Running the clock is a viable strategy in Brawl.
Not in every matchup
Marth's b-air or d-air not being auto-cancelled = mega lag.
Ok...? Why would Marth dair on the stage in the first place? That makes no sense at all. And Marth's bair = super easy to throw it as soon as you jump. ALL of Pit's aeriels have mega lag if he doesn't throw them out the moment he jumps. Marth having aeriels that he doesn't have to throw out the MOMENT he jumps = advantage for Marth.
Marth's smashes = mega lag.
Who is going to randomly throw them out?
His u-tilt even has more recovery time than Pit's f-smash.
Why are all of your points so useless? Hey, did you know Bowser's Flame Breath has more range then Meta's tornado? IT'S OBVIOUSLY BETTER LOLOLOL!
Pit's fsmash has mediocre range and you can shieldgrab him in between the two hits. People can DI out by accident after the first hit and then it gets diminished and doesn't kill. Marth can up b out of shield and hit Pit.
In terms of recovery time, Pit ***** Marth. Pit is more able to do *stuff* and just camp and throw stuff out.
Um, what does Pit have on shield that is safe if he can just "throw stuff out"? Fsmash isn't safe except against characters that grab slow or people playing dumb.
He's heavier, less gimpable
True, he's heavier but it's only a slight difference tbh. Pit dies ~2% higher from Snake's uptilt.
Less gimpable is debatable. Sheik can chase him off the stage and hit him with her bair's large hitbox if he uses up b. Meta can run off the stage and hit him. If Marth sees someone go off the stage to hit him with [anything] he can up B, possibly stagespike, but definetely hit his opponent and take the ledge. Granted he will still get gimped sometimes and his landing lag is bad but Pit is easier to keep on the ledge/off the stage then Marth is.
Moves Marth can safely use on shield if spaced properly
Fair
Bair
Nair
Dtilt
Sword Dance
Upair?(I'm not sure but it looks safe if it's spaced)
Shieldbreaker if it'll break the shield
Pit does not have that many safe moves on shield.
Marth has the option of purposely misspacing a fastfalled fair or a nair and then doing up B the moment he lands to punish someone from shieldgrabbing. If your opponent catches on and doesn't shieldgrab, all the better. Now you can purposely misspace moves on shield and then SH back and properly space.
mistakes get punished less severely and less often in general.
Yes, if Marth uses his smashes stupidly he will get punished for them. But he still has more moves that are safe on shield
If they trade hits, Marth takes more damage. Marth would have to hit Pit more than he hit him in order to win(obviously, lol), but if they go blow for blow, Pit wins out because he's heavier.
No, Pit doesn't win because he's heavier. His kill moves are harder to land in this matchup. Fsmash is unsafe on shield and gets punished with up b or grab between the two hits.
% Pit kills Marth with listed move from center of FD in training mode with CPU set to "Stop"
bair sweetspot - 99%
fsmash - 121%
glide attack - 127%
center hit front hit of dsmash - 133%
dash attack - 137%
upsmash - 138%
dair center hit - 142%
ftilt - 153%
fair - 168%
upair - 170%
fully spaced front hit of dsmash - 186%
center hit back hit of dsmash - 188%
upthrow - 200%
dtilt - 204%
uptilt strong hit - 211%
fully spaced back hit of dsmash - 230%
uptilt weak hits - 232%
% Marth kills Pit with listed move from center of FD in training mode with CPU set to "Stop"
supertipper fully charged shieldbreaker - 42%
center hit fully charged shieldbreaker - 68%
tipper fsmash - 75%
tipper dsmash - 105%
tipper nair(last hit only) - 111%
tipper uptilt - 115%
tipper nair(all hits) - 118%
tipper upsmash - 121%
center hit dsmash - 124%
tipper bair - 128%
center hit uptilt - 134%
center hit fsmash - 134%
dolphin slash - 137%
tipper upair - 143%
tipper fair - 147%
tipper ftilt - 160%
center hit bair - 173%
upthrow - 188%
dash attack - ~200%(too lazy to find exact %)
center hit nair(all hits) - 210%
center hit fair - 220%
Let's compare: The easiest of those moves for Pit to land are his bair and his fsmash, both in terms of ease in landing them and in terms of strength. The only real way he can hit with any of those moves is if Marth either sidesteps/airdodges and then gets hit by them or if he get shieldstabbed.
Now I could be wrong but I'm fairly certain Marth's SH back fair beats Pit's bair and possibly his fsmash. Even if it doesn't, shielding the hit and then punishing Pit with something out of shield works because if he fastfalls the bair there is landing lag and if he doesn't he's stuck in the air after the bair hits Marth's shield.
If Pit fsmashes Marth's shield he eats a dolphin slash out of shield if they're going "blow for blow." If Pit is at low % and can punish Marth if he does that, then Marth can shieldgrab between the hits and throw him. Marth has pretty good options on Pit from his fthrow. Pit is forced to do "something" if he doesn't want to get hit from an immediate attack.
Those two moves that are only decent aside, Pit has pretty awful killing moves. Glide attack should never hit Marth. For his dsmash to kill it has to hit with the front center part of the hitbox. That REALLY sucks and it is not hard to punish if it's shielded. Marth's dsmash is equally easy to punish and is stronger than Pit's, especially if he hits with a tipper. Marth's upsmash is stronger than Pit's and is easier to hit with. Tipper nair is safe on shield and kills at respectable %s. Uptilt is pretty strong and is good if your opponent is on platforms. Tipper bair is safe on shield and it's also good when Pit is on the ledge to punish his jump/sidestep/getup with. If Marth breaks Pit's shield, Pit dies at absurdly low %s.
I could continue to do a move for move comparison as to why Marth is much better at killing but I feel the #s speak for themselves with the rest of the moves.
Jump back b-air and d-tilt are safe. Other stuff isn't.
SHFF fair is safe on shield. SHFF nair is safe on shield. Sword dance spaced is safe on shield and your opponent has to guess when you're going to stop. Shieldbreaker is safe if it will break shield. That is enough moves on shield to be safe.
Marth wins in the air indeed, but if Pit isn't in the air as well, Marth has to take risks.
Not really. Hitting Pit's shield with one fair and then dtilting until Pit does [something] is not risky at all. If Pit fsmashes to punish Marth making a spacing mistake he diminishes one of his two good kill moves and has to land a bair to kill.
Pit has arrows but even you say
Powershielding is incredibly easy to do consistently.
If it's so easy to do consistently at the start of a match Marth is going to dash across the stage powershielding arrows repeatedly. Then once Pit runs out of space to shoot arrows, what is he going to do? Let's say the last arrow Pit shot was powershielded, if Pit rolls away he's at the ledge, and that Marth is standing at Snake's uptilt distance from Pit. What is Pit going to do? He can't hit with any attacks from that range. It's too close for Pit to shoot any arrows. Marth is going to be expecting dash attack and he's going to counter if that's what Pit does. Not to mention dash attack doesn't have enough knockback until higher percents to be safe on hit. If Pit rolls behind him Marth is going to pivot sword dance and hit him towards the ledge. If Pit jumps on the ledge, he can't do anything deadly from there. If Pit jumps above Marth he is putting himself in a bad spot. If he rolls away Marth is going to dash sword dance.
That leaves standing still, dash shielding, or rushing Marth with an aeriel. If he just sits there standing still and Marth talks a tiny step forward and then dtilts, what is Pit going to do? If he shields he can't punish and will eventually have to do something if he doesn't he gets hit. You can't shield in the initial dash so he's probably going to get hit by something if he tries that at this range. Marth can stuff Pit's aeriels with SH back fair. What options does Pit have at this range that Marth can't easily deal with? None except pray Marth messes up. That's it. This is why Pit loses the match.
Not that Marth really NEEDS anything else in the match but he refreshes moves better then Pit does. Arrow spam is annoying but most of them will not hit. Sword dance on the other hand is good for punishing and refreshes all of his moves.
When Pit is on the ledge he has a tough time getting onto the stage against Marth because his aeriels have poor range. Marth does not have this same problem against Pit.