Up b and Dtilt are still usable thought, I mean a buff would be nice but I don't think this is the area that Pit NEEDS a change. Rather, they need to change his up smash and side smash, which don't even work half the time. If you guys can't figure out how to use dtilt, try using it to go for hard reads. You can get a massive combo on a spacie at above around 30% if you do grab > dtilt tech read and then a bunch of other stuff.
Are you referring to the times when the first hit will connect but not lead them into the other 2 hits on usmash? I honestly think thats just from people holding down and ive actually never had an issue of that happening from the front unless they were CCing or so small they fall out of it. The start up hitbox on the back is yes pretty weak and doesent lead most smaller characters in but i think itd be a bit rediculous if it did, an arcing 7 frame usmash that multihits and covers the front AND back of pit well? Thats just turning an already good move into something rediculous.
Pit's up-b length is my main issue at the moment, dealing with meteors is a nightmare because of having to time my jump input instead of being able to spam up-b because youll die from the initial hitstun with how short it is. Dtilt i never got to experience the 3.0 version of, i do agree its slow and honestly a bit unusable at the moment because of how slow it is so a 2-3 frame faster start up i feel wouldnt be overboard and is kind of needed. I use dsmash alot which i will assume is basically the CC replacement for dtilt at the moment, its fast, pit leans forward into it, it edgeguards extemely well, and it breaks CC very well. If dsmash didnt exist id say pit is awful and id blame dtilt entirely but there does seem an alternative, just not sold on the idea of dsmash overshadowing dtilt in every aspect besides the sweetspot meteor.
The change id like to see to pit is mostly with his grounded and aerial arrows, I would like to see more differentiation in there purposes such as: Grounded arrows causing more percent damage with a longer window to charge so that if you do shoot a fully charged grounded arrow its a real threat.
Aerial arrows seem to be in a pretty good place honestly, they just outshine the grounded version without any real drawback. The only time i ever use them is when i do Sh arrow, release right before the ground to cancel the release animation and then immediately fire a grounded arrow to follow up.
I will say that grounded up-b on pit is under-rated, Dtilt>up-b does 34% on its own if all hits connect which isnt terribly difficult
Also i may be asking for a bit much with this but id like for fsmash 1 to break CC at an earlier percent because of how easy it is for some characters to literally ignore getting hit by an fsmash at 90% or so just by holding down and hitting dtilt to interrupt the second hit, or even shielding in time. Ive basically had to resort to mix ups like fsmash 1>fsmash 2, fsmash 1>fsmash 1>fsmash 2 or altering the timing of the second hit to catch an oos option in order to get this move to land on people who hold down, which i find a bit rediculous, no character should have the kill moves completely ignored by CC's at high percents and the same goes for pits usmash to an extent