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Pit Matchup Tid Bits

kown

Smash Lord
Joined
Mar 14, 2008
Messages
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Location
Pearland ,Texas
So listen up, here's how this thread works. This thread is going to be a thread where we can list little tid bits of information that will ideally help in each specific matchup. This is more than simply a character matchup thread and there is no time frame as to when this is supposed to be completed. Neither is it limited to any specific character for any length of time as normal matchup threads are. For example Pit has a chain grab on DK to about 50% using Fthrow. Something even as simple as that will be added. I'll probably update it once a week or throughout the course of the week as long we get new information coming in.

Fthrow> stuttered fsmash (except marth)
second hit of dsmash > fsmash (works on light characters with lower than10%, works on medium characters with lower than 20%, and works on big characters with lower than 30%)

:metaknight:Meta Knight

:dedede:King Dedede
* Pit can Chain Grab Dedede to 40% with Fthrow.
* Nair is one of Pit's better approaches in this matchup.
* Arrows > Waddle Dees, out camp him.
* Pits upair from underneath D3 beats D3's upb on the way down.
*If D3 is slightly off on his CG we can upb out of it....( im usually smashing upb whenever im CGed against a d3)
:snake:Snake
* At 0 percent: fthrow > fthrow > DA > uptilt....assuming they pull a nade its 50 percent gauranteed.
* Fthrow>fthrow >dthrow> SH WoI Bair
* Up-B can push Snake's grenades away and detonate his landmines.
* Up-B can push snake away from his C4 when trying to recover.
* Up-B can cancel Snakes momentum after exploding a C4 on himself, making it extremely hard for him to recover.
:dk2:Donkey Kong
* Chaingrab from 0-death: fthrow > ledge >release grab > Mirror Shield.
* Pit can Chaingrab DK with fthrow from 0% - 40% > stutter stepped Fsmash
:marth:Marth
* Unsweetspotted bair can gimp Marth's Up B
:gw:Mr. Game and Watch

* Mirror shield can glitch kill GW out of his Up-b. It's almost impossible to consistantly time though.
* Pit's Bair is GW's worst nightmare once he hits like 110%. Make sure you hit it near the edge of the stage to avoid bucket braking.
* Gw's Dair is really punishable OOS. If GW is above you(which they will be often if you make them up-b OOS a lot) then do an empty SH. Jumping upwards towards GW makes a lot of players react with key. Just fall back down into your shield and punish accordingly.
* Punish OOS with nair when we space wrong.
* Grab GW as much as you possibly can.
* If he approaches with Bair just run into the Bair and shield. This messes up the GW's spacing and you can grab him out of it.
:diddy:Diddy Kong
*When you have a banana pit can glidetoss>dsmash or grab
*Use nair to pick up bananas
*A wingdash will pick up nanas.
:bowser2:Bowser
* Mirror Shield can gimp his recovery. Read his approach and intercept.
* Bowser can be camped, but he's not completely vulnerable to it. Camp when you see the opportunity, but don't make camping a priority. Bowser isn't slow, and can chase Pit down if he has to. Pit and Bowser's running speed is near identical, but Pit runs faster by about 8%. Bowser moves 22% faster then Pit in the air, but that's not important since Bowser doesn't like being in the air that much anyway.
* Aside from damage, arrows force Bowser to approach and limits his defensive game. Forcing an approach is good against Bowser, since his approach options aren't the greatest.
*Pit can Chaingrab him to about 40% but has to buffer a dash in between grabs or else Bowser can possibly use his Up B to prevent a regrab.
* Bowser can chaingrab Pit as well as end any grab with a Klaw, Ftilt or aerial. In short, don't get grabbed.
* Bowser's Jab either clanks or beats out most of Pit's ground moveset. Get him in the air, where he's vulnerable. Otherwise, Bowser's jab is gonna be hella annoying.
:toonlink:Toon Link
* Fullhop Dairs, Hyphen Smashes, Nair OoS and Short Hopped Uairs are all effective in this matchup
* Bair will likely be your kill move of choice in this matchup due to Toon Link being in the air so often.
* Aim to intercept Toon Link with arrows whenever he has to land on the ground.
*Use Your multi jumps against projectile spammed toon links
*Mirror shield our zair
*Spam arrows in general because it stops a lot of TL's momentum
:popo:Ice Climbers
*Pit is capable of seperating the ICs easily with his multihit attacks.
*His range just about rivals that of the ICs, allowing him to approach a bit easier than longer-ranged opponents.
*GO FOR NANA...she is very easy to juggle because she hardly dodges anything. easy fair > fair > death
*Pits rapid AAA will outprioritze Ics side b
*Use arrows against blizzard
*arrows cancel out Ics squall move (side b)
*Use multi hit moves such as nair and upair to separate the Ics
*Use uptilt against Ics when they miss there jab...this sets up nicely for an upair to desync the Ics
*Dtilt is an okay move against Ics...it sends them in the air but it can be punished with a shield grab
:shiek:Sheik
:zerosuitsamus:Zero Suit Samus
* Mirror Shield against ZSS' Plasma Whip (side b) turns her completely around.
* Reflect or nullify paralyzer shots with arrows.
* Spamming arrows and excessively camping will force ZSS to approach with a mediocre and easily punishable ground game.
* Shieldgrab the third jab of ZSS' three hit jab combo.
* If ZSS recovers low or DIs improperly, you should shoot arrows at her before she can get her Down+B off.
* Pit can Chaingrab ZSS for up to three grabs which he can then follow up with a Dash Attack for roughly 45%. She can Down B out of anything past 3 grabs though.
* Arrows clash with Plasma Whip in its earlier startup frames.
* Pit's Dash Attack is a great way to punish a whiffed aerial Plasma Whip.
* Ledgecamping ZSS is stage dependant. It's possible to ledgecamp ZSS on slope edged stages like Smashville and Battlefield or soft floored stages like Halberd and Delfino. If she comes too close to the edge you can Uair her while avoiding her Dsmash because Uair will go through the stage and if she does it far enough to avoid the Uair then you can simply jump away from the stage and Arrow. Its somewhat risky but manageable because if you mess up you'll either take 16% damage or get stagespiked/meteor spiked by her D-Smash > Flip Jump Kick / B-Air when Pit ledge jumps.
* ZSS' U-Air punishes gliding really well (it's 4 frames) so avoid being obvious when gliding towards her.
* Arrows clash with our suit pieces. Generally expect a suit piece in your face after you hear "GO!", so be ready to reflect or react accordingly.
* Angel Ring is good in this matchup for punishing spotdodging or spotdodged approaches.
* Shieldgrab as often as possible, throws are SO important in this matchup.
*Pit's OOS options are poor against ZSS due to the fast start up of her ground moves like Utilt and Jab. D-Air OOS in most cases if ZSS falls behind you. N-Air OOS in front of Pit (if you cannot shieldgrab) also works quite well.
:kirby:Kirby
* Kirby must apporach, unfortunately Kirby a small target so he may be a bit difficult to hit.
* Your best option is to keep the fight on the ground.
* If you Mirror Shield his Final Cutter (Up-B) near the ledge, he will reflect and miss the ledge because he can't grab while he isn't facing it.
* Kirby's grab game at low percentages is good. He has a Fthrow, Uair combo that works on some of the cast, however Pit can jump out and avoid follow ups after the first Uair.
* Do not get inhaled. Smart Kirbies will take pits arrows, and abuse it, Kirby with arrows > Pit with arrows.
:olimar: Olimar

* Nair can hit all of his pikmin away if they're on you.
* FastFalled Nair> Utilt is a very good approach and doesn't give them time to punish.
* Olimars Up B recovery can be gimped easily by shooting down his jump and staying on the edge.
wing refresh is a very good idea...or shooting arrows...which ever is more comfortable
* Mirror Shield and Angel Ring can reflect his Side B.
*Glide Attack is a good approach, if they attempt to punish it with UpB you can try cancelling it and punishing the lag of his Up B.
* Try to get them up in the air, Jab infinite>Dtilt is a good way to do it.
*WoI cancels out usmash completely.
*A normal jab can knock out his pikmin pikmin but not multiple.
*Pikmin
White is for forward B which does the most damage out of the rest.
Blue is for grabs and can KO you the best as well.
Purple is for smashes and you can't kill him with your moves. And if he hits you with forward b you get knocked back.
Red is for aerials and Fsmash
Yellow is for aerials as well and used for usmash as well.
At 0%: Fthrow>Fthrow>Fsmash.

*Pit can use an aerial angel ring to gimp Yoshi's second jump.
*spam bair because it is laggy and it beats out spin dashes
*Jab and Nair will cancel out spindash

*Samus is forced to approach us slowly.

:pt: Pokemon Trainer
:squirtle:
:ivysaur:
:charizard:
:jigglypuff: Jigglypuff
*grab>pummel>fsmash

:falcon: Captain Falcon
:ganondorf: Ganondorf
Please make an effort not to spam or flame in this thread and try to keep the information you provide as detailed as possible and post!!!!
 

Lezard

Smash Journeyman
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For Snake. after Dthrow SH Woi hold up for half a secound Bair/Faire then fsmash/Dsmash/Usmash/
http://www.youtube.com/watch?v=Y-ukumosj30
With this the possiblities are endless because if he DI you can regrab and if its a counter attack he will drob on is back reneder him in a lock state that will enable you to ftilt twis
 

Lezard

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I can also to a Uair out woi while falling and still beable to utilt and upair againg but its still kinda situational, its hard to pull of
 

Admiral Pit

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Tactical Analysis: Metaknight
MK is the best and most broken char in the game, of course he'll give Pit problems.

Pit's advantages

-I don't see Pit having virtually any advantages. Pit is really good at ledgecamping, though, which acts as a temporary barrier.
-Pit's Mirror Shield benefits him somewhat decently. When a MK recovers with Up-B, Side-B or Tornado, time it right and u can kill a MK. A Tornado-recovering MK is easier to kill, Up-B recovery may allow MK to come back on the ledge if the MK stops his glide fast enough, and Side-B recovery can allow MK to come back, but depending on how far he is whe he uses it, u can attack MK in hopes of knocking him back again.
As for his Glide attack, that can send him back too. If the glide attack is done on MK's 5th mid-air jump, MK cant use Up-B unless he gets hit.

Pit's Disadvantages

-MK outranges Pit easily, even his F-tilt outprioritizing Pit's Angel Ring, Pit's going to get hurt badly. His F-air outprioritizes every single one of Pit's moves, and arrows are simply stopped by the gay tornado, cept if the arrow hits MK from the top via arrow looping, which is virtually pointless.
-Pit gets gimped easily, and we have a limited way of getting back on the stage against the better MKs.
-A Planking MK causes Pit trouble
-MK is faster, obviously

MK outprioritizes Pit in general and there isnt much Pit can do. If Pit is aggressive, he can easily be stopped by either a Tornado, Up-B with its invincibility frames from the ground, or F-tilt... D-air to gimp Pit. If Pit is defensive, MK's speed and priorities can slowly overcome the angel. Even with Pit's great ledgecamping, Pit's not gonna last long.
The only thing that I know that can help Pit a bit is the 0-30% F-throw to Stutterstep Fsmash combo, the opponent must start from 0%
Despite this, along with Pit's lack of KO strength, MK is light which should make up for it.
Random Fact: Pit's Piviot grab is capable of grabbing a MK out of tornado going full speed towards Pit.

This then leads to the matchup being 40-60 MK's advantage, that broken ****** bat knight....


Tactical Anaylsis: King Dedede, aka D3 aka, King of Big Gay Dance

D3 is a Big target, and as we know, Pit does better against Larger targets, but D3 has a few things that gives Pit trouble.

Pit's advantages
-Pit's good against Large targets as said before, making SH N-airs an ideal attack against the penguin. It's also easy to hit D3 with arrows due to his size.
-D3 can't roll behind Pit when his Angel Ring is up due to his size. Do be careful not to get Fsmashed though.
-Pit can continuously shoot arrows at D3 to gimp him, and predict the Up-B and attack him.
-Pit can CG D3 slightly, but it is quite risky
-Pit has potential to apply good pressure to D3 when fighting correctly.

Pit's disadvantages
-D3 can CG Pit
-D3 has the superior range in this matchup
-D3-s Bair is a great threat to Pit's recovering options with its lingering hitbox, and can destroy arrows that get in contact with it. It is very spammable
-D3 is heavy, which is bad for Pit and his poor KO power.

Pit's options go for applying pressure with his multihit attacks. Deliver a string of SH N-airs, arrows, and a few grabs. Pit has potential to gimp D3 well, like D3's B-air can do to Pit. Get D3 off the stage, and shoot arrows to make him waste his jumps. Try to predict where the Up-B is going to go and try to connect a B-air or something strong to knock him back. Keep in mind that some D3s cancel the Up-B and may try to get to the ledge.
Pit's ledgecamping is somewhat hard against D3 at times, considering Waddle Dees protecting D3 from arrows, and D3's range alone, posing a threat to Pit. Watch out for a D3 that will pursue with a B-air in hopes of stage spikes.

This here comes through a matchup ratio between 55-45 D3 to 55-45 Pit, but I am all for 50-50 even given the skill of the matchup and ways to deal with the other.


Tactical Analysis: Snake

Most Broken and overpowered tilts in the game, and this matchup is complicated.

Pit's advantages
-Pit can CG snake with F-throw til about 40%.
-Pit's arrows can mess up snake's 'nade game
-Like everyone else, Pit can use the grab release to Kill snake, unless the snake uses the C4 to hurt himself.
-Pit's Up-B can push the 'nades away, capable of hurting snake if he's doing somethin else, like controlling a Nikita.

Pit's disadvantages
-Pit is outranged... what else is new...
-Pit is somewhat light and gets KO'd quickly against Snake and his overpowered attacks
-Snake is heavy and Pit will have a hard time KOing him
-Pit can use SH N-airs against large Snake, but a snake holding a 'nade can mess up Pit quite a bit.

Pit is limited in his approaches since he's outranged, but Pit isnt fully opposed when he can shoot arrows at long range. At that time, Snake would probably be playing with his Nades, and and 1 arrow can mess up a snake.
Pit can pressure well, but when Snake holds a nade, it can stop him. The matchup isnt easy against the more complex and good Snake players. You have to learn about snake, find flaws in some of his attacks, apply the right tools to get past his broken range (mainly the Tilts) and powerful attacks. Remember to be careful when Snake is holding a Nade, which can nullify SH N-airs, and U-airs (if he's above you).
Random Fact: Against a land mine, Jump above it, and use Mirror Shield and it will cancel it out without Pit in being harm. Just dont go too far in front of it.

This is where the matchup is virtually 50-50 Even to 55-45 Snake. While some argue that Pit has a slight advantage, they probably havent played a complex Snake like UltimateRazer from Texas, like I have. At least Pit does better against Snake than G&W does -_-.

This leads up to being my biggest post yet.
@ Lezard
I would rather see this against a human player so I can clarify on how well it is, but at least it's better than no contributing.
 

kown

Smash Lord
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thank you admiral...FOR EVERYTHING...im only going to put advantages in...but knowing the disadvantages would be nice to know also...nice post.
 

MrEh

Smash Hero
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Honolulu, HI
+Mirror Shield can gimp his recovery. Read his approach and intercept. Afterward, use your taunt of choice. I personally like Doop Walking.

+Bowser can be camped, but he's not completely vulnerable to it. Camp when you see the opportunity, but don't make camping a priority. Bowser isn't slow, and can chase Pit down if he has to. Pit and Bowser's running speed is near identical, but Pit runs faster by about 8%. Bowser moves 22% faster then Pit in the air, but that's not important since Bowser doesn't like being in the air that much anyway.

+Aside from damage, arrows force Bowser to approach and limits his defensive game. Forcing an approach is good against Bowser, since his approach options aren't the greatest.

+Chaingrab him lol



-Bowser can chaingrab you right back, and end it with a Klaw or an aerial. In short, don't get grabbed.

-Bowser's Jab either clanks or beats out most of Pit's ground moveset. Get him in the air, where he's vulnerable. Otherwise, Bowser's jab is gonna be hella annoying.
 

Hence

Smash Ace
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Mirror Shield against our Plasma Whip (side b) turns us around.
Reflect or nullify paralyzer shots with arrows.
Spamming arrows and excessively camping will force ZSS to approach, which is why this matchup is 60:40 in Pit's favor. Shieldgrab the third jab of our three hit jab combo. If we recover low or DI improperly, you need to shoot arrows at us before we get our Down+B off. Down + B often extends recovery or eliminates the need to teather the ledge. Don't be mistaken, we're nearly impossible to combo and very difficult to gimp. Remember, camp your little heart out. ZSS can't do anything about arrow spam or reflected paralyzer shots. She'll be forced to approach with a mediocre and easily punishable ground game. If you play your cards right, this should be an easy matchup. React, react, react.
 

kown

Smash Lord
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thankyou for your help on this....in all seriousness this wouldnt be possible unless other mains made this thread more effective..
 

Coffee™

I need it....
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can u give some ideas on zss? i really want this thread to start going...and every bit helps.
Pit can CG ZSS up to three grabs which he can then follow up with a Dash Attack for something like 45%. She can Down B out of anything past 3 grabs though.
 

Byuusan

Smash Journeyman
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New Westminster B.C.
I secondary Kirby so i can fill in the blanks there

Because Kirby has no projectile unless power taken. Kirby must apporach, unfornautely Kirby a small target so it difficult to hit, so camping isn't the best option. Kirby range is good, like, full body length so pit will be outranged.... .again.

Kirby is an great aerial fighter, and medicore ground game. Best option is to fight kirby on the ground then it is to the air.

Kirby is light so it'll make it easier to kill him, likewise he has good kill power so pit can also be killed easily. Last time i think i fsmash a Pit with good DI at 100% and he still died.

He has 5 jumps so gimping isn't easy HOWEVER, if you mirror shield his final cutter near the ledge, he will reflect and miss the ledge because he can't grab from the back end.

Standard Fthrow-> Fsmash will work on him. Kirby grab game in the low percentage is good, he has a Fthrow, Uair combo that works on some of the cast (Mostly heavies), if DI upward this will be avoided, but he can follow you if you jump with another aerial, or follow you downward with anotehr grab, so it all mindgames there.

DO NOT GET SUCKED IN, smart kirbies will take pits arrows, and abuse it.
Kirby arrow vs pit arrow, Kirby arrow shoots at a lower elevation , it'll even hit snakes crouching, unlike pit arrow we must shoot downward slightly to hit kirby because it'll just miss his body if shot in a straight line. It retains all of pit arrow ablities. If he takes your power, you must approach kirby, because in a arrow vs arrow camp game, kirby will win due to height, and arrow properties.

40:60 Pit:kirby, it something i agree to.
 

Afropony

Smash Lord
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Olimar:
Nair can hit all of his pikmin away if they're on you.
Nair> Utilt is a very good approach and doesn't give them time to punish.
Olimars UpB recovery can be gimped easily by shooting down his jump and staying on the edge.
Mirror shield and AR reflect his sideB.
Glair is a good approach, if they punish it with UpB you can try cancelling it and punishing the UpB lag.
Try to get them up in the air, Jab infinite>Dtilt is a good way to do it.

Bad stages for Pit against Olimar
PS1
Yoshi's Island (Brawl)
:uigi's Mansion
and Battlefield for a neutral

Good stages for Pit against Olimar
RC
Delfino Plaza - UpAir through the stage is really good
FD - Arrows are easy to spam here and Olimar has trouble killing



Also with the ZSS thing where it says that it will reflect "us" you should change it to reflect "her" or "them."
 

kown

Smash Lord
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thank you...i left out the parts on stages...i believe theres another thread for that....in the end we will prolly combine it all.
 

Hylian

Not even death can save you from me
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GW:

Mirror shield can glitch kill GW out of his Up-b. It's almost impossible to consistantly time though.

Bair is GW's worst nightmare once he hits like 110%. Make sure you hit it near the edge of the stage to avoid bucket braking.

Gw's dair is really punishable OOS. If GW is above you(which they will be often if you make them up-b OOS a lot) then do an empty SH. Jumping upwards towards GW makes a lot of players react with key. Just fall back down into your shield and punish accordingly.

Punish OOS with nair when we space wrong.

Grab GW as much as you possibly can.

If he approaches with bair just run into the bair and shield. This messes up the GW's spacing and you can grab him out of it.

Pit's jab is annoying.

I've played almost every notable pit...these are the things I've noticed. I don't think the match-up is close at all though. Oh, and don't try to plank GW lol you will just get wrecked for it.
 

Coffee™

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Nair isn't a good approach against Olimar in general so I don't think FF Nair would really be that much different. You might want to ask Rogue since he knows more about Olimar/Pit but I think SHAD Utilt is better.
 

Hence

Smash Ace
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ZSS can Down+B out of the first F-Throw if you're not buffering the F-Throw chaingrab.

Jab canceling doesn't work very well against us because we have a one frame jab.

Arrows clash with our Plasma Whip in early startup.

Pit's Dash Attack is a great way to punish a whiffed aerial Plasma Whip.

Planking us doesn't work very well, because you'll either take 16% damage or get stagespiked/meteor spiked by our D-Smash > Flip Jump Kick / B-Air when you ledge jump.

Our U-Air punishes gliding really well (it's 4 frames) so avoid being obvious when gliding tword us.

Arrows clash with our suit pieces. Generally expect a suit piece in your face after you hear "GO!", so be ready to reflect or react accordingly.

Angel Ring is good in this matchup for punishing spotdodging or spotdodged approaches.

Pit's F-Tilt is weird in this matchup, as it can catch us off guard around 80-100% where you can effectively gimp a missed or horizontal DI with your Up+B stall.

Shieldgrab as often as possible, throws are SO important in this matchup. They force ZSS to approach again...

Pit's OOS options are poor against ZSS. D-Air OOS in most cases if we fall behind you. N-Air OOS in front of Pit (if you cannot shieldgrab) also works quite well.
 

Coffee™

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Planking us doesn't work very well, because you'll either take 16% damage or get stagespiked/meteor spiked by our D-Smash > Flip Jump Kick / B-Air when you ledge jump.
It's possible to ledgecamp ZSS on slope edged stages like Smashville and Battlefield. If she comes too close to the edge you can Uair her while avoiding her Dsmash because Uair will go through the stage and if she does it far enough to avoid the Uair then you can simply jump away from the stage and Arrow. Its somewhat risky but manageable.
 

QUIVO

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Fsmash OoS is a good option, but you either want to spam that as a damage builder (against zair happy TLs who don't space well) or save it as a kill move. TL will be hard for Pit to kill. You want to at least save one good kill move. Keep in mind, if you really want, you can use your kill moves in the beginning of a stock, just make sure you refresh it.

If it's a projectile happy TL, jump around + airdodge. Use your multi jumps.
 

Suyon

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For Ness and Lucas you could have added Being able to Mirror Shield the PK Thunder. OR you could try to snipe it and for lucas just charge and release. Sure everyone knows this info though <_<.

With Marth you could use the Jab A+ and marth can up b it but he will NOT hit you. At least I haven't been hit yet.

Also same with Falco whenver he's using his up b you can also bair him not sweet spot to gimp him.

With Diddy, it is hard to gimp him but you can keep using arrows against him when he's above stage trying to use side b to get back to stage and when he's below stage you can attempt to bair him and knock of his barrels when trying to get on stage. Or try to ledge hog on time which hard.

EDIT: You can also Mirror Shield Toon Link's Up B but that is going to be difficult.
 

Admiral Pit

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Tactical Analysis: Ice Climbers

As we know, this (or in this case, THESE) chars have great potential among their variable CGs, that work on every character, more so on the larger heavier chars, like Bowser as I have observed.

Pit's Advantages
-Pit is capable of seperating the ICs easily with his multihit attacks.
-His range just about rivals that of the ICs, allowing him to approach a bit easier than longer-ranged opponents.
-Pit's edgeguarding further benefits Pit against the ICs

Pit's Disadvantages
-Pit's ledgecamping really isnt that effective in this matchup due to Desynch Ice blocks
-Pit's arrows are easily beaten by Ice blocks
-Angel Ring isnt a completely recommended move in the matchup due to the risk in falling to a CG

Here's what you must know. Take this advice, angels to help u a bit better against this matchup... For you IC spies, use it to be more aware...

Spinning Bow Jab (Rapid A for short): Among this move, Pit spins his Bow around to rapidly attack his opponents. As some may know, it may pull the opponent towards Pit, and push them out when the opponent touches Pit as he's still doing this.
This move OUTPRIORITIZES the IC's Squall (their side-b), allowing u to deliver direct damage to them. There are very rare occasions where Squall cancels out with the Rapid A, but most times, Pit's move wins.
Against Ice blocks, Pit's practically safe from harm for the most part. Watch out for Blizzard though, and an spaced Fsmash outprioritizes Pit's rapid jab.

Arrows: The famous amazing glittery blue projectile we all know and love (if u were a Pit player).
Use this against Blizzard. This can also be used to cancel out the Squall move, and as we know, sometimes, ICs use Squall to recover. If you can aim it right, u can mess them up.

Short-Hop N-airs (SH-Nair for short): Pit's little Aerial that's known to be a brutal attack against larger characters.
Against the ICs, despite them being kinda short, since they're 2 chars and not 1, using this can benefit Pit in helping him seperate the ICs. I use this move very often to pressure them. Aggressive ICs that love to recklessly get affected the most, especially if they are careless and if they're so obssessed with grabbing that they forget many other important attacks to use.
Use other SH attacks (b-air, F-air, and D-air) in the mix to pressure the ICs a bit more. You can probably space a bit with it.

U-tilt: Pit's cool-looking Double Kick, does a complete 16% damage compared to Usmash's 13%. It is the quickest attack in Pit's arsenal (Up-B not counter) with the bow hitbox at frame 2.
When ICs miss their dash grab, they would be very close to you. That's where you use the U-tilt to send em in the air, then seperate em from there. There has been many reckless ICs I've played now-a-days that I find this really helpful at small situations such as this.

D-tilt: Pit's decent move, does decent damage, capable of spiking opponents at the ledge if properly timed when an opponent touches Pit when the move hits (opponent must not be on the ground)
Time it when appliable to launch the ICs in the air. Pit does good when opponenets are in the air, so D-tilt is one of the attacks that can send em in the air well.
I don't have much faith in this move considering how being shieldgrabbed is possible. The first 4 moves listed i find much more important.

Using those moves in a tactical way is good enough to help you out with the matchup. Though this may not happen often, when ICs use Squall to recover, try mirror shielding it to act as a gimp.
As Pit, we can easily seperate em. Once seperated, our great edgeguarding will support us.
Avoid making the wrong move, or getting to the point where u can get shieldgrabbed. This is where Angel Ring is a bad choice in the matchup, cept to push over the blizzard.

As for the matchup ratio, I would vary from 50-50 even to 55-45 Pit, considering how Pit's multihit attacks are lethal to the ICs as they are to larger chars.
Remember about Pit having horrible meteor cancels, making him more prone to getting KO'd by spikes.
Having a couple battles with Kawaii Bunny earlier has helped out with the matchup.
Thanks a lot, Bunny, -_-
 

Admiral Pit

Smash Hero
Joined
Feb 20, 2008
Messages
8,722
Location
Skyworld
NNID
GoldAngelPit
3DS FC
0903-2895-3694
I am no longer contributing to any more Pit discussions or matchups due to the betrayal that some Pit players have done to me. I am now done with the Pit community since I get no respect or reconization for providing most the info here. After maining Pit for 1 year, I still am treated in bad ways.
You can blame Hayang, Ninjameepit, Pitzer, Suyon, Sanoske, and Hati for this.

You dont need me anymore, and I hope this place slowly crumbles, especially when I have played a big role in the community, and all those Lazy Pits who hasnt contributed (including the names I have listed above), enjoy the struggle in ur bad matchups.

Now, for the few of u that would want me back, it would take a miracle to get me back in there.
 

Lezard

Smash Journeyman
Joined
Mar 24, 2008
Messages
256
Location
Jamaica
Some of the information you have here is incorrect.
Then correct the ones that you think is incorrect

I am no longer contributing to any more Pit discussions or matchups due to the betrayal that some Pit players have done to me. I am now done with the Pit community since I get no respect or reconization for providing most the info here. After maining Pit for 1 year, I still am treated in bad ways.
You can blame Hayang, Ninjameepit, Pitzer, Suyon, Sanoske, and Hati for this.

You dont need me anymore, and I hope this place slowly crumbles, especially when I have played a big role in the community, and all those Lazy Pits who hasnt contributed (including the names I have listed above), enjoy the struggle in ur bad matchups.

Now, for the few of u that would want me back, it would take a miracle to get me back in there.
Nooooooooo....
I think the name Admiral Pit said its all. I think you have made alot of contribution to pit community and i sorry to hear that, still i know this isn't the place for this but i am going ask anyway, what did they do to upset you soo much?
 

kown

Smash Lord
Joined
Mar 14, 2008
Messages
1,700
Location
Pearland ,Texas
thnks phantom X and admp...in all honesty you shouldnt care what others think about you....ty for your contributions...

i will update the OP in a bit.
 

SuSa

Banned via Administration
Joined
Jul 20, 2008
Messages
11,508
Location
planking while watching anime with Fino
You guys fail.

Lucas/Ness (both)

1) Fair can cancel out their PKT
2) Arrows can (easily) cancel out their PKT
3) WoI can REALLY easily cancel out their PKT
4) WoI can shorten Ness's PKT2 by a pretty decent amount. You just risk getting hit if improperly spaced
5) WoI can really mess with Ness/Lucas if you push them rather then their PKT (messes up their angle)
6) I think WoI makes Ness's Pk Fire 'burst' and it won't hit you. Need to go retest this.

Link's recovery is so horrible, you can WoI before he uses it and he loses all ability to move horizontally.... meaning he's generally ****ed.


WoI can cancel out projectiles (preferably Wingdash) such as Mario's fireballs, Luigi's fireballs, Samus/Lucario UNCHARGED B's (IIRC) and other things. (a great use for wingdashing IMO... if used sparingly to confuse them about their projectiles)


IIRC: Hit an Ice Climber when they side-B (or hit Popo during belay, preferably with a sourspotted bair) and you just gimped them.


IIRC: WoI causes Ike's side-B to swing at the windbox, and if timed/spaced properly you shouldn't be hit (and if you are, you should have timed it in such a manner to get it back!)


That's all I got, mostly WoI things.
 

Rogue Pit

Smash Lord
Joined
Mar 9, 2008
Messages
1,081
Location
Philadelphia, Pa
You guys fail.

Lucas/Ness (both)

1) Fair can cancel out their PKT
2) Arrows can (easily) cancel out their PKT
3) WoI can REALLY easily cancel out their PKT
4) WoI can shorten Ness's PKT2 by a pretty decent amount. You just risk getting hit if improperly spaced
5) WoI can really mess with Ness/Lucas if you push them rather then their PKT (messes up their angle)
6) I think WoI makes Ness's Pk Fire 'burst' and it won't hit you. Need to go retest this.

Link's recovery is so horrible, you can WoI before he uses it and he loses all ability to move horizontally.... meaning he's generally ****ed.


WoI can cancel out projectiles (preferably Wingdash) such as Mario's fireballs, Luigi's fireballs, Samus/Lucario UNCHARGED B's (IIRC) and other things. (a great use for wingdashing IMO... if used sparingly to confuse them about their projectiles)


IIRC: Hit an Ice Climber when they side-B (or hit Popo during belay, preferably with a sourspotted bair) and you just gimped them.


IIRC: WoI causes Ike's side-B to swing at the windbox, and if timed/spaced properly you shouldn't be hit (and if you are, you should have timed it in such a manner to get it back!)


That's all I got, mostly WoI things.
Most of the “uses” you say for WoI is generally unnecessary. WoI CAN cancel PKT but if you miss you get wrecked and potentially lose a stock. Its not worth the risk. Mirror shielding their recovery would be the be option.

Dearming PK fire with WoI is also gimmicky, a Powershield fulfills the same funtion, is faster, and less prone to error.

Canceling of projectiles such as fireballs, missles and unfully charged shots is also unecessary, if in a close range, Powershield and punish lag. If farther reflect.

Against ike it isnt necessary. MS.
 

SuSa

Banned via Administration
Joined
Jul 20, 2008
Messages
11,508
Location
planking while watching anime with Fino
Most of the “uses” you say for WoI is generally unnecessary. WoI CAN cancel PKT but if you miss you get wrecked and potentially lose a stock. Its not worth the risk. Mirror shielding their recovery would be the be option.

Dearming PK fire with WoI is also gimmicky, a Powershield fulfills the same funtion, is faster, and less prone to error.

Canceling of projectiles such as fireballs, missles and unfully charged shots is also unecessary, if in a close range, Powershield and punish lag. If farther reflect.

Against ike it isnt necessary. MS.

And if you miss with the mirror shield?

Learn to time it.

Learn to time it.....

Learn...to...time...it...

You can wingdash closer, then buffer a dash. Getting you to your opponent faster and therefore you can punish.

It isn't necessary, but it is useful to know. It's saved me a few times in the vs. Ike match.
 

Rogue Pit

Smash Lord
Joined
Mar 9, 2008
Messages
1,081
Location
Philadelphia, Pa
And if you miss with the mirror shield?

Learn to time it.

Learn to time it.....

Learn...to...time...it...

You can wingdash closer, then buffer a dash. Getting you to your opponent faster and therefore you can punish.

It isn't necessary, but it is useful to know. It's saved me a few times in the vs. Ike match.
okay...
cool
 

Cha0tic NiGhTmArE

Smash Journeyman
Joined
Aug 31, 2008
Messages
296
Location
Lakeway(at least 30 minuites from anywhere), TX
Marth
PSing marths fair into dtilt and or dsmash. its too fat for him to react with and up-b
if you PS the first part of marths side B you can roll behind him wi=hile he continues it and punish him.
Game and Watch
don't chase of the edge. creep close to the edge hes comming to with your back to em and if he misses the the ledge grab with his up-b, it's a free bair.
wing lunging is effective is messing a G & W's spacing, just time it right after he tries to attack, but be weary of the up-b OOS.
D3
if he doesn't do the CG absoutly perfect you can up-b out of it and follow up with an attack of your choosing.
THATS IT FOR NOW XD
 

Esca

Smash Champion
Joined
Feb 5, 2008
Messages
2,734
Location
Beaumont, Texas
Good stages for Pit against Olimar
RC
Delfino Plaza - UpAir through the stage is really good
FD - Arrows are easy to spam here and Olimar has trouble killing
Check this out son.

Olimar:

Olimars three WORST stages (provided they're legal in your region):

Frigate Orpheon - There's no ledge on the right side of the stage, and since it's such a small stage, it makes it difficult for Olimar to camp here. Pressure him with arrows and fairs to the right of the stage, and punish accordingly.

Port Town Aero Drive - There's no ledges period on this stage, and once again, it's a small, small area for him to try and maneuver. Throw him off and arrow him. Whistle really won't help him in that situation. Now let's talk about what happens when you get him off. When he hits the ground, his Pikmin die. All of his Pikmin die, rendering him more helpless than before.

Jungle Japes - Jungle Japes is Olimar's worst enemy. Along with the water and his poor recovery, you have the clap trap, and the really high ceiling to eliminate one of his 2 killing options. Now, as long as the Pit stays on the right platform, Olimar has to approach. Once again, you have to capitalize on getting him off the edge. As soon as you get him off the edge, all but his blue Pikmin die. Olimars have on average 2 blue Pikmin (maximum) in a bunch. Now whether Olimars know it or not, his recovery is further hindered if he has one or two Pikmin. If he has no Pikmin, the game glitches into thinking the Olimar has three. So to summarize this, water=death.

Also, to add to the Olimar matchup. WoI cancels out usmash completely. Saved me multiple times vs. Zori.

Toon Link

From experience, I find the most important factor in this matchup is based on how well you are with the mirror shield. Now, Toon Link only has 3 viable methods of getting damage. You only need to avoid one, which is easy.

A) He can try and get inside to combo. Avoid this. Just jump around or something. Really not hard.
B) He can spam projectiles. Now for whatever reason he has of doing this, your PIT. SPAM HIS *** BACK. Or just mirror shield his projectiles, providing he's in range.
C) He can approach with either Bair/Nair/Zair. Uh, I'm not too sure about you guys, but I pull out mirror shield in this position. I like free fsmashes.

In this matchup as well, full hop dair is pretty useful, don't be scared to spam it, it's okay.

Now, when you get at higher damage, try and stay on the ground, it's gonna be easier for you to punish his mistakes. First instinct tells him, "Hey, he's high %, let's try and usmash!" Shield it. Fsmash him. Dsmash him. Usmash hi...Well, don't Usmash him, but still. DSMASH HIM!!! He only has one quick kill move. It's pretty easy to avoid. Just...shield.

Martha

Against Marth. Hm...I know Kown kind of scratched the surface, but I'll try and go into detail as much as I know how.

Marth is hard.

Uh, Fthrow>Fsmash does NOT work on Marth. So, sometimes, the best thing to do, is fthrow them, and shield, wait for the UPB. This is only if they know about the tech! That is important!

This matchup requires alot of bair, as it's lasting hitbox trades off with some of Marth's moves.

Now, the unsweetspotted back air thing. Say the Marth is on the stage, and he's double jumpin to upb. Just drop down, and bair. DO NOT WORRY. YOU WON'T GET STAGESPIKED. It outprioritizes if you do it right. The hitstun on the move doesn't allow Marth enough time to recover properly.

This works on several characters. Falco is one of them. Moreso anyone with a recovery shorter than the length of Marths.

Marth on the edge:

Marth is an aggressive character. So, more than likely he will try and attack you to get back on the stage, mirror shield this. Then get on the edge. It works, I promise.

Sonic

I really don't have too much Sonic information.

The only thing I do know to do is spam bair. It's laggy and it beats out spin dashes, in my experience, anyway.

Samus

The green lesbian.

Firstly, I'd like to say on behalf of myself and anyone with skill, that if your losing to a Samus, I'm terribly sorry, but you probably have autism.

Same useful tactic in the Sams matchup. Mirrorshield her zair. It helps so much, trust me.

Another thing. Samus CAN NOT approach. She will stay away and pew pew at you. Just powershield these. Mirror shield usually won't extend them back to her. Charge shot however, Mirror shield that. It works WONDERS.

Fox

Fthrow>Fthrow>Fsmash. That just happened.

Ike

Okay, now... Ike. He is okay against Pit without him spamming. So spam arrows. Spam some more. And when you think your done spamming, keep it up, your almost there.

Mirror shield is best against Ike. Poor poor Ike. =[

I'll post more random Pit knowledge later.

EDIT

Chaotic, some of your information is wrong. Advanced Marths only do first hit of DB to see if you roll, then they just punish with more. The best thing I've found to do is DI inside of him and you end up on the other side to punish.
 

TheJerm

Smash Champion
Joined
Mar 31, 2007
Messages
2,392
Location
Route 23
Hmm, things for you fairy pits to do against us..

-Mirror shield our zair
-Force us into the air and spam arrows
-Spam arrows in general. it stops alot of our movement.
- Dont try and mirror our bombs, cause a good TL will just throw them at your feet. Instead, just sheild or catch.
- Also, esca, I understand what you mean when you say spam us back. But be careful, we can spam better. I say only spam if we are at both ends of the stage. We cant hit you too well if your reallly far away.
-Save your bairs for kills.. it seems to work well on us, specially of stage. (But thats just a personal opinion)

Good luck.. your gonna need it =]
 

Cha0tic NiGhTmArE

Smash Journeyman
Joined
Aug 31, 2008
Messages
296
Location
Lakeway(at least 30 minuites from anywhere), TX
Chaotic, some of your information is wrong. Advanced Marths only do first hit of DB to see if you roll, then they just punish with more. The best thing I've found to do is DI inside of him and you end up on the other side to punish.
well yeah everything is conditional. if you read hes going to try to continue it then you roll but if not shield and punish or DI and punish
 
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