dabridge
Smash Journeyman
P i t +
Latest update: June 12, 2009
June 12, 2009: Added approaches, and notes about ATs Also fixed some stuff about recovery.
April 20, 2009: Updated info about wingdashing, edited other stuff to make more sense.
April 16, 2009: First release.
Note: I am, in no way, a Pit expert. I do play with him a lot with friends in Brawl+, and occasionally take my Wii to school to play with people, but I'm not much of a competitive player (there aren't many tourneys around here). I have beaten a few competitive players before, but I'm still no pro. If you find anything wrong with this topic, please point it out so I can fix it.
1) Pit's performace in Brawl+
Brawl+, to put it simply, has given a lot of characters an equal stance with high tiers. Mainly the changed physics alone put everyone in a great position to combo - Pit is no exception. Pit's moveset wasn't changed, but the new physics gave him better approaches, higher chances for combos, and more killing options, making him a lot more balanced than he used to be. Pit's camping game has now been turned into a pressuring game because of the new lagless aerials, and also more of a gimping character, because of his multiple jumps/double WoI.
In vBrawl, Pit was a fun character to play because of his fun AT's, like wingdashing, arrow looping, and the like. Brawl+'s speedier gameplay makes the usage of these AT's harder, but not useless.
2) Combo ability
Pit's excellent throws put opponents in an great position to combo (for the exception, maybe, for back throw).
- Down Throw: While not dealing too much damage on it's own, down throw is perfect for a follow up with many moves. Starting from 0%, you can easily F-smash your opponent to give a nice amount of damage right away.
- Foward Throw: On a lot of characters, there is a small chainthrow starting from 0%, mostly the limit being two, because of the new physics. That said, this is a great move to follow up with, let's say, an arrow, or a glide attack if the opponent is off the stage (perfect for a kill).
- Up Throw: I usually follow this up with an arrow up or an up-air. With the new hitstun, this can lead into more complicated combos. (upthrow -> up-air -> fair -> arrow, as a example at the top of my head)
- Back Throw: Throws the opponent too far back imo. Sometimes useful with low percentages. Could be used for spacing, and can be followed by a quick arrow.
Other noticable combo starters:
- Down Tilt: Good combo starter. It's fast, not too much lag, and sends an enemy flying upward, not high enough to be out of reach, but in a perfect position for up-air or an arrow, or even fair.
- Up Tilt: A great combo starter in vBrawl, Up Tilt has not changed much, and is still probably one of the best moves to start a combo with, if not the best. Easy to land, and almost always seems to put the opponent right over you.
- More to be added later...
3) RecoveryDark Sonic said:I find that Pit's side B is even better against big characters than before and in general thanks to shieldstun and hitstun. Oddly enough, if you manage to hit them with the startup hit of the move and only the last few hits (rather than the whole move) you can actually combo from it. You can follow it up with d-tilt or f-smash or even a grab.
In vBrawl, Pit was considered to have the best recovery in the game, due to the four jumps he has, a glide, and the Wings of Icarus. In Brawl+, his gravity increased slightly, but it doesn't affect his recovery much, somewhat. Because of the ledge not being magnetic anymore, Pit suffers when coming back from the stage with WoI if used from far, especially if recovering from below. WoI snaps to the ledge if used from up close, and also snaps when pressing down while in it (this is why it's hard to recover from below).
A code was made for Pit to use multiple jumps, even after being hit, by using the remaining of his timer for WoI. This code has been around for a long time, and it hasn't made it into the Brawlplussery, so don't expect it to make it soon, if at all.
Code:
[COLOR="Yellow"]Multiuse Icarus Wings[/COLOR] [Phantom Wings]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
30000000 00000017
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
58010000 00000070
58010000 00000020
58010000 0000001C
90010002 00000004
86410002 20000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
[COLOR="Yellow"]Multiuse Icarus Wings[/COLOR] [Phantom Wings] [COLOR="Purple"](compatible with double gct method)[/COLOR]
48000000 80B87C28
58010000 00000154
58010000 00000000
90010000 00000030
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
30000000 00000017
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
58010000 00000070
58010000 00000020
58010000 0000001C
90010002 00000004
86410002 20000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
Depending on your playstyle, you may feel like Pit has either lost or gained kill moves. These are the ones that seem to work best for me:
- Foward Smash: It's hard to land sometimes with fast characters, but it doesn't seem like the first hitbox is DIable anymore, so it's more reliable in Brawl+ than it was in vBrawl. Medium range, decent speed.
- Foward air: It was okay in vBrawl, but in Brawl+, the added hitstun makes it a lot more easier to push enemies off the stage. Can kill at high percentages, but it seems more like a gimping move.
- Back air: With Brawl+'s speed increase, it's harder to land the sweetspot, but still pretty decent when landed. This usually gets followed from a Dthrow.
- Glide Attack: Very powerful, just hard to land if you're not used to using it. Can be used to kill opponents off the stage if used carefully with WoI. I usually use it when getting back to the stage.
- Ftilt: Slow startup, but can kill better than some other moves. Mostly situation in my opinion, but it's not to be ignored.
- More to be added later...
5) Approaching
Unfortunately, Pit doesn't have many long range attacks, or speedy aerials that can be used for approaching, and his dash attack has a lot of ending lag.
- Neutral air: Nair doesn't have landing lag if fastfall is not used. It doesn't have much priority, but with a lot of running momentum, it can be used against large/medium characters. Can be used for retreating if missed.
- Foward air: It has decent speed, and can be followed up if hit. Also decent range, and priority. A good approach overall.
- Side-B: Works best if used from a short-hop against large characters. Similar to nair, but a lot of ending lag. It usually pushes the enemy away, which makes the ending lag not much of a big deal, but if not landed, prepare to be punished.
- Dash Attack: It seems faster in Brawl+ (though it's speed was probably not changed), but still pretty slow. Pretty decent when landed, but very predictable, and punishable. Use it with care.
- Back air: Great if your opponent is at a high percentage. Surprisingly, it doesn't have much ending lag, but it's sweetspot is very small, making it not so useful on small characters.
- More to be added later...
6) Advanced Techniques
Needs more work than the rest
- Wingdashing: Not gone in Brawl+. Due to the buffer being 10 at vBrawl's default, a lot of people are used to canceling WoI with Dair too early, and therefore it seems like it's gone, while it's anything but. It's just a different input window to get used to, try practicing at lower buffer to eventually reach a 0 buffer (if that's your goal, if not, stay at 10 buffer). Try using dair toward the very end of WoI. Take a note though, at 0 buffer, a mistake will lead to Pit staying in WoI, extremely punishable. A safe way to use wingdashing is as a ledgehog (without the dair canceling).
Dark Sonic said:Wing canceling changed however due to the lower buffer. But it's not that wing canceling was removed, but rather that people are used to using the attack for the wing cancel too early and having the game buffer it for them. The actual window for wing canceling is about 6-10 (I'll go test this some other time, but I noticed it worked well on 5 buffer) frames after you've done your up B. So it's just a new timing window to get used to. No biggie. - Arrow Looping: Harder to use with Brawl+'s speedier gameplay. It's more prefferably used from afar.
- More to be added later...
This guide is still a WIP. I will continue to update this guide later in the week.
What do the Pit players think? Any approaching techniques/combos/combo finishers you want to discuss?
What do the Pit players think? Any approaching techniques/combos/combo finishers you want to discuss?