Alright first and foremost dark pit is not a character . The entire point of playing Pitt Is to play a slower paced neutral Until he gets advantage state then aggressively pushes advantage state Through the process of juggling And Edge guarding . The Controllable Araoz Are the biggest threat to off stage character . You corner carry someone off stage And force them to either eat or Dodge the arrow . When someone is off stage For every arrow that you hit Shoot another one When it messes because they dodged or went the direction you wanted them too that's when you go out and f*** them up . Dark pit cannot exploit the reason the character exist His arrows and his sidebe suck compared to regular pit . The vertical knockback of regular pit Side B Kills everyone in the cast between 75% and 135% based on weight From anywhere on the stage whereas Electro shock has to be near the edge And facing the right direction . So if you're gonna play this character play regular pit Or don't bother . Oh yeah I shouldn't Have 2 Say this but obviously confirm your combos and know what your combos are Because that applies to every character .
All right onto the real part of the guide . I'm going to break this down into sections .
1. The dash dance mix up Is a huge fundamental part of pits metagame . Use your dash dance And the options you choose out of it Both to condition your opponent As well as punish your opponent . Your main options when dash dancing at a safe Close range are dash attack Or dash cancel attack with a tilt or something , Dash grab , Aggressive neutral air Or retreating neutral air , And Retreating pivot arrow . The attacks Will condition your opponent to shield more And if you do the Moves properly You can make it hard to punish . Then when the opponent starts to shield more That's when you start mixing in the dash grab . Although both people don't think it Pitt is kind of a grappling character . He gets the most reward From landing a grab more than any of his other Options . Down throw will always khambo into something Even if you have to do a buffard double jump aerial Like neutral or up aerial You can always get something even at high percent .
Now pivot arrow is an important part of this character that none of you guys seem to understand How to use . And it's not your fault If you didn't play brawl you werent forced to run away from characters like meta Knight and wario . But with the buffing to the dash mechanic pivot arrow is now more important than ever . When you dash back away from someone During your dash dance mix up Relatively often you should take a extra half a step back And then be reverse a grounded uncharged arrow . Don't think of this is project I'll camping think of it more as spacing with like a spear . It's no different than mearth's forward airing at you With proper spacing to avoid being punished . Now I'm done at the right spacing a pivot arrow can set up a lot of stuff . If it hits them You can buffer a dash attack And while it will not true combo It will frame trap them if they Try to press a button . If they spot Dodge It Then you can Punish that with the dash attack a dash grab a neutral air it's dealers choice really Downtilt is also a good option . If they short hop at you as if they're trying to fair Angle the arrow up Now they have a choice of landing with an attack or air Dodge or jumping again all of which you can punish React properly .
2. Good neutral and Safe sequences .
Because We have such a large tool box it is important to pick the tools that are appropriate for the match up . This seems obvious but you'll see people Aggressively naring at pechu Or shooting arrows at a grounded olimar . While altools have some uses in all matchups In a lot of mchips you are going to be sticking to certain tools for the majority of them . One of pitz greatest tools is that he has safe sequences . For example Space down tilt Followed by retreating neutral air Is a safe sequence . What say you hit someone's shield with the chip you're down till . By doing a retreating neutral air You are covering Attempted dash attacks Aerials out of shield Smash is out of shield Etc . Is the sequence guaranteed against the whole cast no but most of it yes And there are other things you can do that are not punishable or damn close to it . I'll post a list of good Save sequences Before I go into details of the neutral . But you guys are gonna have to figure out what you wanna use these sequences for
Well spaced down till Into> retreating neutral air both short and full hop , Full hop retreating downar , Backwards Roll , And the most important one of all Simply moving backwards . Also while not quite as safe you can start these sequences with the jab First hit as well And while it has the negative side of putting you closer to the opponent Then downtilt It gives you the option of finishing your jab .
Retreating Fast fall Auto cancel Neutral aerial > Uncharged aero .
Out of shield Full hop Downar > Jumping in doing another one or just jumping away And landing somewhere .
Now let's talk about the neutral . I love characters with lots of options because that gives them an incredible neutral And Pitt is one of those characters . You guys have to rise to the occasion though All of these tools are good and proper for their job At the cost of picking the wrong tool usually f**** you over . Really study your move set and really think which move is actually better for certain situation . So many times I see people try to do a greedy kill withrising back here on a grounded opponent It will never work Unless they are airborne or you are already coming down . Plus it's really obvious . Literally almost anything would be a better option in this example . An example of good neutral Would be using your tools to get them off stage And GIMP them instead of going for the kill Or Bait them into missing so you can punish Or Into hiding your super armor on your side be . Sorry I'm getting off topic .
Now the core moves of your neutral game in order Of Importants Are neutral aerial , Araoz , Downtilt , Down aerial , Jab , And sidebe And I almost forgot Reflector Permitir's . These are the moves you should be making the absolute most use out of during your games . You should know all the ends and outs all the angles All the confirms And their proper application At every percent In every position . Your neutral air is your bread and butter . It is good for pressuring Shields if you auto cancel it properly . It covers punish options if you retreat with it . However if you just do it in place Against a grounded opponent It's just going to miss because it hits more in front Then underneath Up close . So when using it for example out of shield You should always either try to cross them up with it or retrieve it but do not just do it in place . If you do get a hit with it Know how to properly follow it up A lot of the times another neutral air is the absolute best follow up . Sometimes you chase them with a downar they go onto a platform To get a job block or something . Really get a feel for the followups and applications of your most important move
The beautiful light Arrow . When fully mastered It takes your character from being an honest toolbox To the black market on the edge . I can tell you guys right now and none of you have better aim than Trellix And he doesn't even practice the aeros that much . And I can say this for a fact because I've watched just about every pic video online And if you say You are better but you're not online then you don't matter Back to the guide . Araoz allow you to control the stage in an insane way . They set up gimps they tak on damage They space Anti air Hit crouching opponent And force Situation . On stage Use them to harass your opponent Make them want to come to you Because pittas counter gameplay is impressive . Off stage 90% of the time you should try to hit them . If you don't trust your am at the very least use them to cut off certain direction So that you can punish them for going in the direction You forced them to take . Whenever someone is off stage if you hit them with an arrow You should always fire another one 99.9 percent of the time . That second arrow will either hit in which case you repeat And shoot again Or they'll be forced to Dodge or attacked it in which case you can punish them and probably gimp em. Now you guys think Oh that's easy you have so much control no it's not Sometimes you need to short hop the arrow to get the proper angle Sometimes you have to go off stage to get the proper angle And sometimes you have to stand in just the right spot to get the proper angle . Remember in this game the tightest Angle you can do with an arrow is a perfect half circle in any direction . If you fire an arrow straight the tightest angle you can pull is either up or down and a half circle If you shoot the arrow up The tightest angle you can do Is a left or right half circle And this applies to all the charges . On certain parts of a stage you wanna short hop your arrow and hold down before it even actually releases So that it goes right over the edge and straight down . Sometimes you wanna fire up and then hold left so you can hit them at one of their weird high side angles When people with bad recoveries try to be tricky with their options off stage . Having true control of your arrow Takes a lot of practice And if you are lazy about it you will never bring out the full potential of your character .
Down tilt . Properly spaced it is Not punishable out of shield . It will almost always convo into something as long as you are not bad Sometimes it will be up smash sometimes it'll be forward air sometimes it'll be neutral air Sometimes it'll put someone in a javelot situation on a platform You are responsible For knowing the followups from this move . It is frame 6 it is one of the longest downtilt's in the game And is beyond a doubt pits best grounded move . So long as you space and follow up properly it'll be good to you Suck with it and it'll f*** you over For being bad .
Jab . It's frame for it's got good range And it has a Multihead finisher that does basically 14% . It has a good angle for hitting people in front and below you And The first hit Is low commitment .
Side special . Kills the lightest characters Between 70 and 90% Kills the midlight Between 85 and 100 Mid Between 100 120 Heavy 125 to 135 Superheavy 135 and up . There is only one frame of vulnerability when you do this move so if you time it wrong that's your damn fault . You can punish almost every short hop aerial With this it is really easy to read peoples jumps with this Just eat the move and kill them Or make them have to land . It's also a really good option When you are edge guarding someone And you think they're going to get up with an attack or an aerial . Just don't use this move is a reflector Well honestly shouldn't even have a reflector it should just be super armor 90% of the time it hits things at upward angle so that it misses . The only time it's appropriate to use this move is a reflector is against Zelda With the night .
Guardian orbiter . It's a f****** reflector Is it the way it's supposed to be . Learn the timing for Reacting With a quick reflector that you don't hold out . Get a feel for using it as a landing tool . Learn which recoveries it f**** up and why For example PK Thunder recoveries You are the reflect the Thunder away from them Or they hit you with the big hit box And because it single hit it breaks the shield but you are fine and probably blocked their recovery with your body . Or jumping out in front of a hike while holding it down so that way Windows side biante you they literally go nowhere . Reflecting donkey Kong Blah blah blah Get a good feel for this damn move nobody uses it properly .
Add it : Now while I went over quick reflecting with them I didn't really get into using them to block recovery Moves All that well . Since you can't pass through people in this game like normal Do you to the wave pits orbiters work You can go out there and just block someone from being able to get back with your body in the orbiter . For example if ike Is trying to sidebe Back onto the stage or the ledge If you Position yourself Directly in the line of fire the move And just hold your orbiter While falling with Ike Eventually he's gonna have to let the move go and it's just gonna hit your orbitor and even if the orbiter brakes you're not gonna take damage because it's a single hit new that broke the orbiter And because you didn't attack him I was gonna go into free fall and die . You can do this to ness Because his PK Thunder is a single hit move And there's also a good chance that you will reflect the PK Thunder away from him and he won't even get PKT 2 out And just die . You can do this to the space animals On all of their recovery You can do this to donkey Kong If you time it Don't forget the initial activation turn stuff around like mario's Cape Kind of . You guys experiment with all the different moves you can stop with this move It's pretty incredible What you can do With this move when he really understand how it works
Your goal with this character Is to play a safe bait and punish neutral . Then when you get the hit Optimize it try to carry them off stage And edge guard them Aggressively And really press your advantage . If you don't take the opportunity to press Pitts Advantage state when you have it Then you shouldn't play the character at all . Between Controlling your projectile And long lasting hitboxes You have one of the most aggressive edge guarding toolkits in the game So use it . Otherwise you're just gonna keep playing neutral over and over and never getting your reward for playing good neutral .
Pits Weaknesses Are mainly his landing options are kind of weak And His in the air Juggle Game Is somewhat lacking . And while The next thing is not a weakness It should be said That his micro spacing Is kind of advanced And truly applying all of his tools in the most optimal manner Is more complicated than most players Are used to But at top level this character becomes so much more rewarding It is worth it
Pets main strengths Are his edge guarding game Is out of shield options And his edge carrying confirmations . And you know what I would call his microspace in an advantage actually will be At top level .
This is all I feel like typing right now If you guys want any more specifics Ask me in here And I might get back to you at some point I just figured I would do this because I'm tired of watching bad pit videos I need you guys to put in the effort to be better with my character . Again sorry about the plethora of typos My voice text thing is a b**** And editing is too much of a pain in the a**
https://youtu.be/rTPxKioXE08 I just edited this in . This is a Brohl Video Of the best pit at the time versus the best meta Knight . His Aim Is terrible But his gameplay And use of arrows Are an example that should still be used today . If you guys play the character in this style With the mechanics of this game that allow you to get actual rewards for your Hit confirms You'll be a much better player of this character