I couldn't help but look around this place to see what my secondary (Bowser) could do to protect himself from severe **** from the ICs after losing to an ICs user earlier this week (Backlash, who actually mains Marth) as Bowser , and then looked at pages 57-59 seeing different Ratios for Pit.
For one, I see some thinking it's in favor of the ICs, and then some in favor for Pit, but if you ask me, it pretty much varies more depending on the Pit, but not the ICs since most of em have similar styles, and as we all know, a ICs isnt really good without the CGs.
I find the matchup with Pit between ratios 55-45 on either side, but if I have to choose one, it would be 55-45 Pit's advantage.
After the previous defeat from Backlash's ICs as Bowser, later on, went to Pit, then played almost fully aggressive (being slightly casual) resulting in giving him a 3-stock, but that's not the point.
Pit's got a ton of tools to seperate you, (SH-nairs, the spinning jab, U-tilt only if u r close to him), and Pit can really get to u when u r in the air, so Pit's D-tilt benefits him.
Again, depending on the Pit player and your knowledge of Pit and his moves, when to shieldgrab and all, u could have the real advantage, especially against a Pit that does not know how to use his pressuring attacks correctly.
There in this case, in my position, this would be the real only matchup where i use SH N-airs the most, for not only is it a pressuring move, but Pit can move around the place in the air making him hard to grab especially when the Pit spaces while doing all of those SH aerials, just about as annoying as a Wario and his air-game.
In my reasoning to say that only a good experienced or tactical Pit would know how to deal with different ICs, like arrowing blizzards, knowing how to seperate em, and capable of laying down the pressure with aerials while at the same time avoiding grabs is where Pit gets good in the matchup.
So in my experience, it would be 55-45 Pit's advantage with the right spacing and pressuring tools in Pit's arsenal, even though PIT SHOULD NOT LEDGECAMP ICS WITH ICE BLOCKS (especially desynch ones). This is where i find an aggressive Pit is slightly better than a defensive Pit in the matchup, yet, the Pit still needs to be casual.
Matchup boundaries are 55-45 either side, but again, it mainly depends on the Pit.
To get a small ideal about this, I'll describe my playstyle against ICs:
When the match starts, most ICs use Ice block from the start, but how do I start? I start releasing SH N-airs, going back and forth to mess with the ICs minds, but actually SH N-airing backwards is an interesting Spacing tool i see against reckless rushing IC players. I mix up my aerial moment with SH D-air, SH F-air and SH-B air. Doing these ton of SH aerials is my main tactic to try to seperate the ICs.
The jab, as i mentioned in my other large post, seems good against reckless ICs and outprioritizes their Squall move. I use this on occasions, unless I see how the IC player plays.
I dont ledgecamp much due to them ice blocks, but that dont mean I wont sneak in a U-air against nearby IC players, but what I really want to do is get back on the stage, without the fear of the grabs, so I prefer to try to push the ICs away with an attack, then get back on the stage and continue pressure.
ICs players should avoid the "D-throw to spike to block" thing on the stage, for I do tend to Tech outta the grab that way.... Mostly.
Once I finally do seperate em, I try to kill whichever IC i want, preferred Nana, idk y, maybe to torture Popo more, or either because nana is annoying. But I use a large amount of moves in order to keep em seperated. If an IC is off the stage, I will most likely go after that one using Pit's good edgeguarding. If it's Nana, i might just attack Popo instead.
I use arrows against blizzards, nothing big though.
My playstyle is basically being mostly aggressive while trying to space, and predict the grabbing. I will only ledgecamp for a short time if Im having problems getting onto the ledge.
This goes back to why I think Pit has a slight advantage:
Pit is one of the chars that can easily seperate the ICs with his Multihit attacks, and add that with Pit's good edgeguarding, he can be a difficult opponent. His spinning jab is a good weapon against the reckless. The only big trouble (besides the CG) that I see Pit having is ledgecamping, which he really shouldnt be doing in this matchup due to ice blocks.
NOTE: I've realized that compared to other chars, Pit's Meteor Cancelling (if there ever was such a thing in Brawl, i think) is really bad. In other words, Pit sucks at recovering from spikes since he apparently has longer hitstun than everone else. I've tried recovering from spikes as Pit for a long time, and he probably wont even survive a spike starting from 20%. Even if Pit does respond before getting KO'd if he has to use Up-B, he aint gettin back up if the spike is strong enough since Up-B wont stop the momentum like other Up-Bs, like ROB's. You can use Pit's little hitstun problem to get easier Spike KOs than other chars, and basically easier 0-deaths... IF you can grab the Pit.
But Now I said my revision on that Pit matchup, I'll probably leave you to your discussion on Marth.
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As for the Marth matchup, I would assume that Marth would probably be having a slight advantage for having fast attacks and long range, but their playstyle is usually predictable, just hard to surpress as some chars. I would find Marth a bit easier to grab than a tactical SH aerial Pit imo. Shield the Dancing Blade easily is what I can foresee in the matchup.
But what are you to do against Marths spacing away from u with F-airs?
EDIT: This post > My other post in terms of size. (whole text fills the screen)