I'm not super good at articulating dashdance goals, but read the dashdance section of this Marth guide:
https://docs.google.com/document/d/1Daf_Dqod1HoMj7L26ITeUM-xKUKhfxh2vJLWOl2N0C8/edit
Some things Pit can do out of dashdance in neutral include:
1. Grab. This is the big one; pretty much everything Pit does that isn't grab will lose to shielding and crouch canceling, making grab a pretty vital part of his game plan. Luckily, dthrow is a pretty consistent source of moderate damage and (importantly) positional advantage in almost every matchup, so that helps.
2. Dash attack. Yeah, dash attacks are generally thought not super good in this game, BUT that's mainly because they're very unsafe on block or whiff. Sometimes you need the reach, though, and if your opponent has some moderate percent on them you can get stuff like utilts from the popup. If you use it sparingly, and only when you're reasonably sure it'll hit, it's not bad.
3. SHFFL aerials. Should be self explanatory. Nair is good for shield crossups, catching aerial approaches (provided you hit them out of the startup because nair's priority is ehhhhhh), and just generally threatening a wide space. Fair, bair, and dair are all pokes--dair specifically is useful on crossup or against people like Luigi who will try to wavedash under you. SHFFL uair isn't as great in this scenario; although it can be used to catch stuff like unsafe Fox lasers and other jumpy projectile tossers, you can also use nair or dair for that purpose depending on how high they are.
4. Pivot fsmash. This is a pretty decent defensive option, since the optional second hit means that it's a bit scary to try and punish it. Same with pivot jab.
5. Pivot dtilt. Considering there's an easier method to do this than there was in Melee (although it's possible there too, just extremely precise) this is a fairly decent defensive option as well, although it's not as useful as it would be on someone like Marth or Roy or GnW since it's not as big a hitbox. Pivot ftilt works for this purpose as well. Dsmash can be used similarly, but it's higher risk for less reward (provided you can get a followup by using dtilt instead) and slightly easier execution.
6. Shield. Should be self-explanatory. Keep in mind that you'll likely want to be facing your opponent when you shield, unless they're crossup-happy.
7. Arrow. If your opponent is just sitting there and letting you dashdance, throwing out the occasional arrow will help encourage them.
Those are pretty much the decent ones. Here's the situational stuff:
8. Usmash. Use this to catch aerial approaches and maaaaaybe spotdodges if you space it perfectly.
9. Glide. Pretty much strictly worse than just SHFFL but worth mentioning because it's there. Glide attack is bad for some reason, which doesn't help matters.
10. upB. The HARDEST of reads! Pretty much only use this to style on people (at least in this scenario--obviously it has uses elsewhere. upB OOS is actually pretty good against overzealous spacies and the like, but that falls under number 6.)
11. downB. Has five frames of endlag, meaning it's not super good for its shield function, but the cape part of it is useful. Also, heavy armor on frames 3 and 4, which might save your bacon if you mess up with it.
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Oh, and you can also just kinda stop dashdancing with an empty pivot or going into run or whatever, but hopefully that should go without saying.
Did I miss anything?