Character Analysis - Pit

 


Note before starting

While not overall important to Kid Icarus scaling as a whole, the question of where Myths and Monsters takes place has been one posed for some time. Simple answer? Most likely a prequel set before the original game. The game is staged as Pit going through a training exercise so he can wield the Three Sacred Treasures, which he never has to do in the other two games. It also shows how Pit loses his wings during the credits, which is never depicted elsewhere. Uprising still makes no mention of it anywhere, mostly likely since the game never even got a release in Japan until a month before Uprising came out. Still, some bits will be included to cover off everything

Also, there are a good number of differences between the English and Japanese script. If not mentioned, assume its roughly the same across both versions


Background


Let us go back to the distant past, to an age where Gods and Men lived in harmony. The kingdom of Angel Land was ruled by the Goddess of Light, Palutena, and the Goddess of Darkness, Medusa. Medusa hated mankind, making them suffer and prompting Palutena to turn her into a monster, casting her down into the underworld. Out of a desire for vengeance, Medusa would ally herself with the Underworld monsters and wage war against Palutena's army. Palutena would lose and be chained up, and with her strength drained, she had to rely on her angel bodyguard Pit to save her.


Having nothing more than his bow and arrows, Pit mounted an escape in his Underworld prison and set off on an adventure to free Palutena. He would escape the Underworld, battling through Medusa's armies and lieutenants tasked with guarding the Three Sacred Treasures, donning them to defeat Medusa herself and bring peace back to Skyworld.


The peace would never end up lasting however, as 25 years later, Medusa would emerge again, all her commanders revived and ready for round 2. With Palutena as his guide, Pit would again take the battle to Medusa, taking her down and learning that this time, God of the Underworld Hades was behind it all. Hades would enact a plan to cause mass warring amongst humans, eventually drawing the ire of the Goddess of Nature Viridi and the attention of the otherworldly Aurum.


One battle would be particularly devastating, as Pit would wind up accidentally freeing an entity called the Chaos Kin. This would leave Pit's soul stuck as a ring for 3 years as his body and a possessed Palutena would cause havoc amongst the humans she protected. Pit would need to reluctantly team up with Viridi to set things right and free Palutena once more. He would go on to defeat the Chaos Kin with his doppelganger Dark Pit, before nearly getting himself killed saving him and ensuring the Chaos Kin would never return. 


Palutena and Dark Pit would go through great lengths to get Pit back, learning that Hades was using human souls to make the Underworld forces larger and stronger, preventing them from moving on and being reincarnated. Pit would undergo trials to gain a new weapon strong enough to slay Hades and protect the balance of souls. The two would fight, Pit coming out on top. Humans may be greedy, destructive, and overall flawed, just like the Gods, but humans are ultimately worth protecting, as the only species truly possessing heart, the beings closest to the Gods. That is the justice Pit ultimately fights for.


Experience



Pit is perhaps not the smartest person of all time, he can't read and his only known education is a minor in Branchial Respiration. Do not let this fool you however, he's very much a capable fighter in his own right, experienced with numerous different weapon types and has fought all manner of monsters and gods


Abilities

Power of Flight



Much to his chagrin, Pit is unable to fly on his own, requiring Palutena to grant him the power. It's not all bad, Pit's attack power, speed, and accuracy are all increased as a result of it. Palutena is the one who controls the flight path, letting Pit focus on combat. Pit can perform barrel rolls to reflect and dodge shots and perform special attacks that damage enemies and destroy incoming shots. Different weapons have different attacks, but the changes are only visual. He can stockpile two at a time. The power only lasts 5 minutes before Pit has his wings burn up, and it can't be used immediately after use.


Status Effects


Through one way or another, Pit has ways to apply certain status effects onto his targets. They are

  • Poison: Afflicted enemies will take more damage

  • Burn: Afflicted enemies will take damage over time

  • Paralyze: Afflicted enemies will have a harder time moving (in-game, this takes the form of movements being slower and briefly stopping) and tire out faster. Can be cured by constant dashing

  • Weaken: Briefly halves maximum health

  • Petrify: Afflicted targets will be turned to stone, though their defense is increased. Petrification doesn't last forever, though.

  • Shaking: Victim's target reticle moves wildly, making targeting difficult

  • Confusion: Victim becomes disoriented, causing their controls to scramble

  • Freeze: Victim is frozen solid and unable to move. Unlike Petrification, it doesn't last as long, but targets do not have a defense boost 

  • Spin: Afflicted targets will look around uncontrollably

  • Eggplant/Tempura: Target gets turned into the respective food, being unable to do anything more than run around unless the effect wears off or is removed


Powers


Possibly granted by Palutena given Pit sometimes invokes her name when using them, powers are consumable abilities that Pit can use for attack, debuffs, or other utilities. They often come with multiple levels, denoting stronger abilities, time active, and number of uses

  • Sky Jump: Jumps high into the air

  • Jump Glide: Jumps into the air, performing a glide after

  • Rocket Jump: Jumps into the air with an explosion that damages those around it

  • Angelic Missile: Shoots forward as a missile, causing damage

  • Super Speed: Run extremely fast, knocks weaker enemies into the air when hit

  • Warp: Multiplayer power that sends the user to a respawn point

  • Idol Transformation: Turns enemies with low health into Idols

  • Mega Laser: Creates a huge laser that persists in place

  • Explosive Flame: Causes a multi-hitting explosion

  • Black Hole: Creates a black hole that draws in and damages enemies in a radius

  • Meteor Shower: Calls in several meteors

  • Land Mine: Plants an invisible explosion in the ground

  • Reflect Barrier: Creates a shot reflecting wall

  • Heavenly Light: Damages enemies in a radius around the user

  • Spite: Converts remaining health into an explosion

  • Autoreticle: Targets enemies automatically

  • Weak Point Reticle: Targets enemy weak points automatically

  • Quick Charge: Drastically speeds up shot charge time

  • Homing Boost: Increases shot homing ability

  • Slip Shot: Shots are able to pass through walls

  • Invisible Shots: What it says on the label

  • Random Effect: Applies a status effect at random

    • Other Powers can apply all listed status effects above

  • Instant Death Attack: Attacks have a chance to kill instantly

  • Power Thief: Melee attacks have a chance to steal targets unused powers

  • Energy Charge: User's attacks become stronger, but taking damage nullifies this

  • Libra Sponge: User gains more power when receiving damage. Also becomes immune to knockback and vacuum

  • Darkness: Blinds foes

  • Interference: Briefly turns off enemy powers and their HUD

  • Virus: Inflicts both Paralyze and Weaken to foes in a radius

  • Super Armor: Increased defensive strength and prevents knockback

  • Brief Invincibility: What it says on the cover

  • Tirelessness: Run continuously without tiring

  • Lightweight: Increases movement speed and prevents tiring in exchange for more damage taken

  • Trade-off: Trades in nearly all health for stat increases, depending on how much health was left

  • Aries Armor: Reduces damage and prevents status effects and knockback when active

  • Bumblebee: Dodges all attacks by vanishing and circling around the enemy

  • Counter: Avoid getting knocked back and counter attacks

  • Transparency: Become invisible

  • Playing Dead: Fool enemies, becoming invisible and making attacks pass through Pit

  • Heart Booster: Boosts hearts received when defeating enemies

  • Health Recovery: What it says on the tin

  • Crisis Recovery: Instantly recover from Crisis mode (near death low health state)

  • Effect Recovery: Dispel status ailments

  • Pisces Heal: Heal attacks that would otherwise be lethal

  • Item Vacuum: Draws in nearby items

  • Throwing Boost: Increases homing ability of thrown items

  • Double Item: Doubles the amount or effect of items, can also double food's healing effects

  • Celestial Firework: Launches a firework into the air

  • Random: Uses a random power


Resistances

  • High Temperatures - Palutena's blessing can protect him from the heat of a Volcano

  • Status Effects - Some powers can dispel or prevent the listed status conditions when active

  • Vacuum Conditions - Pit has a few battles that take place in space

  • Petrification/Transmutation - Palutena's power lets Pit return from being turned to stone or various foods like Eggplants and Tempura after some time. The original game and Uprising show all effects are otherwise permanent


Arsenal

Arrows


Arrows are Pit's main ammo in the original games. They have 5 levels that increase in strength with every successive level. In Myths and Monsters, shots that deal more damage than is needed to kill a target will penetrate.


Fire Arrow



Adds a fire effect to Pit's arrows. Deals the same damage as arrows, but it only disappears when the arrow hits an enemy, making it good for crowd control.


Protective Crystal


Summons a pair of rotating crystals that damage approaching enemies, dealing damage equivalent to Pit's arrows at the time.


Sacred Bow


Upgrade that increases the range of Pit's normal bow.


Angel Feathers



Items used automatically to prevent Pit from falling, they grant a brief amount of flight


Harp


Very rare item that turns all nearby enemies into Mallets


Mallet


Consumable item used to beat enemies to death with or break walls. Won't break until it hits something


Water of Life


Though the Chalice version is a stage only item, the bottle version lets Pit come back after death. With the Water Barrel upgrade, Pit can carry up to eight


Divine Weaponry


Nearly all sacred armaments are forged by Lord Dyntos, they're imbued with the power of the gods and do not run out of ammo. All weapons have continuous fire, and a charged shot that charges automatically when continuous fire is not used (aka charge time). They also have attack variations when standing, dashing, whether the attack is charged or not, and using melee. In total, they are:

  • Standing charge/continuous shots

  • Forward dash charge/continuous shots

  • Side dash charge/continuous shots

  • Backward dash charge/continuous shots

  • Melee combos

  • Melee dash attacks


All of Pit's Uprising weapons can come with random attributes that buff or debuffs the weapon. Some attributes can be negative in value

  • The ability to inflict all status effects listed above

  • All forms of melee and ranged attacks have their own modifiers, as well as powers and items

  • Overall Defense: Defense against both ranged and melee attacks (which can have their own modifiers)

  • Knockback Defense: Defense against knockback

  • Status Resistance: Chances of status effects working

  • Health: Increases/decreases maximum health

  • Shot Cancellation: Higher chance to nullify incoming projectiles

  • Shot Range: Weapons max range

  • Shot Homing: Weapons homing ability

  • Speed: Changes walking and running speed (which can have their own modifiers)

  • Stamina: Amount of time you can sprint

  • Recovery Effect: Speed at which status ailments dissapate

  • Full Health Boost: Increases damage while at full health

  • In-Peril Attack Boost: Damage dealt at low health

  • In-Peril Autododge: Probability of automatically dodging at low health

  • Knockback Recovery: Faster recovery after knockback

  • Effect Duration: Boost duration of powers like Brief Invincibility

  • Heart Bonus: Enemies drop more hearts when slain

  • Self Injury: Boosts damage to yourself inflicted through means such as attack reflection

Pit's weapons can be broken down into the following 9 categories:

Arms


Arms posses strong melee damage and are mainly for close range fights. They have average capabilities otherwise, but with the lowest range of all weapon types

  • Crusher Arm: The most balanced arm for attributes

  • Compact Arm: Highest movement speed of any arm and good midrange damage

  • Electroshock Arm: Charge shots expand as they travel and inflict paralysis. Has good knockback with dash melee attacks

  • Volcano Arm: Inflicts Burn and has good melee attacks. Low range and slow charge time

  • Drill Arm: Does ongoing damage with its charge shots and has great homing. Bad melee

  • Bomber Arm: Good shot homing, strong charge shots and fast charge time. Very short range

  • Bowl Arm: Powerful charge shots

  • End-All Arm: Strong continuous fire. Slight speed penalty and slow charge time

  • Taurus Arm: Best in class melee damage and good ranged damage. Limited homing ability and range

  • Upperdash Arm: Can lift enemies into the air with back dash charge shot and has a powerful melee dash attack. Otherwise, melee is quite weak.

  • Kraken Arm: Strong midrange performance with homing shots and good melee. Lacks shot speed and range

  • Phoenix Arm: Charge shots inflict burn and continuous shots uniquely have better range than charged.


Bows


Weapons specialized for ranged combat, with good shot homing abilities but poor melee attacks, despite how the bows can split into two.

  • Fortune Bow: The balanced one, you're gonna be seeing this a lot

  • Silver Bow: Shot power is at it's highest at close range and has good fire rate.

  • Meteor Bow: Longest range of any Bow with large, fast charge shots. Bad homing and power

  • Divine Bow: Strong projectile nullification with good charge time, but particularly poor melee

  • Darkness Bow: Good ranged power and melee. Bad homing and charge time

  • Crystal Bow: High attack power and large projectiles. Has a short range

  • Angel Bow: Very good homing, but are slow and not particularly powerful

  • Hawkeye Bow: High speed shots with good shot nullifying ability. Bad melee damage and charge time

  • Sagittarius Bow: High damage, shot speed, and can pierce foes. Long charge time

  • Aurum Bow: Good range and homing. Low power overall

  • Palutena Bow: Gains power over distance with good dash attacks. Bad standing attacks

  • Phosphora Bow: Very good homing and can paralyze foes. Makes the user faster. Poor overall damage


Blades


Blades are meant to be very versatile, with benefits for ranged and melee combat and are overall easy to handle. They lack any major advantages or disadvantages

  • First Blade: It's the starter weapon with no noteworthy traits

  • Burst Blade: Fires multiple attacks per shot and has high shot nullifying. Low range and power

  • Viper Blade: Inflicts poison damage

  • Crusader Blade: Wide ranged shots, good shot nullification, and good melee

  • Royal Blade: Strong Back Dash Charge shots, meant for hit and run attacks

  • Optical Blade: Longest range of any blade and shots grow stronger over long distances

  • Samurai Blade: Very strong melee, poor charge time and charge shot damage

  • Bullet Blade: Middling shot homing and melee, but strong continuous fire and suffers no damage over distance penalties

  • Aquarius Blade: Charge shots pushes back targets it hits, melee attacks can freeze enemies

  • Aurum Blade: Charges fast and have high homing power

  • Palutena Blade: Good range with strong shot nullifying and shot speed. Low attack power

  • Gaol Blade: Strongest ranged attacks of any blade and charge shot has strong homing. Slow shot speed


Cannons


Cannons are heavyweight weapons, slow to use but having strong, bouncing projectiles that can multiple targets. Cannons can't hurt Pit or his surroundings because of magic.

  • EZ Cannon: The balanced one

  • Ball Cannon: High power and continuous shot strength

  • Predator Cannon: Raises movement speed and strongest melee attack of it's type

  • Poseidon Cannon: Fires water shots that are hard to see and launch foes. Shots are slow

  • Fireworks Cannon: Strong homing, fast charge time, large explosions and knockback. Lacks power and range

  • Rail Cannon: High speed shots with good fire rate, range and accuracy. Low shot homing

  • Dynamo Cannon: Shots can detonate and inflict paralyze

  • Doom Cannon: Charge shots deal damage in an expanding area. Slow projectile speed and charge time

  • Leo Cannon: Shoots incendiary bombs that deal knockback, but shots are hard to land

  • Sonic Cannon: Shots have a large area with good homing, but lose power over distance

  • Twinbellows Cannon: Good ranged and melee power, as well as strong continuous shoots and can inflict burn. Long charge time and only average range

  • Cragalanche Cannon: Strong melee, charged shot and knockback power. Slow projectiles


Claws


Claws specialize in melee and close combat, usually boosting the user's speed. They usually lack shot homing

  • Tiger Claws: The one with balanced attributes

  • Wolf Claws: Inflicts Burn and has homing power. They have low range

  • Bear Claws: Strong melee and charge shots, poor range

  • Brawler Claws: Grant the fastest movement of any weapon, but have poor range

  • Stealth Claws: Shots are invisible, but it has low melee damage

  • Hedgehog Claws: Charge quickly and provides a large speed boost. Low homing and attack power

  • Raptor Claws: Strong melee and projectiles, slow charge time

  • Artillery Claws: They have poor melee and nearly no homing ability, but have great range for the category, lose no power over distance, and the user moves very fast

  • Cancer Claws: High melee damage and shots can temporarily hover near enemies. They have overall weak projectile damage

  • Beam Claws: Long range, fast shots, and don't lessen in power. They have terrible shot homing and have low attack power

  • Viridi Claws: Strong homing power and can paralyze foes. Below average shot damage

  • Pandora Claws: Can create a barrier with back dash charge shots. Melee combos can hit enemies into the air


Clubs


Heavy melee weapons, magically blessed to be light enough to wield, yet still heavy on the swing. They have no continuous ranged attack and are overall slow, but instead their swings can destroy and reflect projectiles, most shots can pass through walls, and hit very hard.

  • Ore Club: The well balanced option

  • Babel Club: Creates large, multi-hitting storms, but has the longest charge time of any weapon

  • Skyscraper Club: Powerful charge shots and long range. Decreases speed and slow charge time

  • Atlas Club: Fast dashes, strong dash attacks and homing ability. Very slow charge time and shots cannot pass through walls like other clubs

  • Earthmaul Club: Longest range of any weapon and back dash charge shots bounce off walls. 

  • Ogre Club: Slow shots, but the strongest melee of any weapon

  • Halo Club: Fires rotating halos that can paralyze foes. Poor melee attacks, overall power, and shots lose power over distance

  • Black Club: High attack power, homing, and attack nullification. Slow charge time and attack speed

  • Capricorn Club: Fast moving attacks with quick charge time. Lacks range, can't cancel other shots, and do less damage over range

  • Aurum Club: Large projectiles with good shot nullification chances. Bad range and homing

  • Hewdraw Club: Long range with good homing and melee power. Low shot power

  • Magnus Club: Very high melee damage and boosts speed. Terrible overall range


Orbitars


Weapons that hover over the user's shoulder. They are effective at range and don't slow down Pit when running, but have bad melee damage

  • Standard Orbitars: The standard option

  • Guardian Orbitars: Can create barriers with strong attack nullifying properties

  • Shock Orbitars: Charged shots have high homing, but are otherwise nothing special

  • Eyetrack Orbitars: Very high homing power, but lack shot damage and charge time

  • Fairy Orbitars: Quick charge time and can inflict confusion

  • Paw Pad Orbitars: Short charge time with bouncing shots

  • Jetstream Orbitars: Strong shots that can hit enemies skyward, but have no homing and lose strength over distance

  • Boom Orbitars: Top among orbitars in ranged and melee power, but slows the user with continuous fire and lack homing

  • Gemini Orbitars: Fires attacks that travel straight before breaking towards a target, good for unpredictability

  • Centurion Orbitars: Good range with arcing arrows, back dash charge shots fire shields

  • Arlon Orbitars: Longest in category range


Palms


Weapons that take the form of tattoos, they draw on the users own life force to shoot projectiles with the best homing properties. They aren't heavy to use and don't drain stamina, but they have poor range

  • Violet Palm: The well balanced option

  • Burning Palm: Built in Burn, strongest in category melee damage. Slow charge shots and poor range

  • Needle Palm: Little power difference between charge and continuous fire, and fast shots overall. Poor homing ability

  • Midnight Palm: Strong shot nullification potential and good power. Slow shots overall

  • Cursed Palm: High homing and melee power, but shots lose power of distance and are slow

  • Cutter Palm: Powerful shots, but continuous fire lacks homing ability and a slow charge time

  • Pudgy Palm: Short charge time and homing, shots become weaker over distance

  • Ninja Palm: Short charge time, fast shots, boosts speed and melee. Poor power, range, and homing

  • Virgo Palm: Longest range in category, and shots grow in size over time. Lacks power and homing

  • Aurum Palm: Little homing, but very fast shot charge time

  • Viridi Palm: Great homing and continuous fire, short charge shot range

  • Great Reaper Palm: Long charge time, but uniquely has the ability to inflict Weaken on its own


Staffs


Staffs are characterized by having the long range of any weapon type and gaining damage the further they travel, but poor homing, melee ability, and they slow the user down. The different types are:

  • Insight Staff: The well balanced option

  • Orb Staff: Better melee power, large shot size and little shot power variety over distance

  • Rose Staff: Fast charging and high damage, but slows the user and slow charge shots

  • Knuckle Staff: Good melee power, but charge shots lose damage over range and charge slow

  • Ancient Staff: Shots linger and can naturally paralyze foes, but have short range and slow the user

  • Lancer Staff: Charges fast with high damage, but has slow moving shots

  • Flintlock Staff: Has immense shot power and range, but terrible melee and charge time

  • Somewhat Staff: Functions closer to a Blade, though keeps Staff restrictions

  • Scorpio Staff: High speed shots that inflict poison and boosts speed, but has short range

  • Laser Staff: High damage and long range, but slow charge time

  • Dark Pit Staff: High Damage at long range and fast shots, but weak melee

  • Thanatos Staff: Only staff with slight homing ability, can shoot a lingering skull in the air


Three Sacred Treasures


These Three artifacts that are the source of Palutena's power are mighty pieces of gear, able to let Pit fight and defeat Medusa and hold his ground against stronger entities. They are otherwise kept sealed in their own caskets.

The Three Sacred Treasures are divided into, get this, 3 parts:
  • Mirror Shield: Can nullify incoming projectiles
  • Wings of Pegasus: Grants Pit unlimited flight
  • Arrows of Light: Arrows that have an incredible amount of power and shot homing with both continuous and charge shots. Charge shots can also penetrate through foes. They can also kill normally invincible Ornes.

Great Sacred Treasure


I mean it lasted like one whole fight before getting destroyed but eh screw it, it's cool


The Great Sacred Treasure is a mech suit created to replace the aging 3 Sacred Treasures after their destruction. Made of pure Orichalcum, it's a much stronger beast and can clash with the God of the Underworld. It has numerous forms, is said to be able to stop on a dime and can seemingly fly forever:

  • Full Form: Largest form, it fires barrages of homing energy shots and explosive charge shots

  • Pursuit Mode: The mech sheds some of it's parts to increase it's speed and gains a gatling turret, firing bullets and charged ring lasers

  • Mech Armor: Shedding even more parts and moving like an extension of the users own body.  Though it only has the usual energy attacks, it does also have a huge energy sword

  • Ultralight: The GST sheds all but it's necessary components, firing energy and vertical charge shots

While Pit hasn't shown to use them, the GST's full form also has a few boss exclusive attacks Pit can theoretically use:

  • Regular energy attacks
  • A barrage of arrows and electricty balls that can both paralyze
  • Fireballs that apply Burn
  • Energy arrows that move on the ground
  • Tornados
  • Assorted laser charge attacks
  • A dash attack
  • An energy attack that sucks in foes where it hits

Support

Palutena



(Note: Pit briefly fights under Viridi, but she offers less powers and should be considered non-standard as far as support is support is concerned)


Goddess of Light and ruler of Skyworld, Palutena guides and aids Pit through his battles with powers and godly advice through telepathy. Though she has her own powerset, when helping out Pit, she:


Feats

Overall


  • Captain of Palutena's Guard

  • Beat the Underworld army twice

  • Stopped Viridi and the Forces of Nature wiping out humanity

  • Fought off the Aurum invasion

  • Saved Palutena from the Orcos, Medusa, and the Chaos Kin

  • Defeated Dark Pit, Medusa, Hades

  • Outscales all Nintendo characters frfr


Strength



Speed



Durability



Scaling


The Underworld Army


Pit's main adversaries throughout the series, he's defeated every one of the armies' monsters and commanders at some point or another, so scaling should be self explanatory.


Forces of Nature


Shortly after Medusa's second defeat, Skyworld would clash with Viridi's Forces of Nature to prevent them from destroying humanity. Pit has defeated almost all of it's members in open combat.


Palutena and Skyworld


When Palutena was taken over by the Chaos Kin, Pit was forced to fight her and the rest of Skyworld's army. Pit defeats Pseudo-Palutena later and can actually kill regular Palutena in her normal boss fight if he's not careful, so scaling to the Goddess of Light is fair game


Hades


Lord of the Underworld. While Hades ends up destroying it, Pit fights him in a long, drawn out battle using the Great Sacred Treasure, matching his blows and bisecting him at one point. While this is not saying Pit scales entirely without the GST, his normal weapons have dealt damage, Pit on his own can survive some attacks and other characters like Medusa and Palutena have harmed him in their own ways.


Assorted Characters

This section is dedicated to feats from assorted characters with either no faction alignment, or are questionable if anyone scales. Those that fall into the latter category will have a debatable label placed on them


Weaknesses


Despite Pit's combat prowess, he is shown to be quite gullible and reckless. All of Pit's powers are not infinite and will run out with no way of replenishing in the field. His power of flight cannot be used again right after using it and it only lasts for 5 minutes. If the limit is exceeded, his wings will burn up and he'll be left fatally injured and unable to move. Pandora, Pyron, and Hades show that a Palutena's telepathy and extraction powers can be jammed and prevented from working. Same goes for some of his abilities from the original game


We're also only halfway to the sequel, Hades really wasn't lying


The tab for super whacky KI shit masquerading as a Q&A section


NOTE BEFORE STARTING: Due to the nature of them, many of the higher end feats that will be brought up here are likely to be very contentious and open to interpretation for one reason or another. Said higher feats will mainly be the author's own take on matters and are not meant to objective or definitive. Much will be left to reader interpretation


That fucking Aurum Brain that I hate


Alternate title: How big is this stupid thing

Short version? Who knows. Long version, a lot of the higher end versions rely on a statement from Palutena earlier on in the chapter that one of the Aurum ships are continent sized (Japanese is the same). Though possibly a Majora's Moon type feat where having a properly sized object would cause your 3DS to evaporate, things get a lot more complicated when factoring it into a calc to try and get a number out of it. If you take it at face value, then a calc that comes out of it gets the size of it to 17754 kilometers in radius, and a spicy Quettatons KE value.

...a radius which is nearly 3 times the size of Earth.


You know.


The planet it's currently hovering over lol.


Clearly a bit of a contradiction, as funny as goofy high numbers are. That being said, some more conservative calcs that simply use the continent size statement and apply it to the brain itself (Just 2000km for a radius, using Australia as a baseline) can still get it to around 20 Yottatons. If you don't do that, god only knows how to measure it from there. There's tons of things people do involving curvature scaling and angsize and the like that all get varying results. The game itself doesn't help much with all the camera moving, and we never get a decent shot to measure it alongside the planet itself and we probably never will unless some out of bounds silliness is done, which itself is a whole rabbit hole on if that'd even be valid. This is also all under the assumption that you take the continent size statement completely seriously to begin with.


Do your own homework and come to your own conclusions, the whole feat is weird overall.


Do people scale to the Aurum Hive exploding?


No idea, probably not, looks kinda cool though


Black Hole related feats


There's two feats, one where jobber Aurum enemies called a Sio can use Black Holes (Japanese is the same, I lost the link because of some stupid behind the scenes shenanigans so like). The second is a power you can use in Together mode, the game's multiplayer, and as a brief aside, the main mode Light vs Dark is a sport in universe, so it should be valid to use.


...that's kinda the long and short of it, unfortunately. Though high gravity can be inferred given the attack's purposes, being locking down enemy mobility to one spot, they possess no other major statements for black hole properties like spaghettification or spatial warping. Sio laser attacks seem able to pass through the black holes. Whether or not that's a game mechanic and/or 3DS hardware limitations can be debated. It could still be usable depending on how lenient you are on such feats, but those with stricter standards would not be swayed.


The Cosmic Feat Lightning Round


Oh boy, everyone's favorite VS thing


Pandora makes the Labyrinth of Deceit:

Though she is stated to have made it, there's not really much you can gleam from it for feats. The only thing that would be worthwhile would be one section with stars, but it's not a long section and the background pretty quickly changes (a similar thing happens earlier). Given the usual issues with pocket realm feats and how it's rarely provable they're actual stars, coupled with the entire gimmick of the chapter and location, its best not taken seriously.


Medusa making location replicas:

One that seems to have gone surprisingly unnoticed. Unfortunately, neither of the locations that take place outside can be proven to contain anything that would get good stats, such as a sun. Even then, it would have the same problems as most pocket realm feats of not being provable to be full sized celestial objects (Suns are much smaller in KI than our own). The Japanese version also seems to just be taking place in the respective bosses' subconscious, though creating the location could still be considered valid as it isn't necessarily contradictory.


Hades' organs:

Hades' stomach is an alternate dimension of some sort, but much of the rest is just baseless conjecture. It has no size statements and his heart exploding visibly doesn't take out the rest of the stomach. It's very likely the reverse is also true where killing Hades doesn't destroy his stomach, but that's not provable either way.


Sinistew pots containing a universe:

Said universe is one-dimensional


Bottom text


Captain Flare:

So this is a really weird one. The Forces of Nature have a generic enemy, Captain Flare, whose gimmick is shooting meteors and disappearing. Pretty regular stuff, hey out of curiosity what does the idol description say-


He's the man of mystery. He disappears without a trace. He's the amazing Captain Flare! He shoots comets from the space rift within his cape--the very same cape that contains the alternate universe Captain Flare likes to disappear into.


(Japanese is basically the same, there was a joke here originally but the link got lost so phooie)


The weird part is that this seems to even be a bit consistent? It's hard to see in the model, but official art shows he has what looks like a galaxy inside of the cape. The idol description seems to say that the capes don't have a shared universe or something between all of them, and would feasibly be destroyed if you kill them. Wait, so do we finally have-


Ok lets slow down a little bit. Yes, this is absolutely an outlier straight out the gate. We're going from top tiers being usually city/mountain levels of destruction and being able to quickly destroy countries in some fashion to random jobbers being universal. Even if we took some of the shakier arguments, it's around Large Planet to Universal as a jump, a textbook outlier.


Even then, those of you who read the whole excerpt and didn't just read the bolded text, you know who you are, will have noticed that it says the cape seems to be a space rift of some sort, which could possibly imply a portal of some sort, which would nip the scaling in the bud right off the bat. Lastly, although most gods in the game make their own enemies, Captain Flares seem to be the only exception. The only person we know who physically makes them would be Dyntos since a few show up as enemies in his chapter and we know that he makes them himself. Only issue is his whole chapter is him getting hyped up as beyond Hades and everyone else in the game in terms of power, so we're SOL there.


Anyways yeah, weird and seemingly consistent design choices but has buckets of other issues. Never thought this would be the longest section but here we are


Sources

Games

  • Kid Icarus

  • Kid Icarus: Of Myths and Monsters

  • Kid Icarus: Uprising

Anime Shorts

  • Thanatos' Revenge

  • Palutena's Revolting Dinner

Others


























Damn you got all the way to the bottom, have some floor ice cream for your health.



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