Kiligar
Smash Journeyman
- Joined
- Mar 5, 2019
- Messages
- 269
Through my experience with these characters and watching several Pit players at various skill levels, I’ve learned the different strengths and weaknesses of the Pits get up options. And they have a lot of options.
Get Up Attack
-Option most commonly favored by beginners
-Easy to punish by shield on it or charging a smash attack just outside of range
-Opponent can also jump or dash dance to bait it. It’s possible to hit them, just risky
-Best to use it when you’re opponent is charging too close to the ledge, or committed to anything within the attack range
Neutral Get Up
-More favored by skilled players, and skilled opponents will attempt to catch it
-Shield is the first option one usually goes for, for the overall safety. Opponents can quickly catch on and get grabby which leads to the next option
-Jab after neutral get up is a great option to punish grab, spot dodge can be used before the jab as a mix-up
-Side Special. It can be grabbed at startup, but most of the time if the opponent isn’t ready for it, this can close a stock at 110-120 with Pit and 120-130 with Dark Pit.
Grab- Catches those who shield on ledge too long, turns the tables
-Jump, roll, or any other attack may be used, but the above 3 I feel are most important
Jump Get Up
-Side Special can be used, won’t kill, safer on shield in the air than on the ground, a dash dancing or further back opponent can hard punish this option
-Aerials, mainly Dair and Nair can be used from jump to catch people off-gaurd when they try to catch the jump a little too late. Dair hits opponents beneath more while Nair has faster startup and catches opponents in front better.
-Air dodge. Haven’t extensively tested this yet but it’s an option for sure.
Down Special- Don’t use this that often, needs more testing
Bow- For opponent extensively dashing or far away
Drop Down
-It’s covered in depth in Izaw Smash training guide for Smash Ultimate, use that to learn the inputs
-Using Fair to get on stage is the most common, and overall a solid choice
-Nair can be used for faster startup
-You can hold away instead of down to pull of a Bair, when it connects at decent percentage they’re flying, this option doesn’t put you onstage though so it’s dangerous to whiff
-Uair can be used as well, its applications don’t seem very useful though in comparison to Bair, and Get Up Attack. It doesn’t put you on the stage but you can get on sooner than Bair
Roll- Mix Up Option, easily punishable if the opponent is prepared, not really if they’re looking to catch the variety of other options
That’s my Ledge Trap Guide for the Pits, feel free to teach me any other get up options I’ve missed or useful applications of ones I’ve listed.
Get Up Attack
-Option most commonly favored by beginners
-Easy to punish by shield on it or charging a smash attack just outside of range
-Opponent can also jump or dash dance to bait it. It’s possible to hit them, just risky
-Best to use it when you’re opponent is charging too close to the ledge, or committed to anything within the attack range
Neutral Get Up
-More favored by skilled players, and skilled opponents will attempt to catch it
-Shield is the first option one usually goes for, for the overall safety. Opponents can quickly catch on and get grabby which leads to the next option
-Jab after neutral get up is a great option to punish grab, spot dodge can be used before the jab as a mix-up
-Side Special. It can be grabbed at startup, but most of the time if the opponent isn’t ready for it, this can close a stock at 110-120 with Pit and 120-130 with Dark Pit.
Grab- Catches those who shield on ledge too long, turns the tables
-Jump, roll, or any other attack may be used, but the above 3 I feel are most important
Jump Get Up
-Side Special can be used, won’t kill, safer on shield in the air than on the ground, a dash dancing or further back opponent can hard punish this option
-Aerials, mainly Dair and Nair can be used from jump to catch people off-gaurd when they try to catch the jump a little too late. Dair hits opponents beneath more while Nair has faster startup and catches opponents in front better.
-Air dodge. Haven’t extensively tested this yet but it’s an option for sure.
Down Special- Don’t use this that often, needs more testing
Bow- For opponent extensively dashing or far away
Drop Down
-It’s covered in depth in Izaw Smash training guide for Smash Ultimate, use that to learn the inputs
-Using Fair to get on stage is the most common, and overall a solid choice
-Nair can be used for faster startup
-You can hold away instead of down to pull of a Bair, when it connects at decent percentage they’re flying, this option doesn’t put you onstage though so it’s dangerous to whiff
-Uair can be used as well, its applications don’t seem very useful though in comparison to Bair, and Get Up Attack. It doesn’t put you on the stage but you can get on sooner than Bair
Roll- Mix Up Option, easily punishable if the opponent is prepared, not really if they’re looking to catch the variety of other options
That’s my Ledge Trap Guide for the Pits, feel free to teach me any other get up options I’ve missed or useful applications of ones I’ve listed.