BrightTempest
Smash Rookie
Advanced Pit/Dark Pit Plays
-"What is this thread?"
An excellent question my good fellow. The purpose of this thread is to further develop Pit/Dark Pit in the current meta game.
-"Is Pit or Dark Pit really that good? I mean he doesn't seem to get many good placings in tournaments on a national level?"
To that I would I would say absolutely! The reason that I think Pit doesn't get a ton of representation is because usually it's easier to pick up another character like Sheik or ZSS. If you want to know for yourself how good Pit is continue venturing into this thread. Also I recommend looking up Earth from Japan as he is the most successful Pit main out there at the moment, his biggest accomplishments include defeating Ranai and Rain in tournaments, he is not necessarily better than them, but he isn't far from it. Most recently he placed well at genesis.
-"How will this thread work?"
Well aren't you full of good questions. Simple, you find a kill set up, an optimal way to punish things, advice for a match up or other advanced tips for in the neutral and gaining stage control and you post your findings here.
-"Do I really have to go through the whole thread just to find every little detail?"
Worry not my inquisitive acquaintance. All of the major discoveries will be added below. Any more questions?
-"Is Pit a vulture?"
Now, now. I think we can all agree Pit is not a vulture. Though I have seen him eat some questionable things off of the ground.
"Hey, floor ice cream gives you health!">
Stuff that we find to be kind of a big deal
1: Offstage
Pit/ Dark Pit can fly. Use that. Many players will just stay on stage while someone is recovering and just fire arrows. While that's all well and good you have an absurdly potent recovery. It is very easy to go off stage and gimp your opponent. However mix up how you do it. Pit has numerous options off stage. You can simply throw an attack to gimp your opponent there are some options I find to be more rewarding. If your opponent has a good recovery and they are not going to die to your fair something I find to work well is to get in between them and the ledge and stay out of their range. By doing this all you have to do is wait for them to use their up special or jump to get to ledge. when they do this you act as a wall between them and the ledge. While it may be tempting to always go for dair for the chance of getting the spike unless you hit the sweetspot(directly below Pit) it sends at a high angle where most characters can recover from anyway. Sometimes it is better to opt for bair or fair, which both send at lower angle which is more potent off stage.
1.5: Being aggressive off stage can condition your opponent into air dodging. This sets you up to take stocks. You can hover over your opponent with your multiple jumps and get a spike(or if you're looking for hype Dark Pit can use side b to kill of the side very early. Just know you'll most likely die if you miss.). Also footstools prove to be entirely too effective in my experience, this has led me to usually jump them dair.
2: Down throw
Low percents- Most people choose to go for up smash, this is understandable as it does 20%. However d throw turn around SH bair does 18% and your opponent is in the perfect position to be followed up on. Up smash is easier and more reliable, but a mix up can be more rewarding. SH bair is just a recomendation, but most short hop aerials have good follow ups.
Mid percents- following up down throw with fair or up air seem to be the best option most of the time, however if your opponent has an air dodge habit charging up smash is powerful.
High percents- These percents vary on characters. High for kirby might be 60% while it could be 100% for Dedede. What I do and Earth do is Up throw(11% most damaging throw) and fire an arrow straight up and aim it to follow the victim's DI. This also leaves F throw fresh which is vital as it is one of Pit's best kill options.
More coming soon...
-"What is this thread?"
An excellent question my good fellow. The purpose of this thread is to further develop Pit/Dark Pit in the current meta game.
-"Is Pit or Dark Pit really that good? I mean he doesn't seem to get many good placings in tournaments on a national level?"
To that I would I would say absolutely! The reason that I think Pit doesn't get a ton of representation is because usually it's easier to pick up another character like Sheik or ZSS. If you want to know for yourself how good Pit is continue venturing into this thread. Also I recommend looking up Earth from Japan as he is the most successful Pit main out there at the moment, his biggest accomplishments include defeating Ranai and Rain in tournaments, he is not necessarily better than them, but he isn't far from it. Most recently he placed well at genesis.
-"How will this thread work?"
Well aren't you full of good questions. Simple, you find a kill set up, an optimal way to punish things, advice for a match up or other advanced tips for in the neutral and gaining stage control and you post your findings here.
-"Do I really have to go through the whole thread just to find every little detail?"
Worry not my inquisitive acquaintance. All of the major discoveries will be added below. Any more questions?
-"Is Pit a vulture?"
Now, now. I think we can all agree Pit is not a vulture. Though I have seen him eat some questionable things off of the ground.
"Hey, floor ice cream gives you health!">
Stuff that we find to be kind of a big deal
1: Offstage
Pit/ Dark Pit can fly. Use that. Many players will just stay on stage while someone is recovering and just fire arrows. While that's all well and good you have an absurdly potent recovery. It is very easy to go off stage and gimp your opponent. However mix up how you do it. Pit has numerous options off stage. You can simply throw an attack to gimp your opponent there are some options I find to be more rewarding. If your opponent has a good recovery and they are not going to die to your fair something I find to work well is to get in between them and the ledge and stay out of their range. By doing this all you have to do is wait for them to use their up special or jump to get to ledge. when they do this you act as a wall between them and the ledge. While it may be tempting to always go for dair for the chance of getting the spike unless you hit the sweetspot(directly below Pit) it sends at a high angle where most characters can recover from anyway. Sometimes it is better to opt for bair or fair, which both send at lower angle which is more potent off stage.
1.5: Being aggressive off stage can condition your opponent into air dodging. This sets you up to take stocks. You can hover over your opponent with your multiple jumps and get a spike(or if you're looking for hype Dark Pit can use side b to kill of the side very early. Just know you'll most likely die if you miss.). Also footstools prove to be entirely too effective in my experience, this has led me to usually jump them dair.
2: Down throw
Low percents- Most people choose to go for up smash, this is understandable as it does 20%. However d throw turn around SH bair does 18% and your opponent is in the perfect position to be followed up on. Up smash is easier and more reliable, but a mix up can be more rewarding. SH bair is just a recomendation, but most short hop aerials have good follow ups.
Mid percents- following up down throw with fair or up air seem to be the best option most of the time, however if your opponent has an air dodge habit charging up smash is powerful.
High percents- These percents vary on characters. High for kirby might be 60% while it could be 100% for Dedede. What I do and Earth do is Up throw(11% most damaging throw) and fire an arrow straight up and aim it to follow the victim's DI. This also leaves F throw fresh which is vital as it is one of Pit's best kill options.
More coming soon...