Pit returns from Brawl, packing a few new tricks he gained from Kid Icarus: Uprising! Even with several new moves, Pit's strengths and weaknesses are still roughly unchanged. Pit is a pretty good jack of all trades character with a bit of everything, with good range provided by his bow, a flexible projectile, great recovery and a reflector. This makes Pit a good beginner's character, with multiple jumps and good reach making mistakes a bit more forgiving. Of course, Pit's various strengths also make him a good contender for more experienced players as well. Pit's main flaw is his lack of KO power, and he often has trouble landing his KO moves. Regardless, Pit is a fairly versatile and balanced character with plenty of good traits.
Pit is a middleweight, fitting his jack-of-all-trades status. His dash and air speed is pretty average as well. Pit has 3 midair jumps, which lets him increase the distance of his recovery and helps him extend offstage for edgeguards, or to avoid getting edgeguarded as well. His jumps are moderately floaty as well. Pit's rolls are also quite fast in either direction. As a general note, whenever Pit's attacks has a sweetspot, his bow will glow brightly whenever you connect with it.
Pit slashes two times with his bow blades. If you hold the button, Pit will finish off with an upward slash. If you mash the button instead, Pit will start spinning his blade to do multiple hits, leaning in for the finishing strike. As expected from a Standard Attack, this move is quick and good at racking up damage. The three-hit combo launches foes up and away. The continuous spin pushes foes away pretty quickly, so it is inadvisable to be held for too long. Pit does move forward a bit for the final stab, which might just hit foes who were barely out of range.
(+)
(+)
(+)
( or )+
( or )+
( or )+
Leaning Scissor
Pit slashes with both blades while leaning forward. The attack is stronger at the tip of the blades. This move has relatively good range among Pit's ground attacks, and it is quite strong especially at the tip, though not strong enough to KO consistently. It is also quite fast which, combined with its range, makes it a good move at close and mid-range combat. Use it to keep foes away at a comfortable distance, or for a quick punish on a foe who would be otherwise just out of range. It is also a good move to pivot cancel with, as you can knock pursuing foes away when retreating.
( or )+
( or )+
( or )+
+
+
+
Angel Kick
Pit does two upward kicks. This move comes out extremely fast, and knocks foes into the air where you might follow up with aerial attacks. It does a bit too much knockback to combo out of, and it has poor horizontal range, so you won't be using this move too often. Pit kicks pretty high, so you may be able to use it as an anti-air, although Pit can also simply engage an enemy in the air as well.
+
+
+
+
+
+
Low Bow
Pit swipes the blades of his bow across the ground, inching forward slightly with each use. This moves is about as quick as Strong Side Attack, just a bit lower and faster. It knocks foes at a weak diagonal angle, and doesn't send them too far even at higher percentages, leaving them more vulnerable to follow-ups as you can still quickly react and punish their response when nearby. This move has deceptive range that can catch foes off guard, making it a great poke at mid-range.
+
+
+
while dashing
while dashing
while dashing
Lunging Bow
Pit lunges forward, slicing with his bow. This move is quite quick, covers a decent amount of distance and launches opponents in a forward angle, which you can combo into an air attack at low percentages. This move is great for use as a punish at mid-range or to set up combos. However, it does necessitate a bit of care to use as it is relatively slow for Pit and will leave him vulnerable if the attack is shielded.
while dashing
while dashing
while dashing
while hanging
while hanging
while hanging
Pit gets up and does an side kick.
while hanging
while hanging
while hanging
Smash Attacks
Control
Attack
Info
Wii U GamePad / Pro Controller
Wii Remote + Nunchuk
Wii Remote (sideways)
Wii Classic Controller
GameCube Controller
Nintendo 3DS
Smash ( or )+
Smash ( or )+
( or )++
Double Bow Strike
Pit slashes forward with both blade separated, then combines them together for a second, stronger slash. The first strike usually combos into the second. This is one of Pit's few KO moves, given that it does relatively high horizontal knockback compared to Pit's other moves. However, it is also not Pit's fastest move, and the very brief startup delay can let foes react and avoid the attack. It also has a moderately long duration, so Pit is usually vulnerable to counterattacks if the move is shielded or evaded. Try to use the range of the move to your advantage, punishing foes barely out of reach or recovering opponents that missed the ledge.
Smash ( or )+
Smash ( or )+
Smash ( or )+
Smash +
Smash +
++
Triple Slice
Pit slashes three times above himself. Although this move can KO, it is weaker than Side Smash and also suffers from the same problems as the aforementioned smash attack, with long enough duration for opponents to punish Pit if the move misses. However, Pit's Up Smash is not bad for damage racking and utility. It can be combo'd into at lower percentages out of certain moves, usually an air-to-ground aerial. It also has good vertical reach that makes it a decent anti-air.
Smash +
Smash +
Smash +
Smash +
Smash +
++
Angelic Sweep
Pit slashes in front of him, then behind him. The attack is stronger up close than at the tip. Hitting with the front swipe will send foes at a diagonally upward angle, while hitting with the back swipe knocks foes more strictly sideways, a much more useful knockback trajectory. This move doesn't have a lot of power for a smash attack either. Its main use is to get opponents off stage and to punish rolls, although it also has a moderately long duration that leaves Pit open to attack is shielded or evaded.
Smash +
Smash +
Smash +
Air Attacks
Control
Attack
Info
Wii U GamePad / Pro Controller
Wii Remote + Nunchuk
Wii Remote (sideways)
Wii Classic Controller
GameCube Controller
Nintendo 3DS
Angel Ring
Pit spins his bow in a circle to do multiple hits. This move has a pretty good radius that makes it quite reliable for intercepting aerial opponents, as you have a large margin of error with the wide circular hitbox the move creates. It is also good for punishing airdodges, since the move lasts long enough that your foe will be struck halfway into the attack. You can drag foes down by fast falling while they are caught by the move's multiple hits. This can be used in edgeguarding or for combos, as you can follow up with another move once you land.
+
+
+
Front Angel Ring
Pit whirls his bow in a circle in front of him to do multiple hits. This is one of Pit's most-used air attacks due to its great range and disjoint. Since Pit holds out his bow quite far forward, he can attack from a safe distance with good spacing. The multiple hits let you poke and pressure your opponent as well as extend combos or punish airdodges. It is also a good edgeguarding tool offstage due to its ability to drag foes downward and enough reach that Pit can stay safe from recovery attacks. It can also be used as a KO move near the side if you're willing to pursue your opponent far offstage, which is something Pit is well equipped to do with his great recovery to make it back.
+
+
+
+
+
+
Dual Bladed Strike
Pit stabs backward with both blades. The attack is more potent if hit at the tip. This is another one of Pit's KO moves, although it really needs you to land the sweetspot to serve this purpose. Although it has decent reach and speed, you should save it for the KO so that it doesn't become stale, since Forward Air is usually better in most situations anyway. It is a bit difficult to strike foes, especially if they have a small size or are on the ground. Nevertheless, you should definitely learn to land it consistently, as Pit needs all the help he can get to land KOs.
+
+
+
+
+
+
Skyward Angel Ring
Pit spins his bow in a circle above him to do multiple hits. As its animation implies, this move is like Pit's Neutral and Forward Air Attack, simply upward. Its properties doesn't change much, but its use certainly does. As Pit spins his bow a bit above his head, this move makes a great anti-air as well as a tool to poke through platforms from below. It can also be used to juggle foes with a bit of prediction, as the move's duration is long enough to punish air dodges with good timing. If you've chased an opponent close to the ceiling, this move may even be used to KO.
+
+
+
+
+
+
Arch of Light
Pit swipes his bow below himself. The attack will meteor smash at the center and send foes upward if hit from the sides. This attack has a nice, wide arc, but it is a bit slower than Pit's other attacks. It can be used to strike grounded opponents, using the range of the attack to remain at a safe distance. It can also be used for edgeguarding opponents recovering vertically. While the move usually sends opponents diagonally upward, and thus only useful for racking damage, hitting with the meteor smash can guarantee a KO at high percentages. Even if your meteor smash doesn't KO, you can still follow-up with air attacks to knock and drag foes further down to secure the KO.
+
+
+
Throws
Control
Attack
Info
Wii U GamePad / Pro Controller
Wii Remote + Nunchuk
Wii Remote (sideways)
Wii Classic Controller
GameCube Controller
Nintendo 3DS
after grab
after grab
after grab
Angel's Knee
Pit knees the grabbed opponent. It is quick and does its job well at racking up damage. Pit doesn't have much trouble landing grabs, and extra damage off of a successful grab is always nice.
after grab
after grab
after grab
after grab
after grab
after grab
Bow Slash
Pit slices the grabbed opponent forward. At low percentages, this move sends the foe near you sideways, letting you follow-up with moves such as Dash Attack. Later on, it will do too much knockback to combo well, but it is the stronger of Pit's two sideways throws. After early percentages, you will mainly be using it to get opponents offstage, after which you can follow up to attempt an edgeguard with Pit's great offstage combat abilities.
after grab
after grab
after grab
after grab
after grab
after grab
Angel's Strength
Pit turns around and flings the grabbed opponent backward. This move is a bit weaker than Forward Throw and takes slightly longer to execute, but any combos with Forward Throw will still mostly apply to Back Throw. Back Throw can also be used to set up edgeguards by flinging opponents offstage, although its inferior knockback makes it less effective at doing so unless the ledge is closer to your back.
after grab
after grab
after grab
after grab
after grab
after grab
Handstand Kick
Pit kicks the grabbed opponent upward. This move can combo into some of Pit's air attacks very early on, but its knockback quickly becomes too high to do so. It is Pit's most damaging throw, barely beating out Forward Throw. It also gets opponents directly up into the air, where you can pressure them with Pit's ranged air attacks as they attempt to land.
after grab
after grab
after grab
after grab
after grab
after grab
Angelic Impale
Pit pins the grabbed opponent to the ground and stabs them. As with many other characters, Pit's Down Throw is his primary combo starter, doing weak, diagonal knockback to thrown foes that can be easily followed with an attack. Just about any of Pit's aerials can combo from this move, although Forward Air Attack is the most common choice since it still leaves the target close by, where you might follow up with even more attacks should the opponent respond incorrectly. Use this throw often whenever you get a grab on a low percentage foe.
Pit fires an arrow using the Palutena's bow. The arrow can be charged for more damage and distance, and can be controlled remotely after Pit fires it by using the directional pad. This is Pit's projectile, and it is certainly one of the better ones in the game. It travels fast, has good range and its flight path can be altered. This is always a good move to use whenever you are at long-range, whether to rack up damage, disrupt enemy projectile zoning or just to pester them. The ability to curve your arrows makes it more difficult to avoid them, and you can even use them to hit foes offstage to hinder their recovery and do extra damage.
Piercing Bow
Pit fires a wider, slow-moving arrow that only flies straight ahead, but can pierce through multiple foes. Like other projectiles with a piercing property, these arrows can move through certain stage hazards and solid items as well. This custom special variant isn't as good for long-range projectile zoning. It is very slow to fire and can be evaded easily despite its larger size. Similar to many other piercing variants, this move is better when there are more players in the battle, as other players can distract each other for you to fire an arrow, and because each arrow has the potential to do more damage in total spread across multiple foes.
Guiding Bow
Pit fires a weaker and slower arrow that lasts much longer and can be controlled even more freely, with the potential to form tight loops with itself. Pit takes longer to recover after firing the arrow, during which he is more vulnerable to attack. This move sacrifices speed for extreme malleability, and works better as a tool to disrupt approaches and annoy foes than as a simple damage racker. The slower firing rate forces you to commit more to each arrow shot. However, you can guide these arrows so well that it is really hard for opponents to dodge them, a you can use fancy tricks like looping and snaking the arrows around to hit foes from multiple angles. It is also the best bow against recovering opponents, as they will have to avoid a persistent guided arrow while their movement and options are restricted.
( or )+
( or )+
( or )+
Upperdash Arm
Pit rushes forward while wielding the Upperdash Arm, unleashing an uppercut to the first opponent in his path which sends them at an upward angle. Pit can deflect projectiles at the start of the move and gets super armor while charging forward. The move does not render Pit helpless, though it does have a lot of cooldown time in midair before Pit can act again. Pit will be sent upward if he hits an opponent while airborne. While this move certainly seems strong, it cannot be relied upon as a KO move unfortunately. The sluggishness of the move is its main flaw, and opponents can evade or shield it if they see it coming, leaving you open to a counterattack. Use this move sparingly, and only to punish mistakes your opponent makes. Common uses for this attack is to follow and strike foes rolling away from you, as well as a makeshift counter when your foe has committed to an attack. You can also use this as a horizontal recovery, although Power of Flight is often the better alternative.
( or )+
( or )+
( or )+
Interception Arm
Pit readies his Upperdash Arm, and will uppercut when an opponent is close enough. Pit still has super armor during this move, but will not dash, making it more of a pseudo-counter. Pit takes longer to act out of the move if he doesn't connect with it. While this move is stronger than the default Upperdash Arm, it is much harder to utilize successfully. The trigger range for the Interception Arm is very small, smaller than Pit's grab range, making it difficult to land this move even if you're fighting at close range. Since you don't dash forward after using it, if you miss the attack, your enemies will have plenty of time to respond and strike back. You'll have the best luck with this variant when playing on small stages with many players, as you are more likely to have an opposing player within range when there is less space for everyone.
Quickdash Arm
After a brief delay, Pit rushes forward faster and further with the Upperdash Arm. Pit retain his forward momentum after striking foes with the uppercut. While this move is advertised to be faster, the initial delay of the attack makes it just as telegraphed as, if not more so than, the default Upperdash Arm. Pit does rush past shields, so it is less immediately punishable, but its so predictable that your opponent will probably be able to respond or evade every time you use it. Its greatest use is probably for recovery, as it travels further than the default arm, but even then it is still outshined by Power of Flight.
+
+
+
Power of Flight
With the magic of the Goddess of Light, Pit can fly for a brief period of time. Pit will fly in a straight line in the direction inputted, but he can't go completely horizontal or move in any downward angle. This is Pit's recovery move, and a very good one at that, with many possible angles to fly toward and great travel distance. Coupled with Pit's multiple jumps, you are all but guaranteed to make it back to the stage every time you are launched off. This also lets you be very aggressive offstage, as you can pursue foes very far away from the stage without risking your own life.
+
+
+
Striking Flight
Pit can damage and knock foes away during his flight, but his recovery angles are more restricted, forcing him to recover more vertically. The attack is stronger at the start of the move. This variant is a bit awkward, as any good traits it introduces just seems to be neutralized by its drawbacks. It makes Pit's recovery a bit safer from edgeguards as it also functions as an attack, but at the same time makes it easier to predict and intercept Pit due to the limited direction you can travel in. The attack itself could be used as a potent edgeguard, but you also risk self-destructing as well if you use it too far from the edge, since you can only go mostly upward and barely sideways. Overall, this move is a variant that is simple in concept, but fails to fit in well with Pit's playstyle.
Breezy Flight
Pit travels less distance, but he creates turbulence that blows nearby foes away. Like the Striking Flight, this move introduces more problems than benefits. The reduced distance impacts Pit greatly, limiting how far you can extend offstage and reducing your overall survivability. The wind is also difficult to make use of, as it is certainly not deterring any edgeguarders. You can probably use it to disrupt recovering foes by pushing them away, similar to Greninja's Hydro Pump, but Pit just has so many better, more direct options to edgeguard foes that this little feature just seems unnecessary.
+
+
+
Guardian Orbitars
Pit projects two energy shields around him with the Guardian Orbitars, which pushes nearby foes away and reflects projectiles. They can defend Pit from attacks as well, but will break after absorbing enough hits, after which they take time to regenerate. This move should primarily be used as a reflector, and it does its job well, increasing the speed and power of projectiles by 50% when it sends them back. It covers both sides of Pit's body and can be held up for a while, letting you counter projectiles from multiple directions and for prolonged periods of time. While it can absorb physical attacks, it's no substitute for your traditional shield, as you can't act as quick after blocking a move.
+
+
+
Impact Orbitars
Pit projects two shields that knock foes away. However, these shields cannot block attacks or reflect projectiles. This attack is kind of situational. It has a bit of delay before becoming active, and it can neither be used in a combo or for KOs. What it does have is decent horizontal range on both sides of Pit, and mostly horizontal knockback. There are better options to defend yourself or to rack up damage than by whipping out your Impact Orbitars, but offstage is where they will really shine. Since they do almost strictly horizontal knockback, they are very good to use for edgeguarding, potentially shining recovering foes beyond the point of no return.
Amplifying Orbitars
Pit projects two shields that will increase the power of reflected projectiles more than the Guardian Orbitars. The shields are more frail and will break quickly after taking a hit. If you use Guardian Orbitars primarily as a reflector, this variant is effectively a direct upgrade. It doubles the speed and power of any projectiles it reflects, so it can really turn the tide on your opponents. The fragile shields are not a problem if you don't use it at all to block melee attacks. However, there is a good chance that they might shatter after you accidentally block a foe's physical strike, leaving you without a reflector for a short time. Nevertheless, the Amplifying Orbitars is a strong custom special that highlights and emphasizes the strengths of the Guardian Orbitars.
Taunts
Control
Info
Wii U GamePad / Pro Controller
Wii Remote + Nunchuk
Wii Remote (sideways)
Wii Classic Controller
GameCube Controller
Nintendo 3DS
+
Pit spins his two blades and holds them over his head, yelling: "Come on!"
( or )
+
Pit slashes a few times and says: "Is that all you've got?"
( or )
( or )
( or )
+
Pit looks up and opens up his wings, releasing feathers.
Pit equips the Three Sacred Treasures: the Arrow of Light, the Wings of Pegasus and the Mirror Shield. Pit becomes temporarily invisible while he fires off a barrage of projectiles. He can launch weak arrows that lock on to an enemy player, a sweeping volley of arrows or one giant, bending arrow that pierces through multiple foes. He might also throw out green orbs that home in on opponents. At the end, Pit will finish off by causing vertical beams to shoot across the screen. The sheer amount of projectiles make this Final Smash one of the hardest to evade, as opponents can easily be hit by any one of the dozens of projectiles during the attack. You can't influence where the arrows are shot, so just pick a position with many other players nearby, then activate it and let the Final Smash run itself. The drawback of this Final Smash is that it doesn't guarantee KOs. Most of the power comes from the light beams at the end, but they come down randomly and doesn't have extreme KO power. This means that while the Final Smash is certainly going to rack up a lot of damage, you might not get as many KOs as you'd want.