O1DsLeNdYwHiTe
Smash Apprentice
As a Pit main, I go out of my way to analyze other competitive Pit players in order to gradually improve my game. Though there are not many we'll known ones out there, I began to notice something I've incorporated into my game that the Pits I've witnessed so far haven't. Perhaps it's because of the medium risk the players might take while utilizing it, or perhaps it could be labeled as "situational". Regardless, I'm going to tell you how you can possibly incorporate this particular strategy to your Pit game.
Now, as the title of the thread implies, I am indeed talking about full-hop arrowing. Upon first glance, it doesn't sound very reliable, does it? Well, allow me to explain.
First of all, a full hop arrow is pretty self-explanatory. It's not difficult to iniate at all. Simply input a full hop, pull out your bow upon ascending, shoot it while at the peak of Pit's hop, and slightly angle it downwards towards your opponenent. If done correctly, you'll notice that Pit has absolutely no landing lag aside from simply short hopping an arrow, and will land roughly at the sametime of the arrows collision.
What exactly does this mean for you? What are its applications?
Well, this provides you with a few reliable and efficient follow-ups. Most Pit players don't notice this, because their arrows are mostly utilized as camping tools, or edge guarding antics, but the arrow's collision provides quite a bit of hit stun, enough for you to throw out a dash attack, grapple, or even another arrow as soon as you land.
The move has also proven to be a reliable approach and retreating option for me. By iniating a full hop at a slight angle by taping the control stick up at an angle left or right, depending if you're approaching or retreating, you can still fire and angle the arrow downwards with no landing lag afterwards. This allows you to either reset, or go in for one of the said follow ups.
I also consider this to cover a lot of options as well. I've noticed quite a bit of players are hesitant to approach Pit due to his accurate pivoting game and immense knock-back, so for those who distance themselves a majority of the time are highly vulnerable to this strategy.
The retreating arrow is perfect for aggressive and physical opponents, and are usually unsuspecting of the sudden leap back and arrow pelting them from the skies above as they're attempting to run you down.
Be careful though, if your jump is too short, you'll activate the landing lag, and if you jump way too high, you won't be able to capitalize on the arrow's hit stun. Measure your hops accordingly.
The risk is minimal, and holds great reward if done correctly. Standing back and shooting an arrow is great and all, but being able to follow up afterwards can really step up your game.
Now, as the title of the thread implies, I am indeed talking about full-hop arrowing. Upon first glance, it doesn't sound very reliable, does it? Well, allow me to explain.
First of all, a full hop arrow is pretty self-explanatory. It's not difficult to iniate at all. Simply input a full hop, pull out your bow upon ascending, shoot it while at the peak of Pit's hop, and slightly angle it downwards towards your opponenent. If done correctly, you'll notice that Pit has absolutely no landing lag aside from simply short hopping an arrow, and will land roughly at the sametime of the arrows collision.
What exactly does this mean for you? What are its applications?
Well, this provides you with a few reliable and efficient follow-ups. Most Pit players don't notice this, because their arrows are mostly utilized as camping tools, or edge guarding antics, but the arrow's collision provides quite a bit of hit stun, enough for you to throw out a dash attack, grapple, or even another arrow as soon as you land.
The move has also proven to be a reliable approach and retreating option for me. By iniating a full hop at a slight angle by taping the control stick up at an angle left or right, depending if you're approaching or retreating, you can still fire and angle the arrow downwards with no landing lag afterwards. This allows you to either reset, or go in for one of the said follow ups.
I also consider this to cover a lot of options as well. I've noticed quite a bit of players are hesitant to approach Pit due to his accurate pivoting game and immense knock-back, so for those who distance themselves a majority of the time are highly vulnerable to this strategy.
The retreating arrow is perfect for aggressive and physical opponents, and are usually unsuspecting of the sudden leap back and arrow pelting them from the skies above as they're attempting to run you down.
Be careful though, if your jump is too short, you'll activate the landing lag, and if you jump way too high, you won't be able to capitalize on the arrow's hit stun. Measure your hops accordingly.
The risk is minimal, and holds great reward if done correctly. Standing back and shooting an arrow is great and all, but being able to follow up afterwards can really step up your game.