kupo15
Smash Hero
Related article: FYI Pits: Learn these AT's!!
Don't be offended by the way this post is worded. It is suppose to be very direct and not wordy so it can be clear. We not saying you must do these, they are only suggestions so you can learn from our mistakes!
By kupo15:
1. Basics Before AT's
Pit has a lot of great AT's. However, it is important to know the basics such as timing, range etc before you spend a lot of time learning the ATs. They CAN be overused and abused to a point where it is ineffective. This game does not need AT's to be an excellent player. It compliments the basics to make you a superior player.
2. Know when to use your arrows
After looking back on some of my recorded matches, this is what I noticed. I usually use an arrow inbetween hits naturally, but sometimes using an arrow isn't the best option. Ex: If you hit an opponent away and they fail to tech so that they land on their back, you do NOT want to hit them with an arrow. As much as we would like to show off our arrow accuracy by hitting them the second they are on the ground, the better option is to run to them and react to how they get up.
The reason why this is better is because of control. Control in the match is very important and when they are on the ground, they are still at the disadvantage because they only have 3 options. Also, no matter which option they choose, there are a couple frames of vulnerability to land a Bair if you want. By hitting them with an arrow from afar, this brings them to their feet so you are basically surrendering control of the match at that given point.
Conclusion:
Option 1: Shoot them on the ground and they will get up, the combo is finished.
Option 2: Wait for the right moment when they get up and you can continue the combo with ANY move. You might even get lucky that they fall off the ledge and land on their back on the floor below them.
This is basic stuff you saw in Melee esp in BF. I am just pointing out that waiting for them to get up is better then shooting them while they are down.
3. Wing dash vs Wing shove
Wing shoving is using the natural wind push from the startup of the WoI. The application on this is the Wing cancel. At times, wing shoving is better than wing dashing because wing dashing (which has wing shoving in it) against certain moves will space you too far away to retaliate.
In these situations, a Wing shove is better because it gets the job done while keeping you close. So you need to decide when to wing dash and when to wing shove. Wing dashing is used when you would still get hit after a wing shove and for general spacing applications. And don't forget that wing dashing isn't only used for retreat, but for advancing (while blocking projectiles) as well.
4. Usmash? No!!! Do an Utilt!!!
I can't tell you how much I hate this move. Compared to Ike's Usmash, which is the best in the game IMO (multi directional), Pit's Usmash is the most directional move ever with the smallest hit box (or so it seems). Do not try to do this move to an opponent on the ground because you will miss them most of the time except the big ones. You even miss trying to hit an opponent in the BF platform above you. You better hope they drop through or else you will miss them or knick them. The hitbox is slightly below the tips of the blades vs the Utilt where the last one seems to be past the kick. So unless you are right on top of the guy, they happen to fall right on top of you, or you are doing a hyphen Usmash, Utilt is a much better option IMO.
With three, spaced, slightly drawn out hitboxes, more combo friendly,and the ability to dodge low moves, I think this is a better move then that dumb Usmash! If someone can tell me how to use this move effectively, I will change this around because I miss with that move so much!!!
Edit: This move isn't too bad, just make sure you know how to use it or else things will be bad for you!!
5. Dash attack
Don't use this move unless want to get punished or you are confident that it will hit an opponent at a fairly decent damage. This, IMO, is Pit's slowest move because the lag is so tremendous that you will get hit back after connecting with this move. So use this move when you see an opening and you are desperate to land a hit at higher percent ONLY. It has some combo potential but the lag makes it hard.
6. Controlling Unexpected Knockback
There are some moves that move the opponent backwards instead of forward depending how you execute it. An example would be the Fair or Ftilt. I want to point out that you can do a sweetspot Bair in the wrong direction and still hit them forward. This can be good for the times where you want to knock them forward but can't turn around. To do this with aerial requires a Fast fall aerial on top of them.
These situations DO occur and here is one (not the only one). Ex: You are planning to do a Dthrow>Bair. So you jump, maybe too soon, to realize they DIed in the direction you didn't expect that doesn't set up for a Bair. You can still do it.
7. Nair
Nair-Talk about a moving shield! This move acts like an Angel Ring but better because it is faster and is easier to control. The graphics of this move is deceiving almost like Snake's Ftilt because the hitboxes are actually pretty far in front of Pit and is at the outer edge blades, maybe slightly further. One of the most effective ways to use this move is to retreat slightly, kinda like you are drawing them in.
Why is it best to retreat at least at the start of the move? Because if they DI towards you or you move towards them, they will get inside the hitbox and not get hit with every slice. It is really good for aerial spacing while keeping them at bay and the priority is pretty good.
Not only is it good for retreating, the middle to end of the move is great for approaches. You can advance with wall of controllable hitboxes in front of you. The middle to end animation also cancels projectiles such as Pit's arrows
The Nair can be a great replacement of the Uair after a down throw. If they DI away after the throw, the Nair helps you to follow up with an attack better because the hitbox is closer to them from the start. Also, the chances of getting punished by them air dodging the Nair is much lower since you are retreating slightly with literally a moving shield that continues until you land on the floor.
You want to really mess up Metaknight? This move counters their Side B (and tornado I think) better than words can describe. Once you see them use the side b, do a short/full hop retreating Nair while matching the exact speed that they are moving at you. You will be amazed at the effectiveness of this move if used correctly.
Contrary to popular belief, this is not an auto canceled move!
Additional info by Monjula:
Also, recovering when you grab an edge...I like to hit jump (vaulted into the air,) and immediately Nair. It catches people by surprise often.
8. Fsmash vs DSmash
They are both great moves but I am telling you to use caution with the Fsmash. Many times I have used a Fsmash for the kill and it has failed because my opponent DIed out of the first half of the attack. That was because he was too close so he popped on the other side of me. In these situations when I want to get them off the ledge for sure, I use a Dsmash because the first hit sends them flying. And if they DI correctly, the knockback sends them basically in the same direction as a Fsmash.
Additional info by Teh_pwns_the
A little something something I've noticed is that if you are about the range from a person that you would be able to land one of jigg's rests, you can Dsmash and hit them with the first and second swipe potentially doubling the damage.
9. Angel Ring vs. Mirror Shield
Both reflect but which one is better? The best way is to compare and contrast these two moves:
Angel Ring:
-Bigger surface area for easier reflecting
-Has reverse reflecting capabilities (if they are behind you and miss)
-Can reflect and deal damage
-Has an AT attached to it, ART, which helps with approaching projectile characters
-Can only hold for 15 secs
-Pit is vulnerable to well spaced attacks through the Angel ring
-Has a wind push effect as the move ends
-Harder to get behind Pit
Mirror Shield:
-Smaller surface area and angling is needed to reflect high approaching projectiles
-Has super armor when used on the ground
-Can flip enemies around in the startup animation
-Can only hold for 15 secs
-Can block any non grab moves over and over again unless they are really close
-Vulnerable to grabs
-Ending lag is slightly quicker
-Easier to get behind Pit
They both have their uses depending on the situation. Sometimes I prefer to use Angel Ring to reflect if I am already moving because all I have to do is press B. Because Angel Ring's range is so much bigger, it is easier to use this move to reflect moves like Pika's Thunder or Snake's Usmash. If your timing is good, you can trap Snake with a falling Angel Ring while waiting for the reflected mortar shell to come down and hurt him. A rising Angel ring, with ART attached or not, can be good to counter Snakedashing (super hyphen Usmash).
Angel ring is good for dealing with ledge stallers. All you have to do is hold an Angel ring at the right spot over the ledge, and it will slice their fingers at the earliest time causing them to drop from the ledge. Be careful of them rolling from the ledge but a well placed Angel ring should stop them halfway through the roll forcing them back on the ledge.
So using the Mirror shield or Angel ring depends on the situation.
Additional info by Sagemoon:
Using the Mirror shield to flip around Glide attacks is very effective. It throws them off as well as providing an opening
Additional info by Fujiwara:
You can get grabbed by tethers through the Angel Ring.
Additional info by Admiral Bowser:
The Mirror Shield can send certain projectiles back at the opponent faster than the Angel Ring can making the chance of hitting them with it higher.
10. Using the "unsafe" WoI
If you use the WoI while in the air and get hit out of it, then you lose all recovery options. But that shouldn't sway your decision about using the WoI in this context.
Fact: Using an Air dodge puts you in the defensive.
There are some occasions where using the WoI to defend against an incoming attack is better than an air dodge. One scenario is a spike. Because the WoI provides a wind push effect at the start up, you can use this (at the right time) to push them out of range while staying on the offensive. It is a quicker way to recover than from an air dodge and it doesn't affect your mobility...well it does in a good way.
By using the WoI to block intercepting aerials, the WoI make it quicker for you to get back to the stage that the person trying to gimp you giving you an advantage. Also, by the time they recover from the aerial's lag, you should be in a safe position to Bair them without the fear of falling to your death.
If you time the WoI counter too late, then you should get your WoI recovery back at least. The reason is because if you get hit from the WoI at the startup of the move, you don't lose your recovery.
So, use your judgment as to when to use the WoI like this and don't be afraid to experiment. That is what friendlies are for.
11.How Dair you!
Like the Nair, what a great move. Even though it has one hitbox compared to the Nair's many, the Dair's hitbox is huge and it has excellent priority. One of the best ways to use this move is rising for two reasons:
1. It protects you from being shield grabbed
2. At the right %, it leads well into the other aerials or an arrow angled up as you descend
One of the greatest applications of this move is countering any ledge move. If you miss, you are relatively safe because you are rising. Also, this move is better to RAR at times so that the foe is at the same side the blade comes out.
The only thing to avoid is using this when they are at low % because the knockback will cause them to rise at the same height as you and they can attack you as you recover from the lag.
12. Good Pits don't get gimped
This should never happen at least against anyone other than Pit or ROB. But even then, it should happen rarely unless you are experimenting, then it is ok.
13. Winglanding is important
You should familiarize yourself with winglanding. Wing landing is the ability to cancel your wings on the ground, using the Dair, AFTER the startup of WoI without lag from the aerial. This means that you should also be good at Divebombing, which is Pits super fastfall using the WoI, into a wing land.
The reason why this is important is so you can reach the ground quicker to return to battle fast and regain footing. Trust me, it comes in handy.
14. Uair kills
If you get your opponent in multiple hits of the Uair, then they can DI to either side of you when the attack is over. The technique, which is very hard, is to hit them with the very last hitbox of the move that way they go in the direction you hit them.
This is useful for chasing an opponent off the stage at a point above you where the only move you can hit them is with a Uair. Hitting them with the last hitbox will knock them in the direction towards the kill zone instead of them DIing to safety.
15. Look for the "jab lock"
Believe it or not, Pit has a small jab lock with these two moves: Fair, Ftilt and the weak Bair (maybe Nair) It is a small one because you can only lock them with one move only and at low percents 0-40ish due to the lag of the aerial. If they fail to tech, you can hit them with one of these moves and they will do one bounce.
Despite it not being like Mario's, it is still effective and here is why. Whenever a character gets caught in a "lock" of any kind (jab or laser), they have NO choice but to stand up without an attack. This means they can't roll or use a get up attack which will set you up for the next move. With proper timing, this guarantees a Bair or anything you want to do afterwards and I mean ANYTHING.
16. Item manipulation
Just because Pit doesn't have a projectile that acts like an item, doesn't mean you should not learn how to manipulate them the way those who do can. The reason being is because you WILL face those who have items and you should learn how to control them like they do since you can pick them up. Main characters include (but not limited to) Snake, Diddy, and ROB.
Things you should be good at are:
-Glide tossing in any direction
-Quick item pickups with Wingdashing
-Charged Smashes with holding Items
17. Countering combos By Apollo317
When you are falling down near your opponent (just after they hit you, so you are flailing around), I've noticed that if you use AR right as you hit the ground it can totally catch your opponent off guard, who was about to punish you. Of course don't use this all the time, if they predict it they can roll, but it is way to fast to react to. Another option that is far better than teching or just flopping on the ground is to to a wingland. Do that most of the time and throw in some unexpected ARs.
However if you are falling right next to your opponent and they are trying to combo you, most people will airdodge, but that is a little risky. For instance if Ike does his usmash, it will hit you anyway due to landing lag of the air dodge. If you know your opponent is going to do something like this, use mirror shield, it works like a charm.
Additional info by Ryos4
If they are ground based and send u horizontally. I find a quick arrows will not only help you regain your footing so you don't stumble, but will also prevent people from using a follow up attack such as dash attack/grabs. Though if they are short you will have to actually aim, and thats always bother some.
18. Go for the headshot (or toeshot) By NxC
This is something I do by instinct since my friends play TLink/Falco/Other characters that can block/reflect bolts if shot in a straight line. We also play item matches a lot (to my dismay), and Franklin Badges can and will come out of nowhere. It's not applicable in all situations, but just hear me out.
Avoid firing straight arrows at characters that can reflect. If there is even the slightest possibility of a reflection occurring, and you aren't spaced far enough apart to counter-reflect, you can easily get punished. Arc your arrows- either tilt down and then up to 'chin' them or arc up and then down to 'forehead'. If a reflection occurs, the arrow will be diverted away from you.
I understand there are a lot of situations where you can't curve arrows in time, and if your opponent is anticipating a curve, you can surprise them with a straight arrow.
Additional info by kupo15
Be conscious of how you approach with the curved arrows against reflectors. I have actually gotten hit by a curved arrow reflected back at me because I did a short hop rising curved arrow while advancing. I got hit by the arrow since I was in the air right at the spot I shot from so it acted like I fired a straight shot from the ground.
Additional info by Monjula
Yes, avoid the straight arrows. Use them if you're fighting anyone without a reflector at your own discretion, and keep in mind that they are useful for recovering.
19. About the ledge by Fujiwara
Reference image:
There are three distances for guarding the edge with Pit. The red line explains itself: It is hard to mirror or block a recovery-move and depends on the angle of your Pit and the other player. Ike is an exception to this.
In the yellow line you can for sure go down and try to mirror his recovery-move. According my experience people tend to see my attack from above with an Down A move. Try always to attack from the same height and not above or under the opponent. An mirrored attack grants most of the time a lose to the other player because most people don't think that you will do something similar to Marths Counterattack. Don't try to use it every time... change between attacking, mirroring or do nothing (yes, it really works and the people even try to save themselves even when it's to late then)
Ganon is an exception because both recoveries are grabs. Do not do this with him because chances are, you will get suicided.
The green line (outside of the screen) is fairy nice for spamming your arrows. If you don't hit the player within the first two arrows, consider to take the first step and going in his direction.
Additional info by kupo15
On flip side trying to recover, I find that it puts you in a better position when aiming for the stage and not the ledge. Good players tend to be less affected by the ledge hop Uairs and Nairs so it puts you at a slight disadvantage. I would say go for the ledge if it is the safest at the time or its your only option. You can surprise them by not grabbing the ledge since most players abuse the auto ledge snap.
20. Edge guarding: Arrows vs Wing renewal by CorruptFate
Arrows are nice if they are below the stage as it can eat their jumps and doesn't put you in any unneeded risks from spikes or stage spikes. If you are really good with your timing, then you should be able to hit them as soon as they use their second jump.
On the flip side if they are over the stage DIing back, arrows won't do a thing as they have little knock back and the opponent will just need to air dodge as they come back. Jumping after them with a wing renewal, wing piviot, bair (or any aerial) can be the most deadly thing in this situation. Even if you they hit you, may cause them to fast fall, and if you do hit them with your bair pinged it will kill them unpinged it should kill them. With the wing renewal, you can get back or fight them out there if needed.
This shouldn't be done to many characters as they can spike you but you can cancel this with your up b if you time it right. Keeping pressure on the player trying to recover is usually better than arrows. Use your best judgment but generally, wing renewal is good for when they are above you and arrows are good for when they are below you.
Don't be offended by the way this post is worded. It is suppose to be very direct and not wordy so it can be clear. We not saying you must do these, they are only suggestions so you can learn from our mistakes!
By kupo15:
1. Basics Before AT's
Pit has a lot of great AT's. However, it is important to know the basics such as timing, range etc before you spend a lot of time learning the ATs. They CAN be overused and abused to a point where it is ineffective. This game does not need AT's to be an excellent player. It compliments the basics to make you a superior player.
2. Know when to use your arrows
After looking back on some of my recorded matches, this is what I noticed. I usually use an arrow inbetween hits naturally, but sometimes using an arrow isn't the best option. Ex: If you hit an opponent away and they fail to tech so that they land on their back, you do NOT want to hit them with an arrow. As much as we would like to show off our arrow accuracy by hitting them the second they are on the ground, the better option is to run to them and react to how they get up.
The reason why this is better is because of control. Control in the match is very important and when they are on the ground, they are still at the disadvantage because they only have 3 options. Also, no matter which option they choose, there are a couple frames of vulnerability to land a Bair if you want. By hitting them with an arrow from afar, this brings them to their feet so you are basically surrendering control of the match at that given point.
Conclusion:
Option 1: Shoot them on the ground and they will get up, the combo is finished.
Option 2: Wait for the right moment when they get up and you can continue the combo with ANY move. You might even get lucky that they fall off the ledge and land on their back on the floor below them.
This is basic stuff you saw in Melee esp in BF. I am just pointing out that waiting for them to get up is better then shooting them while they are down.
3. Wing dash vs Wing shove
Wing shoving is using the natural wind push from the startup of the WoI. The application on this is the Wing cancel. At times, wing shoving is better than wing dashing because wing dashing (which has wing shoving in it) against certain moves will space you too far away to retaliate.
In these situations, a Wing shove is better because it gets the job done while keeping you close. So you need to decide when to wing dash and when to wing shove. Wing dashing is used when you would still get hit after a wing shove and for general spacing applications. And don't forget that wing dashing isn't only used for retreat, but for advancing (while blocking projectiles) as well.
4. Usmash? No!!! Do an Utilt!!!
I can't tell you how much I hate this move. Compared to Ike's Usmash, which is the best in the game IMO (multi directional), Pit's Usmash is the most directional move ever with the smallest hit box (or so it seems). Do not try to do this move to an opponent on the ground because you will miss them most of the time except the big ones. You even miss trying to hit an opponent in the BF platform above you. You better hope they drop through or else you will miss them or knick them. The hitbox is slightly below the tips of the blades vs the Utilt where the last one seems to be past the kick. So unless you are right on top of the guy, they happen to fall right on top of you, or you are doing a hyphen Usmash, Utilt is a much better option IMO.
With three, spaced, slightly drawn out hitboxes, more combo friendly,and the ability to dodge low moves, I think this is a better move then that dumb Usmash! If someone can tell me how to use this move effectively, I will change this around because I miss with that move so much!!!
Edit: This move isn't too bad, just make sure you know how to use it or else things will be bad for you!!
5. Dash attack
Don't use this move unless want to get punished or you are confident that it will hit an opponent at a fairly decent damage. This, IMO, is Pit's slowest move because the lag is so tremendous that you will get hit back after connecting with this move. So use this move when you see an opening and you are desperate to land a hit at higher percent ONLY. It has some combo potential but the lag makes it hard.
6. Controlling Unexpected Knockback
There are some moves that move the opponent backwards instead of forward depending how you execute it. An example would be the Fair or Ftilt. I want to point out that you can do a sweetspot Bair in the wrong direction and still hit them forward. This can be good for the times where you want to knock them forward but can't turn around. To do this with aerial requires a Fast fall aerial on top of them.
These situations DO occur and here is one (not the only one). Ex: You are planning to do a Dthrow>Bair. So you jump, maybe too soon, to realize they DIed in the direction you didn't expect that doesn't set up for a Bair. You can still do it.
7. Nair
Nair-Talk about a moving shield! This move acts like an Angel Ring but better because it is faster and is easier to control. The graphics of this move is deceiving almost like Snake's Ftilt because the hitboxes are actually pretty far in front of Pit and is at the outer edge blades, maybe slightly further. One of the most effective ways to use this move is to retreat slightly, kinda like you are drawing them in.
Why is it best to retreat at least at the start of the move? Because if they DI towards you or you move towards them, they will get inside the hitbox and not get hit with every slice. It is really good for aerial spacing while keeping them at bay and the priority is pretty good.
Not only is it good for retreating, the middle to end of the move is great for approaches. You can advance with wall of controllable hitboxes in front of you. The middle to end animation also cancels projectiles such as Pit's arrows
The Nair can be a great replacement of the Uair after a down throw. If they DI away after the throw, the Nair helps you to follow up with an attack better because the hitbox is closer to them from the start. Also, the chances of getting punished by them air dodging the Nair is much lower since you are retreating slightly with literally a moving shield that continues until you land on the floor.
You want to really mess up Metaknight? This move counters their Side B (and tornado I think) better than words can describe. Once you see them use the side b, do a short/full hop retreating Nair while matching the exact speed that they are moving at you. You will be amazed at the effectiveness of this move if used correctly.
Contrary to popular belief, this is not an auto canceled move!
Additional info by Monjula:
Also, recovering when you grab an edge...I like to hit jump (vaulted into the air,) and immediately Nair. It catches people by surprise often.
8. Fsmash vs DSmash
They are both great moves but I am telling you to use caution with the Fsmash. Many times I have used a Fsmash for the kill and it has failed because my opponent DIed out of the first half of the attack. That was because he was too close so he popped on the other side of me. In these situations when I want to get them off the ledge for sure, I use a Dsmash because the first hit sends them flying. And if they DI correctly, the knockback sends them basically in the same direction as a Fsmash.
Additional info by Teh_pwns_the
A little something something I've noticed is that if you are about the range from a person that you would be able to land one of jigg's rests, you can Dsmash and hit them with the first and second swipe potentially doubling the damage.
9. Angel Ring vs. Mirror Shield
Both reflect but which one is better? The best way is to compare and contrast these two moves:
Angel Ring:
-Bigger surface area for easier reflecting
-Has reverse reflecting capabilities (if they are behind you and miss)
-Can reflect and deal damage
-Has an AT attached to it, ART, which helps with approaching projectile characters
-Can only hold for 15 secs
-Pit is vulnerable to well spaced attacks through the Angel ring
-Has a wind push effect as the move ends
-Harder to get behind Pit
Mirror Shield:
-Smaller surface area and angling is needed to reflect high approaching projectiles
-Has super armor when used on the ground
-Can flip enemies around in the startup animation
-Can only hold for 15 secs
-Can block any non grab moves over and over again unless they are really close
-Vulnerable to grabs
-Ending lag is slightly quicker
-Easier to get behind Pit
They both have their uses depending on the situation. Sometimes I prefer to use Angel Ring to reflect if I am already moving because all I have to do is press B. Because Angel Ring's range is so much bigger, it is easier to use this move to reflect moves like Pika's Thunder or Snake's Usmash. If your timing is good, you can trap Snake with a falling Angel Ring while waiting for the reflected mortar shell to come down and hurt him. A rising Angel ring, with ART attached or not, can be good to counter Snakedashing (super hyphen Usmash).
Angel ring is good for dealing with ledge stallers. All you have to do is hold an Angel ring at the right spot over the ledge, and it will slice their fingers at the earliest time causing them to drop from the ledge. Be careful of them rolling from the ledge but a well placed Angel ring should stop them halfway through the roll forcing them back on the ledge.
So using the Mirror shield or Angel ring depends on the situation.
Additional info by Sagemoon:
Using the Mirror shield to flip around Glide attacks is very effective. It throws them off as well as providing an opening
Additional info by Fujiwara:
You can get grabbed by tethers through the Angel Ring.
Additional info by Admiral Bowser:
The Mirror Shield can send certain projectiles back at the opponent faster than the Angel Ring can making the chance of hitting them with it higher.
10. Using the "unsafe" WoI
If you use the WoI while in the air and get hit out of it, then you lose all recovery options. But that shouldn't sway your decision about using the WoI in this context.
Fact: Using an Air dodge puts you in the defensive.
There are some occasions where using the WoI to defend against an incoming attack is better than an air dodge. One scenario is a spike. Because the WoI provides a wind push effect at the start up, you can use this (at the right time) to push them out of range while staying on the offensive. It is a quicker way to recover than from an air dodge and it doesn't affect your mobility...well it does in a good way.
By using the WoI to block intercepting aerials, the WoI make it quicker for you to get back to the stage that the person trying to gimp you giving you an advantage. Also, by the time they recover from the aerial's lag, you should be in a safe position to Bair them without the fear of falling to your death.
If you time the WoI counter too late, then you should get your WoI recovery back at least. The reason is because if you get hit from the WoI at the startup of the move, you don't lose your recovery.
So, use your judgment as to when to use the WoI like this and don't be afraid to experiment. That is what friendlies are for.
11.How Dair you!
Like the Nair, what a great move. Even though it has one hitbox compared to the Nair's many, the Dair's hitbox is huge and it has excellent priority. One of the best ways to use this move is rising for two reasons:
1. It protects you from being shield grabbed
2. At the right %, it leads well into the other aerials or an arrow angled up as you descend
One of the greatest applications of this move is countering any ledge move. If you miss, you are relatively safe because you are rising. Also, this move is better to RAR at times so that the foe is at the same side the blade comes out.
The only thing to avoid is using this when they are at low % because the knockback will cause them to rise at the same height as you and they can attack you as you recover from the lag.
12. Good Pits don't get gimped
This should never happen at least against anyone other than Pit or ROB. But even then, it should happen rarely unless you are experimenting, then it is ok.
13. Winglanding is important
You should familiarize yourself with winglanding. Wing landing is the ability to cancel your wings on the ground, using the Dair, AFTER the startup of WoI without lag from the aerial. This means that you should also be good at Divebombing, which is Pits super fastfall using the WoI, into a wing land.
The reason why this is important is so you can reach the ground quicker to return to battle fast and regain footing. Trust me, it comes in handy.
14. Uair kills
If you get your opponent in multiple hits of the Uair, then they can DI to either side of you when the attack is over. The technique, which is very hard, is to hit them with the very last hitbox of the move that way they go in the direction you hit them.
This is useful for chasing an opponent off the stage at a point above you where the only move you can hit them is with a Uair. Hitting them with the last hitbox will knock them in the direction towards the kill zone instead of them DIing to safety.
15. Look for the "jab lock"
Believe it or not, Pit has a small jab lock with these two moves: Fair, Ftilt and the weak Bair (maybe Nair) It is a small one because you can only lock them with one move only and at low percents 0-40ish due to the lag of the aerial. If they fail to tech, you can hit them with one of these moves and they will do one bounce.
Despite it not being like Mario's, it is still effective and here is why. Whenever a character gets caught in a "lock" of any kind (jab or laser), they have NO choice but to stand up without an attack. This means they can't roll or use a get up attack which will set you up for the next move. With proper timing, this guarantees a Bair or anything you want to do afterwards and I mean ANYTHING.
16. Item manipulation
Just because Pit doesn't have a projectile that acts like an item, doesn't mean you should not learn how to manipulate them the way those who do can. The reason being is because you WILL face those who have items and you should learn how to control them like they do since you can pick them up. Main characters include (but not limited to) Snake, Diddy, and ROB.
Things you should be good at are:
-Glide tossing in any direction
-Quick item pickups with Wingdashing
-Charged Smashes with holding Items
17. Countering combos By Apollo317
When you are falling down near your opponent (just after they hit you, so you are flailing around), I've noticed that if you use AR right as you hit the ground it can totally catch your opponent off guard, who was about to punish you. Of course don't use this all the time, if they predict it they can roll, but it is way to fast to react to. Another option that is far better than teching or just flopping on the ground is to to a wingland. Do that most of the time and throw in some unexpected ARs.
However if you are falling right next to your opponent and they are trying to combo you, most people will airdodge, but that is a little risky. For instance if Ike does his usmash, it will hit you anyway due to landing lag of the air dodge. If you know your opponent is going to do something like this, use mirror shield, it works like a charm.
Additional info by Ryos4
If they are ground based and send u horizontally. I find a quick arrows will not only help you regain your footing so you don't stumble, but will also prevent people from using a follow up attack such as dash attack/grabs. Though if they are short you will have to actually aim, and thats always bother some.
18. Go for the headshot (or toeshot) By NxC
This is something I do by instinct since my friends play TLink/Falco/Other characters that can block/reflect bolts if shot in a straight line. We also play item matches a lot (to my dismay), and Franklin Badges can and will come out of nowhere. It's not applicable in all situations, but just hear me out.
Avoid firing straight arrows at characters that can reflect. If there is even the slightest possibility of a reflection occurring, and you aren't spaced far enough apart to counter-reflect, you can easily get punished. Arc your arrows- either tilt down and then up to 'chin' them or arc up and then down to 'forehead'. If a reflection occurs, the arrow will be diverted away from you.
I understand there are a lot of situations where you can't curve arrows in time, and if your opponent is anticipating a curve, you can surprise them with a straight arrow.
Additional info by kupo15
Be conscious of how you approach with the curved arrows against reflectors. I have actually gotten hit by a curved arrow reflected back at me because I did a short hop rising curved arrow while advancing. I got hit by the arrow since I was in the air right at the spot I shot from so it acted like I fired a straight shot from the ground.
Additional info by Monjula
Yes, avoid the straight arrows. Use them if you're fighting anyone without a reflector at your own discretion, and keep in mind that they are useful for recovering.
19. About the ledge by Fujiwara
Reference image:
There are three distances for guarding the edge with Pit. The red line explains itself: It is hard to mirror or block a recovery-move and depends on the angle of your Pit and the other player. Ike is an exception to this.
In the yellow line you can for sure go down and try to mirror his recovery-move. According my experience people tend to see my attack from above with an Down A move. Try always to attack from the same height and not above or under the opponent. An mirrored attack grants most of the time a lose to the other player because most people don't think that you will do something similar to Marths Counterattack. Don't try to use it every time... change between attacking, mirroring or do nothing (yes, it really works and the people even try to save themselves even when it's to late then)
Ganon is an exception because both recoveries are grabs. Do not do this with him because chances are, you will get suicided.
The green line (outside of the screen) is fairy nice for spamming your arrows. If you don't hit the player within the first two arrows, consider to take the first step and going in his direction.
Additional info by kupo15
On flip side trying to recover, I find that it puts you in a better position when aiming for the stage and not the ledge. Good players tend to be less affected by the ledge hop Uairs and Nairs so it puts you at a slight disadvantage. I would say go for the ledge if it is the safest at the time or its your only option. You can surprise them by not grabbing the ledge since most players abuse the auto ledge snap.
20. Edge guarding: Arrows vs Wing renewal by CorruptFate
Arrows are nice if they are below the stage as it can eat their jumps and doesn't put you in any unneeded risks from spikes or stage spikes. If you are really good with your timing, then you should be able to hit them as soon as they use their second jump.
On the flip side if they are over the stage DIing back, arrows won't do a thing as they have little knock back and the opponent will just need to air dodge as they come back. Jumping after them with a wing renewal, wing piviot, bair (or any aerial) can be the most deadly thing in this situation. Even if you they hit you, may cause them to fast fall, and if you do hit them with your bair pinged it will kill them unpinged it should kill them. With the wing renewal, you can get back or fight them out there if needed.
This shouldn't be done to many characters as they can spike you but you can cancel this with your up b if you time it right. Keeping pressure on the player trying to recover is usually better than arrows. Use your best judgment but generally, wing renewal is good for when they are above you and arrows are good for when they are below you.