lob
Smash Cadet
(this is my first time posting to smashboards beyond casually replying to a thread, sorry if I'm doing something wrong)
It might surprise you that Pit is a pretty aggressive, string heavy character, despite having a fully controllable projectile, superb recovery, and general sense of floatiness to him. Most his moves deal moderate hitstun with noticeable, but not awful lag to them. At low percent, he has plenty of strings and possibly some true combos to his disposal. Utilt/Uthrow => Uair, Dthrow => Fair chains offstage, Dtilt => Dash attack => Grab, among others. Pits tilts, throws, and aerials are superb.
However, at high percent his great string potential comes to an end. Pit's strong neutral game comes at a price; the boy can't kill. Ftilt and Bair sweetspots are the only things that kill at reasonable percent, and as amazing as his new Side B looks at first glace, it really doesn't kill until around 160%. His smashes *will* kill, but they're awfully predictable. Usmash kills at the lowest percent, around ~110%, but the janky hitboxes don't hit anyone adjacent to Pit. Fsmash kills at similar percent, but only near the ledge, where people don't like being at high percent.
No, to kill as Pit, you're going to gimp and you're going to like it. Pit goes balls deep offstage and can come back with 4 jumps and his Up B that goes stupid high. You can chain Fair past the horizontal blast zones, and Dair has a meteor sweetspot in the middle of the swipe. It's tricky to land, but you'll get the hang of it. Your arrows are probably the best thing in the game for gimping recoveries, seeing as they're fully controllable and move pretty fast when charged up. It's possible to even Ken combo (or maybe more realistically, Ken string) people offstage with your meteor Dair. I cannot emphasize enough that Pit can go offstage and back onstage just fine, it should not be out of your comfort zone to do so.
Now, let's look at of Pit's misunderstood moves: the Upperdash Arm. This move isn't as strong as an approach as players think it may be. It has some super armor and strong damage, which is nice, but that's the beginning and end of nice things I have to say for it. Unlike Falcon's Raptor Boost in previous games, it does too much knockback for any real followups, and unlike Falcon's current Raptor Boost, it's not enough to really kill at a reasonable percent. It also bounces back projectiles, which is indeed nice, but you already have a move that does that! And if you do hit a projectile back, it stops your approach before you've reached the other player, where we reach this moves core issue:
This move has so much lag it's absurd. The amount of recovery frames is around **a full second.** Even longer if you whiff it in the air. It's shorter if you land the attack, but your dash is so telegraphed and so easily prevented that it's beyond easy to follow up from. No, Upperdash Arm is more of a mixup to keep people on their toes. It doesn't kill that well, and it doesn't lead into strings, but it packs a punch and punishes missed, laggy attacks pretty well. If the other player misses a Falcon Punch or has a particularly laggy move, go for it. But don't use it the second a match starts, please.
Before we continue, let's take a brief look at another one of Pit's specials: the Guardian Orbitars! I never see Pits use these, and they're really not a bad move or anything. I feel like most players forget it exists, but take advantage of that. Projectile heavy characters like Duckhunt or Samus will have them blasted right back in their face, and they won't see it coming. Just remember that when you use it, the other player will actually remember that it exists. Use it as a mixup option, don't overuse it.
Pits light weight is both a blessing and a curse. It aids your recovery; if it weren't for your jumps, weight, and distance on your Up B, Pit couldn't come off and onstage as much as he really needs to. However, it makes you moderately susceptible to vertical KO's and makes you particularly easy to juggle. However, if you're being juggled, now's not a bad time to make use of your Side B we were just talking about. Pit can be juggled easily, but he's actually pretty tough to kill. If you get offstage, you can come back no sweat- just be sure to sweetspot the ledge. As mentioned before, Pits aerials and recovery are ace.
However, you really don't want to be above anyone as Pit. He's juggle meat for plenty of characters, and on stages like Final Destination with no platforms to fall onto, there's only so much he can do to get back down (Slightly unrelated, but I'm sure that's why Pits are so rare in For Glory. Players pick him, don't have much time to learn him, and get frustrated that they have so much trouble landing safely.) No, being underneath the other players is ideal for Pit. Utilt and Uair eat through platforms on Battlefield and other stages, opening up opportunities for strings and combos on other players. Platforms also give Pit the breathing room he really needs to get back on the ground.
Pit thrives in an aggressive environment, and against characters that don't have many opportunities to out-ham him. Other aggro characters, such as Diddy and Yoshi, have a particularly good matchup against Pit since they have amazing Uairs that juggle the hell out of Pit. Characters with fast speeds and fundamentals like Sonic or Captain Falcon can really give Pit issues, as well. Although Pit himself is aggressive, he doesn't have much tools to deal with counter-aggression.
So, in conclusion: Pit is an aggressive, string oriented character that hits hard and gets hit hard. Because of his trouble killing, going offstage to secure kills is Pits normalcy and gameplan. Counterpicking platform heavy stages like Battlefield or Town and City is ideal for his style of play, helping him get down onto solid ground should he be juggled, and opening up combo and string opportunities. He has a strong edgeguarding tool in his arrows, and strong punishment in his Upperdash Arm.
Pit has more competitive edge than one would initially expect. Taking advantage of Pits strong neutral game and respecting his issues killing is crucial to playing him well. I hope you take this advice to heart and sink your teeth into Pit.
It might surprise you that Pit is a pretty aggressive, string heavy character, despite having a fully controllable projectile, superb recovery, and general sense of floatiness to him. Most his moves deal moderate hitstun with noticeable, but not awful lag to them. At low percent, he has plenty of strings and possibly some true combos to his disposal. Utilt/Uthrow => Uair, Dthrow => Fair chains offstage, Dtilt => Dash attack => Grab, among others. Pits tilts, throws, and aerials are superb.
However, at high percent his great string potential comes to an end. Pit's strong neutral game comes at a price; the boy can't kill. Ftilt and Bair sweetspots are the only things that kill at reasonable percent, and as amazing as his new Side B looks at first glace, it really doesn't kill until around 160%. His smashes *will* kill, but they're awfully predictable. Usmash kills at the lowest percent, around ~110%, but the janky hitboxes don't hit anyone adjacent to Pit. Fsmash kills at similar percent, but only near the ledge, where people don't like being at high percent.
No, to kill as Pit, you're going to gimp and you're going to like it. Pit goes balls deep offstage and can come back with 4 jumps and his Up B that goes stupid high. You can chain Fair past the horizontal blast zones, and Dair has a meteor sweetspot in the middle of the swipe. It's tricky to land, but you'll get the hang of it. Your arrows are probably the best thing in the game for gimping recoveries, seeing as they're fully controllable and move pretty fast when charged up. It's possible to even Ken combo (or maybe more realistically, Ken string) people offstage with your meteor Dair. I cannot emphasize enough that Pit can go offstage and back onstage just fine, it should not be out of your comfort zone to do so.
Now, let's look at of Pit's misunderstood moves: the Upperdash Arm. This move isn't as strong as an approach as players think it may be. It has some super armor and strong damage, which is nice, but that's the beginning and end of nice things I have to say for it. Unlike Falcon's Raptor Boost in previous games, it does too much knockback for any real followups, and unlike Falcon's current Raptor Boost, it's not enough to really kill at a reasonable percent. It also bounces back projectiles, which is indeed nice, but you already have a move that does that! And if you do hit a projectile back, it stops your approach before you've reached the other player, where we reach this moves core issue:
This move has so much lag it's absurd. The amount of recovery frames is around **a full second.** Even longer if you whiff it in the air. It's shorter if you land the attack, but your dash is so telegraphed and so easily prevented that it's beyond easy to follow up from. No, Upperdash Arm is more of a mixup to keep people on their toes. It doesn't kill that well, and it doesn't lead into strings, but it packs a punch and punishes missed, laggy attacks pretty well. If the other player misses a Falcon Punch or has a particularly laggy move, go for it. But don't use it the second a match starts, please.
Before we continue, let's take a brief look at another one of Pit's specials: the Guardian Orbitars! I never see Pits use these, and they're really not a bad move or anything. I feel like most players forget it exists, but take advantage of that. Projectile heavy characters like Duckhunt or Samus will have them blasted right back in their face, and they won't see it coming. Just remember that when you use it, the other player will actually remember that it exists. Use it as a mixup option, don't overuse it.
Pits light weight is both a blessing and a curse. It aids your recovery; if it weren't for your jumps, weight, and distance on your Up B, Pit couldn't come off and onstage as much as he really needs to. However, it makes you moderately susceptible to vertical KO's and makes you particularly easy to juggle. However, if you're being juggled, now's not a bad time to make use of your Side B we were just talking about. Pit can be juggled easily, but he's actually pretty tough to kill. If you get offstage, you can come back no sweat- just be sure to sweetspot the ledge. As mentioned before, Pits aerials and recovery are ace.
However, you really don't want to be above anyone as Pit. He's juggle meat for plenty of characters, and on stages like Final Destination with no platforms to fall onto, there's only so much he can do to get back down (Slightly unrelated, but I'm sure that's why Pits are so rare in For Glory. Players pick him, don't have much time to learn him, and get frustrated that they have so much trouble landing safely.) No, being underneath the other players is ideal for Pit. Utilt and Uair eat through platforms on Battlefield and other stages, opening up opportunities for strings and combos on other players. Platforms also give Pit the breathing room he really needs to get back on the ground.
Pit thrives in an aggressive environment, and against characters that don't have many opportunities to out-ham him. Other aggro characters, such as Diddy and Yoshi, have a particularly good matchup against Pit since they have amazing Uairs that juggle the hell out of Pit. Characters with fast speeds and fundamentals like Sonic or Captain Falcon can really give Pit issues, as well. Although Pit himself is aggressive, he doesn't have much tools to deal with counter-aggression.
So, in conclusion: Pit is an aggressive, string oriented character that hits hard and gets hit hard. Because of his trouble killing, going offstage to secure kills is Pits normalcy and gameplan. Counterpicking platform heavy stages like Battlefield or Town and City is ideal for his style of play, helping him get down onto solid ground should he be juggled, and opening up combo and string opportunities. He has a strong edgeguarding tool in his arrows, and strong punishment in his Upperdash Arm.
Pit has more competitive edge than one would initially expect. Taking advantage of Pits strong neutral game and respecting his issues killing is crucial to playing him well. I hope you take this advice to heart and sink your teeth into Pit.