First time I really got to play this MU extensively.
Pit's arrows are pretty lame, and it's only because he can change up the timing. If they stay unpredictable with it, it's super obnoxious. Our Fair for sure can beat an arrow so I'm guessing so can Bair and Dair.
At early damage, Fthrow can combo into Fsmash and his Utilt is also annoying since it comes out on either frame 1 or 2. Gimps aside, we should be able to live fairly long (140s at worst). Like in most of our MUs, being above Pit sucks, and he can keep pressure on us really well with his projectiles and his Uair. Luckily for us, our Dair goes right through his Uair as long as it's the center of his Uair. If it's the blades of his swords, then it's a toss up. Sometimes we win, and sometimes, not so much. That will help us if he decides to plank and do it wrong. If he puts Uair in the wrong place, we will spike him something awful. His Bair is really the only move that'll definitely kill us before 120 since Fsmash will likely be used to rack damage, but it'll be a little telegraphed so avoiding for the most part; however the soft hitbox of Bair is pretty good for gimping and has some surprising range. Likely that he'll be using his WoI (His ^B) on stage as a mixup to accelerate his movement and try to catch you off guard with aerials, usually Fair or Bair when fishing for a kill. Their Dair, I think, can be used as an OoS option because it comes out fast. That also has really good range. Lastly, their jab is the bane of my existence. I hate it. We can outrange it with Fsmash and DA but it's still so lame.
All that said, we can keep Pit away with Fsmash and if we can corner him, we demolish him with Dtilt. Like....really bad. The MU is really all about patience and how you deal with camping. Not really anything gamebreaking in the MU so play smart and careful.
45-55 imo.