Super Smash Bros. Ultimate (SSBU)

Pit Guide: Matchup Chart and Combos

July 2022 Major Tier List Update!
13.0 Best Character Tier List

Patch Notes and Updates
All Update and Patch Note History
Ver. 13.0.1 Patch Notes and Balance Changes

Super Smash Bros. Ultimate Pit Guide

This is a guide to using Pit in Super Smash Bros. Ultimate. Pit's bread and butter combos, how to unlock, frame data, alt costumes and skins, as well as Pit's matchups, counters, and tier list placement can all be found here.

Pit Tier and Overview

Stats and General Info

Pit Image
Game Series Kid Icarus
Smash Bros. Debut Super Smash Bros. Brawl
Fighter Number 28
Unlock Order 4
Number of Jumps 4
Weight 96 Units (40/87)
Dash Speed 1.828 (33/87)
Air Speed 0.935 (72/87)
Fast Fall Speed 2.368 (60/87)
Special Attributes None

Tier List Placement

SSBU Pit Icon C Tier Tier

An all-arounder with several useful tools

Smash Ultimate Pit is a bit of an all-arounder, with access to a good projectile in his Neutral Special (B), a reflector / shield in his Down Special (↓ + B), and several moves with good range (Dash Attack, Forward Tilt, Neutral Aerial, etc). This makes Pit a rather easy character for almost anyone to pick up and play.

Pit's main weakness lies in the fact that he doesn't have many moves that will take stocks early, which can make it difficult for him to KO. If you can get the hang of edgeguarding with him, through use of moves such as Nair and arrows (B), this problem can be somewhat remedied.

See Our Tier List Here!

Pit's Strengths and Weaknesses

Strengths ・Very good recovery (Multiple Jumps, Up Special, Side Special), allowing for edgeguards
・Good mobility (fast movement)
・Access to a projectile (B)
・Down Special can reflect projectiles and shield attacks
Weaknesses ・Somewhat low damage output
・Struggles to land after being put in disadvantage
・Struggles to take stocks early

Pit Matchup Chart

Matchup Chart

Pit Image
BowserDiddy KongFoxInklingJokerKenLinkMarioMega ManMii BrawlerMr. Game & WatchOlimarPac-ManPalutenaPichuPikachuPokemon TrainerRoySamus/Dark SamusSephirothShulkSonicTerryWario
Banjo & KazooieBayonettaBowser Jr.BylethCaptain FalconChromCloudCorrinDuck HuntFalcoHeroIce ClimbersIkeIsabelleJigglypuffKing DededeKirbyLucarioLucasLucinaLuigiMarthMeta KnightMewtwoMii GunnerMin MinNessPeach/DaisyR.O.B.RobinRosalina & LumaRyuSheikSnakeSteveToon LinkWii Fit TrainerWolfYoshiYoung Link
Donkey KongDr. MarioGanondorfIncineroarKing K. RoolLittle MacMii SwordfighterPiranha PlantRidleySimon/RichterVillagerZelda

Notes About Matchup Chart

1. -2 = Disadvantage. -1 = Slight Disadvantage or Even. 0 = Even. +1 = Slight Advantage or Even. +2 = Advantage.
2. The matchup chart was based around both the opinions of professional players of each character, as well as our own experience through playing Pit.
3. Characters within each tier are unordered
4. Pokemon Trainer's individual Pokemon (Squirtle, Ivysaur, and Charizard) as well as Echo fighters with no significant difference than their regular counterpart are not shown.
5. For other characters who are not shown here, we are still investigating the matchup.

Pit Combos

Bread and Butter Combos
Down Tilt→Fair
Dair→Forward Smash
Throw Combos
Down Throw→Nair (Fair)
(Can be connected even at higher %)
Down Throw→Step and Up Tilt→Nair
(0%-40% only)
Down Throw→Nair→Step and Up Smash

Bread and Butter Combos Explanation

Combo 1
Combo 2
Down Tilt→Fair
A combo that begins with down tilt. This combo will also work at high percents, but the higher the opponent's percentage becomes, the harder it becomes to land.
Dair→Forward Smash
A combo that makes use of down air's meteor effet. The meteor effect will float the opponent up until around 100%, so use this combo as a finishing blow.

Throw Combos Explanation

Combo 3
Combo 4
Combo 5
Down Throw→Nair (Fair)
A combo that begins with down throw. Forward air can kill from around 120%, so be sure to memorize the timing of this combo.
Down Throw→Step and Up Tilt→Nair
A strong combo that begins with down throw. The combo can only work from 0% to 40%, but it is stronger than Pit's other bread and butter combos.
Down Throw→Nair→Step and Up Smash
A combo that only works at 0%. The inputs can be quite difficult, but it is guarunteed to land around 30% damage.

Pit Frame Data and Moveset

Best Out of Shield Options

Move Frames
Up Smash 6 Frames
Neutral Air 7 Frames
Shield Grab 10 Frames
Down Air 13 Frames

Pit has a couple of quick and useful out of shield options, making him pretty good at punish moves that hit his shield. Up smash is his fastest option, coming out in only 6 frames, and hitting the area above him, making it good as an anti-air. In most cases neutral air is your go-to out of shield punish option, since it is fast, and has a long lasting disjoint that can lead into combos.

Jab (Neutral Attack)

1v1 Damage (%) Startup Frames
Jab 1
2.4 5
Jab 2 2.4 5
Jab 3 4.8 3
Rapid Jab (Multi-Hit) 0.6 2/6/10
Rapid Jab (Finisher) 2.4 4


Pit's jab comes out fast, so it can be used as a get-off-me attack for persistent opponents. Since there is a 3 hit and rapid jab variant, you can hit an opponent's shield once or twice with the jab, before dashing away and coming back in as a mixup.

Dash Attack / Tilts

1v1 Damage (%) Startup Frames
Dash Attack
(Dash + A)
13.2 7
Forward Tilt
(← or → + A)
8.4/12 10
Up Tilt (Hit 1)
(↑ + A)
4.8 6
Up Tilt (Hit 2)
(↑ + A)
6.0 15
Down Tilt
(↓ + A)
7.2 6

Dash Attack

Pit's dash attack comes out fast and should be used at mid ranged distances to catch landings or whiff punish.

Forward Tilt

Pit's forward tilt has great range, but noticeable end lag, so only use it against opponents who have shorter Pit can outrange.

Up Tilt

Pit's up tilt comes out fast, but it has short range, which makes it difficult to land. Generally, you should use up smash instead of this attack.

Down Tilt

Down tilt is a fast attack with few cooldown frames. Due to Pit crouching during the attack and its short endlag, it can be hard to counter for your opponent, especially if followed with a buffered spotdodge, making it a good tool for poking.

Smash Attacks

1v1 Damage (%) Startup Frames
Forward Smash (Hit 1)
(Smash ← or → + A)
6.0 10
Forward Smash (Hit 2)
(Smash ← or → + A)
12 21
Up Smash 1
(Smash ↑ + A)
3.6 6
Up Smash 1 (Late Hit)
(Smash ↑ + A)
3.6 7
Up Smash 2 2.4 10
Up Smash 3 9.6 18
Down Smash (Hit 1)
(Smash ↓ + A)
14.4/14.4/12 5
Down Smash (Hit 2) 14.4/14.4/12 18

Forward Smash

Pit's forward smash has high knockback power. It can send your opponent very far, so even if they do manage to survive, you can go for an edgeguard to prevent their recovery.

Up Smash

Up smash comes out extremely quickly. It is a fast attack despite it being a smash attack, and can be used to catch an opponent's air dodges and as an anti-aerial. Its fast startup makes it a great out of shield option.

Down Smash

Pit's down smash also comes out fast. While the the first attack to the front comes out fast, its knockback power is mediocre and it sends opponents diagonally away, making it difficult to KO with. The second attack behind comes out later, but is more powerful, and can setup for an edgeguard.


1v1 Damage (%) Startup Frames
Neutral Air (Hits 1-7)
(A + no direction while airborne)
0.84 4/7/10/13/16/19/22
Neutral Air (Hit 8)
(A + no direction while airborne)
5.4 25
Forward Air (Hits 1-2)
(Hold ← or → in the direction you are facing + A while airborne)
3.0 11/14
Forward Air (Hit 3) 7.2 18
Back Air
(← or → Opposite of the direction you are facing + A while airborne)
14.4/9.6 10
Up Air (Hits 1-4)
(↑ + A While Airborne)
1.8 12/15/18/21
Up Air (Hit 5) 6.0 24
Down Air
(↓ + A While Airborne)
12 10
Down Air
(Late Hit)
12 11

Neutral Air

Pit's neutral air comes out fast and can cover all around him, making it useful as a get-off-me attack. It also has a lingering hitbox, allowing you to use it to prevent recoveries. However, it has a short range, so it is easy for your opponent's attack to out-range nair.

Forward Air

Pit's forward air has better range than nair, so use it in the air to keep your opponent in check. However, it has little knockback, and is a weaker aerial attack. It must be spaced properly or else an opponent will be able to punish it out of shield.

Back Air

Bair has great range and knockback power. It is also one of Pit's few KO moves, so you can use this move when looking to KO. Bair is -8 on shield, making it a good attack to pressure shields with proper spacing.

Up Air

Pit's up air has a very long active hitbox, which hits on both left and right sides, making it easy to catch your opponents. It can beused as a follow-up aerial attack in combos, or to juggle opponents in disadvantage.

Down Air

Pit's down air can meteor smash opponents if the very bottom of the move connects with an opponent, so when your opponent is recovering, bait them with an arrow and go for a spike.


1v1 Damage (%) Startup Frames
Neutral Special (Side)
3.84 16
Neutral Special (Up)
3.84 18
Neutral Special (Side, Aerial)
3.84 16
Neutral Special (Up, Aerial)
3.84 18
Side Special (Grounded Startup Animation)
(← or → + B)
0 16
Side Special
(Grounded, Hitbox)
13.2 2
Side Special (Aerial Startup Animation) 0 19
Side Special
(Aerial, Hitbox)
10.8 2
Up Special
(↑ + B)
- -
Down Special
(↓ + B)
0 7

Neutral Special (Palutena's Bow)

Pit fires a light arrow with his neutral special. If you hold the button and charge the arrow, its speed, damage, and knockback power will increase. Also, by using the control stick left or right, you can aim which direction that Pit will fire it in. After firing, you can continue to use the control stick to change the trajectory of the arrow, to make it go up or down. This move is one of Pit's options for safe edgeguarding, as depending on the character, one hit of the arrow can prevent them from getting back to the stage.

Side Special (Upperdash Arm)

Pit's side special will dash towards the opponent. During the dash, Pit has super armor, and can reflect projectiles. However, this move has a lot of endlag, and can be punished with a counter attack if shielded. If used in the air, the knockback is weakened, but it will have less endlag.

Up Special (Power of Flight)

Pit's up special allows him to fly upward towards the direction input. This is one of the highest recoveries in the game, but you cannot attack while flying.

Down Special (Guardian Orbitars)

Down special will put up a shield on both sides of Pit that can block attacks and reflect projectiles. However, the areas above and below Pit are not guarded, and are open to an attack. If he gets damaged while the move is active, the shield will break, at which point it will be unusable for around 10 seconds.

Grab / Throws

1v1 Damage (%) Startup Frames
Pummel 1.56 1
Grab (Normal) - 6
Dash Grab - 9
Pivot Grab - 10
Forward Throw (Hitbox)
(← or → While Grabbing)
7.2 12
Forward Throw (Throw) 4.8 14
Back Throw (Hitbox)
(← or → While Grabbing)
9.6 18
Up Throw (Hitbox)
(↑ While Grabbing)
4.8 13
Up Throw (Throw) 8.4 15
Down Throw (Hitbox)
(↓ While Grabbing)
2.4 13
Down Throw (Throw) 4.8 16

Forward Throw

Pit's forward throw will send your opponent flying forward. You can combo into a dash attack after this, but only at low percents. Use this throw to send your opponent off stage.

Back Throw

Pit's back throw will send his opponent flying behind him. Once again, a dash attack can be connected, but only at lower percents.

Up Throw

Up throw will send you opponent straight up into the air. It doesn't combo, but it will open up a chance to follow up with an aerial attack.

Down Throw

Down throw will send the enemy up slightly. After throwing, use nair, fair, or up air to land a combo. Typically, down throw is the go-to throw when looking to rack up damage.

Final Smash

Attack How to Use Effect
Lightning Chariot Press B after obtaining the Smash Ball Pit boards the Lightning Chariot, and will attack the area that the player targets. It strikes the opponent with high speed and power, dealing heavy damage and knockback.

Pit Balance Changes

Version 8.0.0 Balance Patch

Down Tilt Attack Adjusted launch angle.
Shortened launch distance.
Up Smash Attack Extended launch distance of the final attack.
Down Smash Attack Adjusted launch angle of the first attack.
Up Air Attack Increased attack speed.
Adjusted launch angle.
Extended launch distance of the last attack.
Reduced vulnerability.
Attack when Getting Up The vulnerability for attacking when getting up now aligns with other fighters.
Down Special Reduced vulnerability.

Version 7.0.0 Balance Patch

Other Increased shield size.

Version 4.0.0 Balance Patch

Neutral Attack 1 Increased attack speed.
Up Tilt Attack Reduced vulnerability.
Down Smash Attack Extended launch distance when hit with the first attack.
Back Air Attack Reduced vulnerability when landing after using the move.
Down Air Attack Extended launch distance when hitting an opponent in the air with a meteor effect.

Version 3.1.0 Balance Patch

Up Smash Attack Made it easier to hit multiple times.

Version 3.0.0 Balance Patch

Neutral Special Reduced the power against shields.

Version 2.0.0 Balance Patch

Final Smash & FS Meter Crouching opponents will now be launched the same as standing opponents.

Major Changes from Smash 4

Aerial Attacks Landing lag decreased on all aerials. Buff.

How to Unlock Pit

Unlocking Via Smash Mode
4th Fighter Unlocked
After unlocking the Bowser, let 10 minutes pass OR play another battle in smash after soft-resetting OR return to the menu from World of Light
Unlocking via Classic Mode
Clear Classic Mode 3 times using Samus.
Unlocking via World of Light
Temple of Light Zone (Second Area)

There are three ways to unlock Pit. Completing any of these, then defeating Pit when they appear in the “a New Challenger Appears” screen will allow you to use them afterward.

How to Unlock Characters Fast

Pit Alt Costumes and Skins

Pit Reveal Trailer

Smash Ultimate Character Guides

List of Fighters
Tier List
Tier List
Unlocking Characters
Unlocking Fighters

Character Stat Lists

Character Stats
Weights of All Characters Run Speeds of All Characters
Air Speeds of All Characters Fast Fall Speeds of All Characters


    Walkthrough Menu

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