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Sky Jump: This allows Pit to do a high jump. Pretty basic, but can be used to avoid low sweeping attacks.
Rocket Jump: Same as Sky Jump, except an explosion happens right when Pit jumps, doing damage to nearby opponents.
Jump Glide: Same as Sky Jump, except Pit can glide down slowly. He can still attack while in the air as usual. If Pit is moving fast, the gliding effect also speeds up.
Angelic Missile: Pit bashes enemies head-on to push em away, like a charging missile. Unfortunately, Pit will fall on the floor afterwards and is vulnerable then.
Super Speed: As the name implies, this allows Pit to run really fast for a period of time, but he can't slow down til it ends. If he attacks, he temporarily loses momentum, but will move fast again til the power ends. Pit can damage an opponent if he runs into them, and he won't flinch while the power's active.
Warp: Randomly warps to another area. Can be used even when being attacked. Theoretically speaking, he can use it even while being combo'd.
Idol Transformation: Turns opponents with low health into idols (they're the game's "trophies"). This probably isn't gonna work in this canon situation though.
Mega Laser: A long-ranged laser beam that stays on the field for about 3 seconds, damaging and pushing opponents in the direction the laser is going. The last hit knocks opponents further away. Pit may use this to temporarily limit the opponent's moving space, especially against speedy ones.
Explosive Flame: Creates an explosion that lasts for about 4-5 seconds, likely to lock opponents in unless they have super armor on them. Pit can still attack even when in the flame (which won't harm him).
Black Hole: Pit can pull opponents in with this for about 3 seconds and hold them there as he attacks. Really fast opponents can still escape this. The pull effect gets stronger the higher the level of the power (levels 1 to 4).
Meteor Shower: A powerful attack in which Pit summons meteors from the heavens, hurting anyone that touches em. 8 meteors will appear but only go in a linear direction from where Pit used the move.
Land Mine: It is what it says it is. Pit can lay one of these down which is hard to see (only indicated by a dim flash of red light). The explosion will not hurt the user.
Reflect Barrier: Pit summons a wall of light that deflects projectiles back at opponents. Opponents who physically touch it will be pushed back and take a tiny bit of damage. It lasts for about 4-6 seconds, I can't remember.
Heavenly Light: Surrounds Pit in glowing light that does steady damage to whoever is near him. The light will not flinch the opponent though.
Spite: I'm skipping this one because it would not really work in this canon situation, but for those who want to know, think of it as a suicide explosion, in which damage is determined by the amount of health the user has. The more health he/she had before using it, the more damage nearby enemies take, but kills the user.
Autoreticle: Allows Pit to track the opponent and aim at their location no matter how fast they are as long as he's shooting. This may be good for tracking fast opponenets. Note that projectiles will not home in unless the projectiles themselves have that trait.
Weak-Point Reticle: Same as Autoreticle, except it targets the weak points of the enemy. This may come in handy if Pit wants to know the weak areas of an opponent, and for maximum damage.
Quick Charge: Allows Pit to charge up his shots faster, enabling him to shoot charged shots more frequently. It also increases the volley of shooting before reloading.
Homing Boost: Improves the homing ability of projectile shots. This won't work if the projectile itself has no homing in it. There's actually a chance that if the weapon has amazing homing already (+ Homing Boost+2 or 3), the projectiles will loop around an opponent and come back to hit em if they miss. Weapons that can do this are the following:
-Eyetrack Orbitars, and the charged shots can hit more than once
-Gemini Orbitars. Only the short-ranged Backward charged shot can hit more than once.
-Angel Bow. Backward charged shot can do this. The projectile won't disappear after hitting its target.
-Phosphora Bow. Projectile moves really fast, and hits once.
-Ore Club. Projectile only hits once.
-Babel Club. Slower than the Ore, but can hit multiple times.
-Skyscraper Club. Only hits once.
-Earthmaul Club. Only hits once.
-Atlas Club. Fast, but only hits once.
-Ogre Club. Slow, and hits once, but lasts long.
-Black Club. Same as Ogre Club.
-Halo Club. Only hits once.
-Cursed Palm. Only hits once. Speed increases as time goes on
-Viridi Palm. Hits multiple times.
-Great Reaper Palm. Hits 3 times.
-Preadator. Only the backward charged shot. It cannot be avoided unless out of range, or invincibility frames.
-Doom Cannon. Hits multiple times upon explosion. It explodes when it either hits a target or it reaches max range.
-Drill Arm. Hits multiple times.
If I have to talk about all individual weapons, then it's gonna take me a long time.
Slip Shot: Allows Pit's projectiles to go through solid objects, like walls.
Invisible Shots: Pit's shots will now be invisible temporarily. However, if the shots make sounds, they can still be heard.
Poison/Paralyze/Weaken/Spin/Petrify/Shake/Confuse/Burn/Freeze/Instant Death/Eggplant/Tempura Attack: Depending on which one is being used, Pit's attacks have a chance to inflict a status problem on an enemy as long as his attacks hit them. Here's each of the effects:
-Poison temporarily poisons the opponent, doing steady damage for a bit.
-Paralysis temporarily paralyzes the opponent, making him/her stagger and slow down a bit.
-Weaken temporarily inflicts weakening. The opponent temporarily will have their HP halved.
-Spin temporarily causes spin, making it hard for the opponent to move and aim. Homing ability of attacks are temporarily neutralized.
-Petrify temporarily turns opponents to stone. Armor gets doubled, but at the cost of them being completely immobile.
-Shake temporarily causes shaking, which makes it hard for opponents to aim and their projectiles will lose their homing ability. This won't really do anything against meleers.
-Confusions inflicts confusions, making them move and shoot randomly. Projectile homing is also lost.
-Burn causes burning, which is like poison, except it lasts shorter, but does damage faster.
-Freezing is similar to Petrify, except it freezes the opponent to make them immobile, and they won't get an armor bonus. In other words, more threatening than petrify.
-Instant Death: Need I explain this? Well actually yes. It doesn't work on bosses (say like Bowser), minibosses, pretty much the big stuff. So I'm sure it could work on some characters.
-Eggplant turns opponents into eggplants, preventing them from attacking. They can still move around though.
-Tempura is the same as Eggplant, except it turns opponents into tempura, and they lose running stamina much faster, making them move a bit slower iirc.
Random Effect: Pit is given a random status effect to his attacks. The ones listed above are the choices Random Effect chooses from.
Power Thief: Melee attacks may steal a random power of the opponent. In turn, Pit can use the stolen power once.
Energy Charge: Pit can charge up energy for a bit to do more damage as time goes by. The max effect allows Pit to do nearly twice as much damage as attacks normally do, which also affects his offensive powers. This ends if Pit gets hit (damage from status effects should not negate this, or does it?).
Libra Sponge: Pit's attacks get stronger as he takes more damage until the effect is ends. He will also not flinch from attacks, but will still take regular damage.
Darkness: Pit can temporarily blind nearby opponents, only making them see darkness for a bit.
Interference: Pit places a beacon that makes enemies near it unable to use their powers.
Virus: Pit places a purplish Virus in midair (similar to Interference in a way) that simultaneously weakens and paralyzes all enemies near it.
Super Armor: Pit will only take half damage from all attacks, and will not get knocked back by any attack for a bit.
Brief Invincibility: Provides very short immunity to all attacks. I believe its duration is 2 seconds.
Tiredlessness: Prevents Pit from tiring out from running too much.
Lightweight: Allows Pit to move faster and prevents him from tiring out, at the cost of taking more damage from attacks and will get knocked further away from stronger moves. He'll also be lighter, meaning stuff like wind attacks will be more effective in pulling or blowing him away.
Trade-off: Increases movement speed and attack power, and grants immunity to attacks (not status effects) at the cost of sacrificing almost all HP. The duration lasts longer if Pit has more HP. Pit will not flinch during the effects, but can still be affected by status effects.
Aries Armor: Any attack Pit takes will only do 1/3rd of its original damage, and grants heavy resistance to status conditions. It's essentially a better "Super Armor".
Bumblebee: Allows Pit to negate attacks by teleporting around the enemy that attacks him. This only works if Pit is not running (he can walk), and this can only negate up to 2 attacks per use.
Counter: Allows Pit to instantly retaliate when attacked and prevents knockback.
Transparency: Allows Pit to temporarily turn invisible.
Playing Dead: Hard to explain, but Pit tricks the opponent with his death animation (in game), turning invisible for the duration of the effect, and protects the user from harm until Pit either moves. In the game, he can shoot and still be under its effects as long as he doesn't move from his spot. Using a melee attack or another power will also deactivate the power.
Heart Booster: This won't really work in canon, so I won't talk about it.
Health Recovery: Heals Pit's health by a small amount. The higher the level, the more health he can get back (3 levels), but getting hit while this is going on will stop the healing.
Crisis Recovery: Takes Pit out of Crisis Mode.
Effect Recovery: Heals Pit from any status effect (except incapitation) such as paralysis.
Pisces Heal: When about to suffer a finishing blow (the attack that is supposed to kill him), Pit actually is healed by the same amount of damage that would normally be inflicted by said fatal attack. In the game, this power actually heals a set amount depending on the level of the power (4 levels).
Item Vacuum: This won't really work in Canon I think, but it pulls all nearby items to the user.
Throwing Boost: Enhances the homing ability and distance of thrown items (like grenades).
Double Item: Doubles item effectiveness. For items like grenades, you get 2 for grabbing one. For food, you get double the heal effect as if you've acquired 2 of the same food.
Celestial Firework: Celebrate Lady Palutena (or Viridi in the game depending on chapter) by launching a firework in the air. This gives Pit temporary invincibility frames and the firework does minimum damage while knocking the opponents upward if it hits them.
Fortune's Jukebox: Wouldn't work in canon, although it'd play a random song for the user in battle.
Random: Activates any one of the powers at random.
You can check em out here.
http://www.kidicaruswiki.org/Powers
Up to 3 Powers can be used at once, with certain exceptions. Powers of the same class, with the exception of the Enhance and Buff class powers (Yellow and Orange in color respectively) cannot have more than 1 active at a time. If a 4th power is in effect while the others are still in effect, the one that was used first will go away (not sure bout offensive powers though).
Examples: Mega Laser and Reflect Barrier can't be used together, but Slip Shot and Homing Boost can be used together. Heavenly Light, Super Armor, and Super Speed can be used together.
Various combinations:
-Super Armor + Lightweight: Increases Pit's speed, and Super Armor will negate Lightweight's disadvantage, making the angel take regular damage rather than extra damage.
-Aries Armor + Super Armor + Lightweight: Same thing as above, except keep in mind that using Aries and Super Armor together WILL stack, making the angel take even less damage from attacks. At the same time, Aries gives Pit much more resistance to status effects.
-Slip Shot + Homing Boost + Invisible Shots: While giving Pit's projectiles more homing ability (if they have them), Slip Shot allows said projectiles to go through walls, and Invisible Shots makes the projectiles invisible, making it a suitable sneak attack on wall-filled battlefields.
-Black Hole + Virus or Interference: While Black Hole pulls the opponents in, Virus can weaken opponents greatly, or Interference to negate their abilities/powers.
And that's just some of the combinations he can use.
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