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That all you got?

That all you got?

Very informative and helpful visuals
Really helped me out
A very good guide, better than most of the others I've seen. Just reading through the other reviews as well, RAGE DOES NOT EXIST IN TRAINING MODE. Just had to say that. Good work!
what are some good footstool combos?
also so you shield pressure from above with dair, and from below with usmash???
Zult
Zult
Uptilt from below because it has less end lag, but I usually do up smash in hopes of a shield poke or if they drop their shield. Here's a footstool and jab lock combo/set up
Excellent guide! This helped me out so much and even introduced me to the concepts of air dodge baiting and mix ups. I've been referring to this guide for several months now and it has really had an effect on my play.
Zult
Zult
Glad I could help! I plan on updating the guide soon too with more info I found
Amazing. Great introduction to the character's advanced tactics and solid uses. Combo guides within the work %. 5 stars.
This guide was awesome, it showed what pit/dark pit 's strengths are and helped me a lot.
rage starts at 100%
Zult
Zult
Really? Thanks. Seems right after testing it in training mode. Do you have a source? Just wondering.
As a Pit secondary-main, this guide has helped a lot. Thanks!
Zult
Zult
No problem
Great guide man, really learned a lot
Zult
Zult
Thanks
Fantastic guide! This helped my Pit/Pittoo game out a ton. Maybe you could add match ups at some point? But thats not too necessary. Anyways this guide is awesome. Thank you for making it!
Not a bad guide at all! I've never considered grab release into fsmash before... sounds like something to try out in situations when an f-throw probably won't kill, but they are expecting an f-throw anyways. Jab cancelling into dash grab also sounds interesting; I've never experimented much with Pit's jab cancel since it is slow compared to most characters', but his fantastic dash grab probably compensates for that.

A few things I'd also suggest putting in the guide (if you don't mind the feedback):
* Use arrows to help cover the ledge when launched offstage, and rising aerials occasionally to help mix-up recovery options
* Ledge trump to any aerial when an opponent is about to recover (reading an opponents jump after they are popped off the ledge can mean a free dair spike, but I usually go for a bair since it kills so early and the opponent was probably not expecting the trump after so many arrows/offstage aerials)
* Avoid staling any killing options at all cost; Pit can struggle enough to kill without the additional trouble
* Knowing when to use orbitars when facing characters who go for predictable but deadly aerial follow-ups; ZSS and MK's up-b immediately come to mind, since they are very common kill options and put them into free-fall afterwards. They've saved my stock on more than one occasion.
Zult
Zult
Solid tips! Will test them out myself. Thanks!
Excellent guide, exactly what I've been hoping for. Practicing a lot with these tips, and it's really helped to improve my game!
Zult
Zult
Thanks!
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