Summon: Pit

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Pit is a middleweight who has above-average walking and dashing speeds, a fast initial dash, very high traction (being tied with his Echo Fighter for the second highest) behind Sonic, average air acceleration and falling speed, and below-average a...

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Pit is a middleweight who has above-average walking and dashing speeds, a fast initial dash, very high traction (being tied with his Echo Fighter for the second highest) behind Sonic, average air acceleration and falling speed, and below-average air speed and gravity. Pit's jump and double jump are both low, although this flaw is largely offset by his three double jumps. These attributes collectively render Pit's overall mobility as average, yet make him adept at adapting to most situations. Unlike most of his fellow middleweights, Pit also has above-average height.

As a beginner-friendly character, Pit has a low learning curve, yet is quite rewarding when played wisely. His ease of use is probably best exemplified by his fast frame data; aside from six moves (forward tilt, forward smash, and forward/back/up/down aerials), the rest of Pit's standard moveset has less than 10 frames of startup lag.

Much like his attributes, Pit's moveset is balanced, so much so that it seemingly has no glaring strengths or weaknesses. When coupled with his great neutral game, Pit's edgeguarding potential, punishment ability, and conversions are all balanced compared to the rest of the cast. Pit's ground game overall possesses a decent level of utility. Neutral attack, down tilt and down smash are decent spacing options, thanks to their quick start-up and moderate ending lag in proportion to their range, with down tilt also serving as a useful combo starter unlike in SSB4 in addition to making Pit pseudo-crawl.

Neutral attack's first two hits can jab lock, while dash attack can punish landings and whiffed attacks very effectively, and down smash's back hit is a moderately strong semi-spike. Up tilt and especially up smash are useful anti-air moves, with the former being viable for setting up juggles even at higher percents, while the latter also boasts enough power to score KOs. Lastly, forward smash is Pit's strongest KOing option, and also has among the fastest startup of any forward smash in the game.

Pit possesses a respectable grab game. Forward throw can combo into dash attack at low percents or KO at high percents while near the edge, while down throw can be used to combo into up smash or his aerials. Back throw can be used to setup edgeguards at higher percents, but otherwise has limited utility. Finally, up throw is Pit's most damaging, yet least useful throw, since its only utility is to occasionally set up juggles or pressure.

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