Feel free to constructively criticize etc.
Sorry I can only comment on this one game, but I hope you're ready to read a wall of text.
Life vs. DougJ (DDD) Game 1: At the 1:20 I noted that you repeated a N-Air approach even though just beforehand, your N-Air approach had just failed. It seems like you're making a habit out of this, as I'll explain later. 20 seconds later at 1:40, you made a questionable edgeguard by not simply grabbing the ledge and prioritizing DDD's Waddle-Doo's, but you ended up getting the KO with an F-Tilt, but only because your opponent recovered onto the stage and didn't sweetspot the ledge. Even after the KO, you stood still, facing the left-side ledge, and made no attempt to gain a better position on the stage, whether that be the platform just above and behind you, or even center stage, which you can clearly take control of. IMO this is something a lot of players fail to recognize, and even I'm not immune to this little mistake, but heading over to the ledge just after you KO an opponent is doing nothing but harm you. It gives the respawning opponent an easier time pressuring you off, and gives you less real-estate to work with. It's imperative that you utilize the time it takes your opponent to respawn smartly every single time you get a KO. At 2:00 you managed to get a pivot grab off of your N-Air approach, which means it finally worked out for you! But just after that, at about 2:10, you attempt to do the same exact thing, and you get sent offstage for missing it. Maybe your tactic to approach with N-Air is getting a bit overused at this point? Afterwards, you use your glide just after you get out of hitstun when you're sent offstage. This is something I've been telling Pit mains time and time again to avoid doing. It's easier to snipe Pit's glide than you may think, and I'd suggest using ALL of Pit's jumps before even thinking of using a glide to recover back. All DDD does after you jump out of your first glide is hit you once more, and now you're left with no glide, and only one jump left. At 2:35 you had a nice string going, but you shot an arrow for some reason. That kinda made you drop your combo, but I can see why you'd want to continue to trap your opponent in the hitstun of your arrow. Just learn that there is an area above and in front of Pit where he cannot guide an arrow into unless he loops it back around. At 2:45 you end up SDing for no good reason. I'm not quiet sure what you where going for, but I don't think you showed a habit of SDing in your following games, so I'll write that one off as nerves and stuff. Just note that if it does become a habit, you'll need to be more careful around the ledge. At 3:05 you approach with N-Air once again, and this time your opponent catches on and shielded the move. You spotdodge the following shield-grab, but that really should have let you know that your habit of N-Air approaching has overstayed it's welcome. At 3:25 you stood near the ledge and just jabbed while DDD was no where near you. Just a mishap I guess, and you didn't necessarily get punished for it, but just know that you don't HAVE to hit someone to punish them. Just forcing them to be in an unfavorable position (near the ledge, up on a platform above you, etc) is a form of the punish game. Right now, similar to what you lacked to do at 1:40, continually Jabbing in place, near the ledge with the opponent clearly outside of your range is basically you punishing yourself. Just me more careful next time, as even if it was a simple, one-time mistake, at high level play, one mistake is all your opponent needs to possibly ruin your stock. At 4 minutes in, you correctly identified that at high percents, Pit can combo an opponent's character with D-Throw --> Up-B. At the correct percent, this works on everyone, and I'm happy to see that you did the best thing you could do in that situation. Good stock kill. However, just after that, you roll to get back to center stage once your opponent respawns. While it's good to see you're making the effort to gain center stage, you shouldn't overuse your rolls. Rolls are not as bad or as useless as many say, but Rolling is not the most optimal thing to do here. Either taking advantage of the platform by wavelanding onto it or simply running through an opponent would result in the same situation, just with less time to punish you. Even then, if you overuse one tactic, no matter how good it may be, someone is going to catch on (N-Air approach hint-hint). At 4:15 though, you finally used F-Air to approach, which is much safer and is pretty much always the better option to use when compared to N-Air. From one F-Air, you got like 3 D-Tilts on DDD, no joke. I'd like to see more F-Air from you, as it worked out SO much better for you from the get-go. By this I mean to say, practice approaching with F-Air instead of Glide or SH N-Air. When spaced properly, F-Air is safer than N-Air, does more damage than N-Air, and can even result in the grab your looking to get with N-Air. Yes, F-Air at low percents does in fact lead into Grab. Combine that with F-Air's ability to combo into itself or dash attack, or even D-Air in some situations, that's a hype move man. You played well enough to win the game in the end, but without that accidental SD I mentioned earlier, you could have won by an even larger margin (just sayin'). Also one more thing: you never really seemed to take advantage of Pit's dashdance. Instead you opp to use arrows on stage a lot more frequently than what I've seen from other Pit mains. I'm not sure if that was just how you wanted to play the match-up, but in any case, you really should be using Pit's dashdance to help you in neutral. Pit has a very long initial dash and has the same running speed as Marth, which results in a top-tier level dashdance ability. Your lack of dashdancing and overuse of Arrows (a move which is both laggy and easily blockable) in neutral is causing you to build an over-reliance on N-Air approaches, as you are attempting to make up the space between you and your opponent. You only use N-Air as an approach so much because you seem feel safer if you attack just after recovering from Light Arrow's cooldown. If you would dashdance instead, you are physically closer to the opponent, you are much less likely to get punished (if you do it wisely), and you can add a huge amount of variety to your approach and punish games. Good game =]