Pit has a good up close game with a fast ranged jab and above average smashes. His grabs are all great at setting advantageous positions for him. Pit is outranged by MK for melee attacks, don't get into a boxing match with him. Pit's rapid jab is really gay and you need to DI out of that fast
Pit's fsmash does 19% and is a powerful KO attack. It has roughly the same horizontal range as MK's fsmash and hits on frame 6. You can SDI it if he hits you at point blank to get knocked backwards, no success avoiding the second hit entirely but this could help you live longer by SDIing into him if near the edge.
Pit has a good pivot grab, approach with caution if you see him run backward. Walk and ftilt or fair him, don't dash.
Pit's ftilt has nearly twice as much range as its animation shows, it is unsafe and can mostly be blocked on reaction however
Ideally you want to stay about a dash attack length or a little more away from Pit until he's off balance, enough where you can punish arrows with tornado but too far for him to abuse his strong up close game vs you
Pit's arrows can be curved to hit you from many angles and can be held to bait spot dodges and rolls, additionally with time Pit can loop them so that they come back to hit you while he is able to move possibly to follow with a frame trap. Of Meta Knight's non-transcendent attacks, Arrows cancel dash attack, lose to glide attack, and will be eaten by the tornado's hitboxes but can hit you from above as your upper half is exposed. The hitboxes of tornado extend to roughly Meta Knight's eye level. Abusing tornado to get past arrow camping is a common strategy, because he can hit you from above you should be careful not to use it when parallel to pit or below him. Tornado's hitbox comes out 8 frames faster than an arrow can be released, if you both hit B at the same time tornado should always win. Drill rush is overpowered by arrows during its opening but near the end will beat them. Aside from being used to force an approach arrows are used to follow up attacks(sometimes near blast zones for a KO), to harass your recovery, and to bait certain actions(such as a tornado if he has the spacing to shield in time, don't tornado him from too far). If you do get shielded make sure to auto cancel, if you retreat and auto cancel I don't think Pit can really do **** about it except shoot more arrows unless he gives chase before tornado has actually ended
Mirror Shield can be used to gimp your recovery if you are reckless with B moves. It will reflect on frame 6 and has super armor on 4 and 5, so it is not difficult or unlikely that you will be punished for stupid use of SL or tornado vs Pit. approach the edge with caution
Pit has 3 jumps, a glide, and an up B that can cover significant distance but diminishes his options greatly. Pit's up B has no hitbox and he can not attack out of it unless he is above the stage. WoI does have a windbox that can push you away if you are close when it comes out. If knocked out of WoI, Pit can not use it again and will die. Some Pit's after WoIing to the other side of the stage will hover out of immediate dair range to try and get past you, WoI has a good ledge snap range and it doesn't take much of an opening. Remember that he can not attack! If he doesn't start moving up immediately just drop down and set up to shuttle loop back to the ledge or nair him. If he glides back you can sometimes run off and reverse shuttle loop him, which should force him into a retardedly bad situation in terms of recovering(i.e. if he survives after this you ****ed up)
Pit is fairly weak from below, his dair takes 8 frames longer than your uair to come out and leaves him lagging afterward. He has multiple jumps so he can stall to some extent but his ability to do so is very weak compared to MK or Kirby. All of Pit's aerials will lose to a well spaced tornado(dair can hit you if he avoids the hitboxes) as well as generally losing to MK's aerials. Pit's uair being the one exception, when above Pit stall and run or tornado(make sure you won't get caught in the opening animation where you can get knocked out). Pit's bair is a deadly killer but can only really hit you if you badly **** up, a lot of Pit's will attempt to air camp you around KO % to get you to whiff an attack and drop with this. Nair can be auto canceled and is sometimes used as an approach, walk away and tornado or shuttle loop out of shield should work against this
Tornado is one of the biggest reasons Meta Knight destroys Pit, if you tornado at the same time as he attempts to defend himself with another attack, he's going to lose most of the time, his only real options are shielding and ftilt(takes 14 frames, must predict tornado for that plus you can tornado and move in with different rhythms to throw off his counter). not sure what moves will consistently cancel tornado but those are the only things that will straight up beat it. dsmash can also beat tornado but that will only work if you're using it at ground level, which is already a no no because elevating it is what makes arrows fail.
Pit is mostly limited to horizontal KO attacks vs MK, except dash attack which can punish certain things so be careful for that. Pit can dash attack you off of an air release however this will NEVER happen on level ground even if you mash up/X/Y, so be aware on CP's. Aside from that Pit doesn't have good set ups for his KO attacks and mostly will rely on you messing up and using unsafe attacks at close range or something similar, play gay at high % especially if you have a stock lead, arrow camping won't do **** if you're already at 150%+
Your best neutral in this matchup is YI, the shy guys will block arrows, it's a small stage, and it limits Pit's recovery options. Smashville or BF would be next best. Strike FD. Quick rundown on CP's
Delfino: You can shark the main stage, Pit has no spike to take advantage of the water too. Pretty good but some transformations are rather large which aids his campyness
Norfair: Standard play really gay and maintain low position and edge invincilbility ****, I wouldn't CP this
Orpheon: Good smallish stage, the right side can limit Pit's return options and you can also get dtilt chains on the wall. Second phase is good for campy characters like this but I'm not sure it would work well for Pit...
Castle Siege: The second transformation is helpful as it is really bad for Pit's camping
Japes: Campy stage, you should live to pretty high % here though.
Rainbow Cruise: Ship portion is pretty good for standard MK gameplay + it has a wall for dtilting, Pit can only really camp the left side. Pit's recovery can be exposed a bit on this stage. Arrows can travel through most of the stage obstacles.
Brinstar: You can hide behind the barriers to prevent arrow camping, and you can circle air camp the platforms. Side blast zones are closer than normal. stage frequently forces opponents into the air where tornado ***** pit's options
Pokemon Stadium: On the standard transform Pit can camp pretty well but you can also avoid him. The lips and underside of this stage can give Pit problems recovering. Pit can also camp the grass transformation pretty well but will have a harder time on the earth, water, and fire transformations. hard to horizontal KO here so dash attack is his best KO move on PS1