kown
Smash Lord
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%)
*Jab and Nair will cancel out spindash
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%)
Meta Knight
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
* 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.
Donkey Kong
* Chaingrab from 0-death: fthrow > ledge >release grab > Mirror Shield.
* Pit can Chaingrab DK with fthrow from 0% - 40% > stutter stepped Fsmash
Wolf
Marth
* Unsweetspotted bair can gimp Marth's Up B
Falco
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 Kong
*When you have a banana pit can glidetoss>dsmash or grab
*Use nair to pick up bananas
*A wingdash will pick up nanas.
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.
Peach
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
Lucario
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
Zelda
:shiek:Sheik
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 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
* 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.
Link
At 0%: Fthrow>Fthrow>Fsmash.
Wario
Pikachu
*Pit can use an aerial angel ring to gimp Yoshi's second jump.Yoshi
*spam bair because it is laggy and it beats out spin dashesSonic
*Jab and Nair will cancel out spindash
*Samus is forced to approach us slowly.Samus
Mario
Pokemon Trainer
Lucas
Luigi
Jigglypuff
*grab>pummel>fsmashNess
Captain Falcon
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!!!!Ganondorf