• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Pit Matchup Discussion - Metaknight

link2702

Smash Champion
Joined
May 10, 2008
Messages
2,778
tell me when ya'll find a good strat for this annoying masked bat of hell, czu i've yet to find a winning strat against him, hell, i've found better ways to deal with mk with my LINK FOR CRYING OUT LOUD! teh 2nd worst character in the game, and yet i can still find *SOME* strategies that work with him on mk, i haven't found a way to deal with em with pit yet.
 

Nikenick

Smash Journeyman
Joined
Dec 18, 2008
Messages
287
Location
The Netherlands
Run away and shoot arrows. This is going to be your basic strategy. If he tries to dair camp you, run away. Most MK's will dair camp and then nado on their last jump, always hold shield up whenever he uses nado, this will prevent you from getting shieldpoked. You can 100% punish tornado with Pit this way. If he's really close, fsmash. If he's too far away to Fsmash but still kind of close, dash attack. If he's far away then just arrow him to punish his ending lag.

Don't be too predictable with your jumps and up b, don't try to glide if he chases you offstage. MK's up b > your glide. Try to ban stages where you cannot go under(PS1, YI), since going under the stage is really safe in this match up(your up b speed > MK's running speed).

Whenever he's offstage, just shoot arrows. It's too risky to chase him. A good MK won't let his recovery get reversed by your mirror shield, just forget it. You'll just get damage for trying. There's only one safe way to reverse his recovery and that's whenever you arrowed all his jumps and force him to use his side b or tornado, then you MIGHT gimp him. (Side b can be aimed upwards after reversed to make MK still land onstage, nado can be aimed at the stage again even after reversing it).

Punish his approaches with jabs and dtilts. Punish nair with utilt unless it's a retreating nair ofcourse. Do NOT approach if both characters are on the ground. SH nair will barely work. You could chase him when you're under him, but watch out for his dair. Retreating fairs might work, but I think he can grab you or do a dash attack.

Do NOT approach him if he planks. Pit is one of the few characters that can handle planking easily: by arrow looping. It'll probably take you a while but it's possible to damage MK if he planks if you loop an arrow correctly. Most MK's will get scared and stop with planking whenever you hit them. Be on your guard, though. You probably won't pay attention when you're looping so MK could do a quick nado approach while you're looping to hit you. Don't loop to close to the edge he's planking on so he cannot punish your looping. (lol at me promoting arrow looping, I normally hate it)

You'll kill MK quite early if your kill moves are fresh. The most important thing is: 'DO NOT FORGET TO SHOOT ARROWS WHENEVER YOU WANT TO KILL YOUR OPPONENT'. Don't just run into your opponent and spam fsmash, that won't work. Keep shooting arrows until you can get a kill move in, it's safe most of the time anyways since your opponent will probably camp because he's at a high %, and he has to approach you since you have the good projectile here. Bair kills really fast but is really hard to land on MK. Fsmash will kill him a bit later but your fsmash probably won't be fresh since it's a good move overall. Dsmash could kill him, and don't forget about dash attack (which is so underrated but kills him at around 130% if sweetspotted).

MK will kill you at around 140~160% if you play this match up correctly. Dsmash, up b and nair are his main killing moves. Up B OoS is just too good and gets me killed most of the time, it'll send you upwards and it'll kill you at around 150%. Be aware that MK can just Dsmash again if you shield his dsmash for the first time. It's a hard to punish move. Nair is just basic imo.

This match up is really stage dependent, try to pick FD or SV. Avoid YI and PS1. BF isn't that great but going to BF is better than going to YI.

Might've forgotten some things, ask me questions if you want to know something.
 

Gadiel_VaStar

Smash Champion
Joined
Nov 12, 2009
Messages
2,066
Location
Atlanta, GA
NNID
GadielVaStar
Run away and shoot arrows. This is going to be your basic strategy. If he tries to dair camp you, run away. Most MK's will dair camp and then nado on their last jump, always hold shield up whenever he uses nado, this will prevent you from getting shieldpoked. You can 100% punish tornado with Pit this way. If he's really close, fsmash. If he's too far away to Fsmash but still kind of close, dash attack. If he's far away then just arrow him to punish his ending lag.

Don't be too predictable with your jumps and up b, don't try to glide if he chases you offstage. MK's up b > your glide. Try to ban stages where you cannot go under(PS1, YI), since going under the stage is really safe in this match up(your up b speed > MK's running speed).

Whenever he's offstage, just shoot arrows. It's too risky to chase him. A good MK won't let his recovery get reversed by your mirror shield, just forget it. You'll just get damage for trying. There's only one safe way to reverse his recovery and that's whenever you arrowed all his jumps and force him to use his side b or tornado, then you MIGHT gimp him. (Side b can be aimed upwards after reversed to make MK still land onstage, nado can be aimed at the stage again even after reversing it).

Punish his approaches with jabs and dtilts. Punish nair with utilt unless it's a retreating nair ofcourse. Do NOT approach if both characters are on the ground. SH nair will barely work. You could chase him when you're under him, but watch out for his dair. Retreating fairs might work, but I think he can grab you or do a dash attack.

Do NOT approach him if he planks. Pit is one of the few characters that can handle planking easily: by arrow looping. It'll probably take you a while but it's possible to damage MK if he planks if you loop an arrow correctly. Most MK's will get scared and stop with planking whenever you hit them. Be on your guard, though. You probably won't pay attention when you're looping so MK could do a quick nado approach while you're looping to hit you. Don't loop to close to the edge he's planking on so he cannot punish your looping. (lol at me promoting arrow looping, I normally hate it)

You'll kill MK quite early if your kill moves are fresh. The most important thing is: 'DO NOT FORGET TO SHOOT ARROWS WHENEVER YOU WANT TO KILL YOUR OPPONENT'. Don't just run into your opponent and spam fsmash, that won't work. Keep shooting arrows until you can get a kill move in, it's safe most of the time anyways since your opponent will probably camp because he's at a high %, and he has to approach you since you have the good projectile here. Bair kills really fast but is really hard to land on MK. Fsmash will kill him a bit later but your fsmash probably won't be fresh since it's a good move overall. Dsmash could kill him, and don't forget about dash attack (which is so underrated but kills him at around 130% if sweetspotted).

MK will kill you at around 140~160% if you play this match up correctly. Dsmash, up b and nair are his main killing moves. Up B OoS is just too good and gets me killed most of the time, it'll send you upwards and it'll kill you at around 150%. Be aware that MK can just Dsmash again if you shield his dsmash for the first time. It's a hard to punish move. Nair is just basic imo.

This match up is really stage dependent, try to pick FD or SV. Avoid YI and PS1. BF isn't that great but going to BF is better than going to YI.

Might've forgotten some things, ask me questions if you want to know something.
This is good. You can also punish tornado w/ Dsmash. It seems to be the second best punisher aside from Fsmash. Dash attack will just get you punished if you miss or hit at low %.

*How do we approach MK?
*What other moves should be look out for besides Nado & Dair?
*How can we play smarter in this matchup?
 

IrisKong

Smash Lord
Joined
Mar 29, 2009
Messages
1,345
Location
Michigan
You dont approach MK, you camp, and hope he doesnt go super aggressive, or you loose. Pit looses to nair...believe me, I play Judge enough...lol

this match up is 65-35 MK. it scks for us.
 

Coffee™

I need it....
Joined
Aug 2, 2008
Messages
2,205
Location
SFL
Run away and shoot arrows. This is going to be your basic strategy. If he tries to dair camp you, run away. Most MK's will dair camp and then nado on their last jump, always hold shield up whenever he uses nado, this will prevent you from getting shieldpoked. You can 100% punish tornado with Pit this way. If he's really close, fsmash. If he's too far away to Fsmash but still kind of close, dash attack. If he's far away then just arrow him to punish his ending lag.
If Mk Dair camps just punish him in between Dairs with Fair, RAR Bair or Uair.

Don't be too predictable with your jumps and up b, don't try to glide if he chases you offstage. MK's up b > your glide. Try to ban stages where you cannot go under(PS1, YI), since going under the stage is really safe in this match up(your up b speed > MK's running speed).
Getting back to the stage is a guessing game. MK can chase Pit if Pit goes high or low, pick one and hope you guessed right.

Whenever he's offstage, just shoot arrows. It's too risky to chase him. A good MK won't let his recovery get reversed by your mirror shield, just forget it. You'll just get damage for trying. There's only one safe way to reverse his recovery and that's whenever you arrowed all his jumps and force him to use his side b or tornado, then you MIGHT gimp him. (Side b can be aimed upwards after reversed to make MK still land onstage, nado can be aimed at the stage again even after reversing it).
MK can drop low while airdodging and just use his jumps to recover from under the stage where arrows can't reach. Pit best bet is to punish him from the ledge. Dair beats his up B and ledgedrop bair either beats or trades but timing either of them wrong might put you in trouble. You can ledgedrop MS as well which can work but is extremely tricky and dependent on the angle of MKs recovery.

Retreating fairs might work, but I think he can grab you or do a dash attack.
They aren't good. Fair is slow, Mk can roll into you on reaction and punish it with Nair. SH retreating Dair to Fair or AR is better.

Do NOT approach him if he planks. Pit is one of the few characters that can handle planking easily: by arrow looping. It'll probably take you a while but it's possible to damage MK if he planks if you loop an arrow correctly. Most MK's will get scared and stop with planking whenever you hit them. Be on your guard, though. You probably won't pay attention when you're looping so MK could do a quick nado approach while you're looping to hit you. Don't loop to close to the edge he's planking on so he cannot punish your looping. (lol at me promoting arrow looping, I normally hate it)
Looping is not good vs a planking MK. MK can see the arrow coming and simply drop down and use Dimensional Cape to recover. Pit doesn't have any real reliable answer to MK planking aside from going out there after him and that won't really end well.
 

Nikenick

Smash Journeyman
Joined
Dec 18, 2008
Messages
287
Location
The Netherlands
If Mk Dair camps just punish him in between Dairs with Fair, RAR Bair or Uair.
You could do that, but I'd reccomend playing safe because the MK can stall with his jumps to bait you into doing that, and then punish you.
Getting back to the stage is a guessing game. MK can chase Pit if Pit goes high or low, pick one and hope you guessed right.
So true
MK can drop low while airdodging and just use his jumps to recover from under the stage where arrows can't reach. Pit best bet is to punish him from the ledge. Dair beats his up B and ledgedrop bair either beats or trades but timing either of them wrong might put you in trouble. You can ledgedrop MS as well which can work but is extremely tricky and dependent on the angle of MKs recovery.
You can do so much, but it's so risky that it just isn't worth it in a tournament. You'll get staged spiked most of the time if you try to chase MK offstage. Just play safe and shoot arrows. Most chars will airdodge and drop where arrows can't reach, and so will MK, and we just have to deal with that but it's worth trying to rack up damage with arrows.

Looping is not good vs a planking MK. MK can see the arrow coming and simply drop down and use Dimensional Cape to recover. Pit doesn't have any real reliable answer to MK planking aside from going out there after him and that won't really end well.
Looping is better than doing nothing, or do you just want to stand there letting him plank? You should at least try. And Dimensional cape can be edgehogged.
 

Allbrex

Smash Apprentice
Joined
May 6, 2008
Messages
86
Location
Dallas, Texas
This matchup seems a little much to me, similar to Toon Link vs MK but not quite as bad since Pit's grab is infinitely better than TL's. I'd be curious to know KoolAid's opinion on this or see some matches of him playing some top MKs.
 

Smashragde

Smash Rookie
Joined
Jul 4, 2009
Messages
24
avoid use glide atack, use a lot of d-tilt, space a lot , spam arrows, jabs , uair and d-air and try to be always in the ground :/ thats the only way that pit can win in this mu :)
 

Tikun

Smash Apprentice
Joined
Mar 16, 2007
Messages
187
Location
Brazil
Can't we grab release to dash atack?
At high % it would be a good killing move.
 
Top Bottom