Yo I'd like opinions on edgeguarding please. So I'm trying to jump out there cuz I'm Pit and especially after all the Leffen talks I cant not. I need to be more consistent at my low recovery punishes I keep screwing that up. Anyway, sometimes I feel like the arrow as an edgeguard tool is irrelevant against long recoveries like K Rool, Robin, Inkling, etc. but the other day I saw a video of a Pit gimping an Inkling using entirely arrows by hitting him like 6 times in a row and I was really surprised.
So my question to u is when do u think it's most optimal to jump out there and when should u stick to spamming arrows? Ike recovery seems often best handled by arrows. A friend of mine has suggested handling all mid and high recoveries with arrows and low recoveries by jumping out there. What do u think? Is there more to it than that?
I would really say that it's case-by-case.
I apologize if this is superfluous
In some matchups, some might argue that you should ONLY use arrows or ONLY go offstage to edgeguard. The problem with that, is that the GAME is all about
imposing your will on your opponent. Achieving this requires the ability to react, adapt, condition, and apply mixups on your opponent, WHILE maintaining unpredictability. Simply put: Its optimal to
mixup your
ledge and offstage pressure to generate advantage situations where you can win a stock.
Your offstage and edgeguarding should be decided based in part by your
opponent's character's recovery options AND your
opponent's recovery habits.
Pit's offstage presence is really strong, so capitalize when you can. Arrows are awesome, but its important to offstage aerial when it can net you a bigger advantage vs an arrow. Generally, I like to pressure opponents who are
far offstage with
arrows. If they don't have a double jump and they have a slow/ exploitable recovery (Villager, K Rool, Ness, etc.), arrows will **** them super hard. Honestly, any character stuck offstage without a double jump is ARROW FOOD. In that situation, just git gud with arrows and try to recognize when they've lost their jump. Arrows can be a strong offensive offstage pressure against ALL characters is the
right situations.
Similarly, Pit is basically Jigglypuff with a sword, so USE it! If you know where your opponent is drifting, or when your opponent will double jump or up-b, sometimes, the best option is to go for a deep fair/bair/nair/dair. Generally, I like to use aerials closer to stage for character that are recovering diagonal and up to ledge. If I see the opportunity, I'll go for a dropzone fair or nair (less commital). If I KNOW I can make a correct read, I'll go for a deep bair or dair (these are usually more commital and precise). Another option is to use your jumps to wait on their recovery, then react with an aerial. Whether you like it or not Leffen is a REALLY intelligent smash player. I think that one of the biggest takeaway from his edgeduarding stream is how he talks about the PSYCHOLOGY of edgeguarding. For example, he says that people don't edgeguard enough, and that its important to
at least make them THINK that you're going offstage to edgeguard them. Super true. Don't be stupid about it and lose your stage advantage.
The best thing about Pit's offstage game is that you can be really versatile about how you play it, especially with the control you have over his projectile

Its not about whether you should arrow or go offstage, its about using the right tool for the right job, with the most optimal "job" being applying precise mixed pressure to condition and punish them, requiring a mixture of multiple "tools"
I like to throw arrows HARD when they're far offstage, then play aggressively offstage when they're closer. Of course, I try to mixup that routine by throwing arrows, faking a dropzone aerial and retreating to my stage position to try and ledge trap my opponent. If an opponent is recovering high, my agressive options are typically up air, or up-angled arrows. My defensive option is waiting for a bad landing option and going for dash attack, up smash, or grab. Sometimes I'll play the ledge trap game to condition them to wait on ledge, at which point, I start going to ledge trump bair.
While its optimal to mixup your offstage pressure, I think that generally, the best thing to do is to weigh the opportunity cost of firing an arrow vs approaching with an aerial, based on the character matchup, risk, reward, and difficulty/viability.
IMO Arrows are one of the best projectiles in the GAME. Not only can you use them to bait out options and see what your opponents reactions and tendencies are (as others in the thread have mentioned), but you can also control space with them. With arrows, Pit has the most control of the space above him (AKA high recoveries) by using up-fired arrows, with additional angles via curving his regular side-fired arrows. With his arrows, Pit has relatively less control over the space below him ( low recoveries), since he can't angle his arrows directly down (although now that I thinkwould be ****ing sickkkk), the only way he can shoot arrows down is by curving regular side-fired arrows. This represents an extra skill cap, because its harder, but it can be done and you can get good at it. The skill ceiling for using Pit's arrow optimally is really high.
You mentioned that arrows are good for Ike's recovery (side-b and drifting I assume). This is true, and its better that going for an aerial (since you'll just get hit), but down-b is also a viable option to counter his side-b. Little things like that, AKA
your options and
their options, are important to consider.
I.E. I'll fire arrows and go for an EZ dropzone nair against Ganon, because:
A) If I hit two arrows, and he loses double jump, he's dead
B) If I nair him offstage low and he's above 60, or doesn't have a double jump, he's dead
C) If he hits me with up-b, that boi is getting RockCrock'd
BUT
Say I'm playing against Zelda. What's the point of going out for an aerial when she can cover her recovery by setting a phantom, down-b'ing for intangibility, or use her
teleport recovery to get back safely, effectively swapping the advantage state when you're out offstage. SIKE, I'd rather:
A) Play campy, hold stage position at ledge or neutral, and throw safe arrows.
B) Fake an offstage play and try to bait them into up-b'ing high/onto stage and punishing it hard
C) idk try to ledge trap if anything.
So a big part of your offstage plan should come from the matchup, and whether you need to be more aggressive with aerials, more campy with arrows, or play more of the ledge trap game.
I hope this was helpful!