you get the timing right on the D-Tilt, it already will stage spike during the first frame of vulnerability on ledge grabs due to it's hit-boxes extending under the platform.
• Have Pit's arrows move a bit slower, does a bit more damage(2%), and easier to control, while Dark Pit'sarrows move a but
faster, also 2% more damage, and a bit harder to control.
I wouldn't touch Pit's arrows. They are such a great projectile as-is, and they really do rack up some serious extra damage. Dark Pit's arrows definitely don't need any less control then they already have, and I believe they did buff the damage on this last patch.
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• Forward Throw KO'ing at 120% for midweights, 161% for heavyweights, and 99% for lightweights.
F-throw in rage (and honestly without rage) is already a ridiculously good option. Just know the character-match up and rack on the extra damage before risking staling the f-throw. Having a forward throw that kills at a good percent already is another blessing for Pit players.
Brotato, it sound's like you want Pit to be meta-knight brawl-like. Let's not wish ban-debates on this guy haha.
Pit's my jam, so seeing buffs will always be awesome. But he is definitely one of the more underestimated characters in this game. He has incredible ground speed and grab options (a deadly combination), and he hits like a mac-truck. His off stage gimping is incredible because of his arrows and the range on his aerials. Pit has sooo many options that other characters just couldn't dream of with their move-sets. It's what makes him so good all around.
I definitely think that most of the issues I see in any of the character 'what needs buffed' threads are people wanting characters to be tailored to their wishes, rather than people tailoring themselves to the character they want to play.
This of course was all just personal thoughts on what I read, so no offense was meant
Everyone is entitled to their thoughts and opinions, so there is nothing wrong with anything I quoted on this. Again, just wanted to share my thoughts homies!