The more I play Pit, the more it seems like he has very few bad match ups. I think he is edged out by the quality of some of the top tiers characters options/damage potential, but he never seems more then at a slim disadvantage against them (and not all of them. Most I'd say are neutral.)
Pit's problems seem to fall into two categories. Either characters that can abuse survivability without being combo prone (as in not big framed or floaty) or characters that actually disrupt or otherwise have a better neutral game.
Agreed, Pit feels like a much more balanced character in this game, and has good (not great) tools for almost all aspects of his game. An exception is gimping, where I actually do feel that Pit has "+" tools for preventing recovery, particularly the bow and Guardian Orbitars. Another exception is juggle defense, where I do think Pit lacks a safe downward descent from being juggled (NAir is good, but doesn't have a great downward hitbox, while DAir has bad ending lag issues both in the air and from air to ground). Besides these two things, most of Pit's match-ups will be best described as "doable" sans the Spacies, which is never a bad thing. Wins will come down to the player's performance with Pit and not "lack of options".
There are few characters that can consistently beat Pit in neutral, IMO, but characters that can disrupt the neutral game absolutely give Pit trouble. Spacies fit this bill totally, particularly Fox. Falco meets some of this, but also has been changed to have more aerial options, one of Brawl Pit's only chance of maintaining an advantage on Brawl Falco.
Small characters, in general, give Pit trouble as well. I've seen Kirby, Jigglypuff, and even Olimar just go untouched by FTilt, aerials and jabs just because of their stature. DTilt is awesome, but fighting smaller characters in Smash 4 with Pit has increasingly felt like a high-low game from Street Fighter.
Characters like
and
have been giving me more trouble then most, more surprisingly the latter. Dat reflector. Falco will probably end up higher then most folks give him credit for. He is a character that seems better every day with his amazing neutral options.
As said above, Falco has always given Pit trouble ever since Brawl. Falco's buffed recovery and more balanced aerial options eliminated a lot of what Pit had going for him in the match-up, and Falco's slower movement speed, weaker ground options and wind-ups aren't much of a negative against a very average-in-mobility Pit. If anything, this match-up feels like it was turned on its head, where Pit's chances are now greater on the ground through reach and lesser in the air. Which stinks when Pit's strength is gimping. Falco is underrated, definitely, but the main point here is that regardless of how "poor" a character may be, there are definitely match-up issues with certain character archetypes for Pit.
Lucario...I'm actually not seeing where this is an abnormally hard match-up for Pit sans the general "Aura is strong" thing. Both fighters are roughly the same speed, Pit has greater reach in his normals, Pit's aerials space out Lucario extremely well, and Lucario doesn't like arrows when it's trying to recover offstage (either interrupts ESpeed or forces Lucario to land in unsafe spots). Side Special spacing at high percentages gives Lucario an option to space out Pit later on, as does elongated Smash attacks, but IMO I really like Pit's odds against Lucario. Completely opinionated, but this seems to be 6-4 Pit at worst.
Since there has been a lot of Shulk talk recently/last night, I throw out that PIt seems to do fine against him. As in even.
Shulk does seem like a very potent character for all the reasons listed in the last few pages. What I find to be the best way to play against him is to force him to wiff. A lot. Most of his attacks invovle notable commitment, and with the right arts are safe on shield. But mobile characters or characters with quick/good dash options cam get some solid hits off him darting around his commitments.
Also against Shulks that like their Vision counters, using more of your multihits helps shift the Risk/Reward to your favor (outside of the usual baiting/grabing them.) Pit's SHNair is a good option in the matchup since it hits frame 8 or so.
Shulk eliminates Pit's greatest advantage since Brawl -> SSB4, which is his greater reach on normals and aerials, but the fact that Pit can beat a non-heavy character in close quarters combat is definitely an unusual advantage for Pit to have. I personally find that reverting back to Brawl Pit's playstyle of heavy arrow spacing (which is hard for Shulk to punish unless he has Speed equipped) and focusing on hitting him horizontally is the best strategy. Forcing him to play his mid-range game up close will make Shulk very uncomfortable, and only the most patient Shulk players will be able to resist throwing out at least one or two unsafe moves (DSmash and FTilt tend to be the emergency "get off me" tools) to try and gain some distance. Shulk's jab combo isn't great (not bad, but nothing too good either), and Pit's jabs are actually faster.
The mobility arts (Speed and Jump) are actually Shulk's best option against Pit, as Pit's quick moves lack good damage and knockback while Shulk can easily space out and approach Pit with the added buffs. Still, I feel as though this match-up will be marked as "doable" for both characters, with Pit having slightly more tools to deal with Shulk than vice-versa. Shulk also hates getting gimped, so there's that.