Pit
Created By: CorruptFate, kupo15, R@vyn and the Pit Boards
Table of Contents
1: Intro:1: Intro
2: Pit Attack Info
3: General Tips
4: Guides
5: Pit Advanced Techniques
6: Links to Good Threads
New comer to brawl, angelic archer, winged solider of Palutena, and the hero of Kid Icarus, Pit.
Anyway, this is the Ultimate Pit Guide of the Smash World Forum. The goal of this thread is to compile all of the information about Pit in one spot. The contributors, are everyone and anyone with useful information. The information is organized in to sections that can be found in the table of contents above.
2: Pit Attack Info
B: Move Data:
Polymorphic Blades: Pit Frame Data Important thread with frame data and hit bubbles.
Key:
1a. A>A>A
Range: Mid
% - 3>3>5 to 3>2>2
Knockback: The first two hits have poor knockback, the last has slightly more and will keep them away from you.
Description: Does three swipes one after the next.
1b. A>A>A>A>A>A>A>A...
Range: Mid
% - 3>3>1>1>1>1>1> to 3>2>1>1>1>1>1>
Knockback: Poor. This attack will constantly hit them and can be kept up for as long as you want. The attack actually has reverse knockback which means that it draws them in slightly.
Description: Does two swipes then spins his bow around himself. (When spinning his bow this attack will hit behind him.)
2. Forward Tilt
Range: Mid-Long
% - 12% to 5%
Knockback: Ok Knock back. Sends your target slightly above a strait horizontal line.
Description: He stabs his two swords in front of him.
3. Down Tilt
Range: Short-Mid
% - 11% to 5%
Knockback: Pops them straight up. It can cause your opponents to trip. At low-mid percentages it pops them up enabling combos like up air. If a opponent is holding onto the edge of the stage and your front foot is touching them this becomes a very powerful spike, but is very hard to do. They don't have to be holding on the ledge to spike.
Description: Swings his sword at his targets feet.
4. Up Tilt
Range: Short horizontal but mid vertical
% - (16%) 3>5>8 to (7%) 1>3>3
Knockback: The first hit is when Pit puts his sword on the ground to hold himself up and it is the hardest to hit with, this knocks them up slightly The two hits are when Pit kicks into the air, the last hits sends them up.
Description: Pit holds himself up with his sword and does two kicks up.
5. Dash Attack
Range: Short-mid
% - 12% to 5%
Knockback: Sends them up and away from you.
Description: Pit runs forward and swings his sword at the feet of his target. This move has a lot of lag at the end making it one of Pit's slower moves.
6. Ledge Attack <100%
Range: mid
% - 8% to 2-3%
Knockback: Hits them behind you and off the stage.
Description: Pit kicks out onto the stage and then gets up.
7. Ledge Attack >100%
Range: mid-long
% - 10% to 4-5%
Knockback: Barely sends them anywhere. If you are over 100% it sends them back onto the stage.
Description: Pit stabs his sword onto the stage giving him more range and doesn't make him as open. Then gets up.
8. Get Up Attack
Range: mid
% - 6% to 2%
Knockback: Barely sends them anywhere.
Description: Pit swings his swords as he gets up
(Smash Attacks)
9. Forward Smash
Range: Mid
% - Two hits first hit 7% to 3% second hit 12% to 5% (if the second hit is tippered +1%) Charged first hit 10% to 4% and charged second hit 18% to 8%
Knockback: Sends them flying at a 45 degree angle away from you. One of Pits best kill moves. (Tipper does not seem to add more knockback)
Description: Pit swings his two sword one after the other, this is one of Pits best kill moves. If they are too close when you do this move, they can DI behind you to avoid the second swipe. The opposite is true if they are too far in front of you. The second swipe has all of the knockback
10. Down Smash
Range: Mid-Short
% - In front of Pit 13% to 6% Behind Pit 10% to 5%,Charged in front 19% to 8%, Charged behind 12% to 6%
Knockback: Launches them at a 40 degree angle away from you if hit by the first swipe. The second swipe acts like a Dtilt setting up for an easy Bair. Hits on both sides, so it's great if you're unsure. If your target is inside your character you will get both hits off.
Description: Pit swings one of his swords in front of himself then one behind. Another of Pits good kill moves.
11. Up Smash
Range: Mid vertical
% - Three hits (13%) 3>2>8 to (6%) 1>1>4 Charged (19%) 4>3>12 to (8%) 1>2>5
Knockback: Straight. The first two hits send your target down and can be used as a spike if done right, but are more often used to keep your target there so that they will be hit by the third hit which will send them flying.
Description: Pit swings his swords above his head and slightly lifts off the ground.
(Aerials)
12. Neutral Air
Range: Short
% - 8 hits in all, (11%) 1>1>1>1>1>1>1>4 to (8%) 1>1>1>1>1>1>1>1
Knockback: all the hits but the last have very poor knockback and thats what you what this is a damage racker/approach attack the last his has some ok to good knockback though. The last hit box has the knockback.
Description: Pit spins his bow around himself. This attack is great because it has high priority and acts like blade mail in a way.
13. Forward Air
Range: Mid-long
% - 15% to 5%
Knockback: Hits your target straight away from you. This is great for gimping and killing. It has reverse knockback if the target is really close to Pit. This only works if Fastfalled.
Description: Pits swipes his to swords in front of himself. This is a very fast attack that is good to attack forward and DI back.
14. Down Air
Range: Mid
% - 12% to 5%
Knockback: This attack hits your target straight up so isn't the best for getting kill but good for combos.
Description: When Pit does his dair, he swings one of his swords under himself. This attack is not one to be used to get out of juggling as it has mid-slow start up. there was a legend that it could spike if you hit when both swords connect. but in much testing the swords never touch.
15. Back Air
Range: short-mid (Sweetspot is short)
% - 9% to 3% Ping 15% to 6%
Knockback: When sweetspotted, this becomes Pit's best kill move sending your target slightly up and very much to the side. You can also purposely miss the sweetspot and poke them with the second half. This can be used to recover from the move quicker than the sweetspot which provides a good combo on the ground at higher %. You can also use it to fake out an opponent and it is also easier to hit with.
Again if your target is very close to you when you do this attack it can send them in the opposite direction. This only works with a fastfall.
Description: Pit connects the swords making it like a pole with a dagger at the end. He stabs you with and it hurts. The nonsweetspotted move is a little poke.
16. Up Air
Range: Mid
% - (12%) 2>2>2>2>2>2 to (6%) 1>1>1>1>1>1
Knockback: This is another multi hitting attack where the last hit sends your opponent flying Slightly up and at an angle, to the left or right depending on DI.
Description: Pit spins his bow above his head. This attack has great priority and can stop most attacks that come from above and hit your target back."
17. Glide Attack
Range: Mid
% - 13% to 5%
Knockback: Hits your target up and has great priority.
Description: Swings his sword under and in front of himself to hit his target.
(Special Attacks)
18. Light Bow/Arrow (B)
Range: It disappears after crossing the kill zones at the sides and never goes away when shot upwards.
% - Uncharged: 5% to 2%|Charged: 11% to 5%
Knockback: This doesn't have much knockback but if your target is at 400% it will kill regardless of DI but we still love it.
Description: Pit shoots an arrow that can be controlled by Pit when he is still moving or dead.
19. Angel Ring (Side B)
Range: Long
% - (How ever much you want/can get off in 10sec) 2% to 1%
Knockback: This move doesn't have knockback but Can get damage off nicely because hit sends out several hit boxes.
Description: When used on the ground Pit dashes forward then spins his swords in front of himself to rack up damage. This attack can also reflect projectiles but shouldn't be your reflector of choice. Also has a wind push effect as the attack ends. Can be held out for 10 seconds.
20. Mirror Shield (Down B)
Range: Short
% - No damage it self but deals seems to deal +1 damage to reflected projectile damage
Knockback: Has no knock back itself it the reflected projectiles knockback.
Description: Pit pulls out his mirror shield to reflect projectiles or turn melee attacks around. This attack has super armor on the pullout of the shield. It can turn melee attackers around if they hit right as the shield is pulled out, is great for gimping recoveries such as Fox's up or over B's. Can be held out for 10 seconds.
21. Wings of Icarus (WoI) (Up B)
Range: 5 seconds of free ranged flight. 3 seconds if used again without a slight break
Knockback: Doesn't have true knockback, but right as the attack is started there is a wind push effect as WoI is started. The wind push is great for messing with your opponent or for canceling any move or projectile in the game. It is not a recommended form of shield.
Description: Pit can fly freely around the stage but if hit can not use his jumps or another WoI until he lands. If this attack is not canceled with an attack Pit goes into free fall.
(Throws)
22. Grab attack
Range: Grab
% - 2% to 1%
Knockback: None to speak of, but great for clearing your move degradation.
Description: Pit knees the person he is holding to deal more damage.
23. Forward Throw
Range: Grab
% - 10% to 4%
Knockback: Does good knockback and can even kill off to the side of the screen at high percents at either side of the stage.
Description: Slashes opponents to send them flying.
24. Back Throw
Range: Grab
% - 8% to 3%
Knockback: Throws them straight back
Description: Twirls around with the enemy in tow and launches him backward doing.
25. Down Throw
Range: Grab
% - 6% to 3%
Knockback: Sends them straight up after hitting the ground.
Description: Slams opponent on the ground causing them to bounce up. It is great for combos at low %.
26. Up Throw
Range: Grab
% - 11% to 5%
Knockback: sends the opponent up and is the strongest of Pits grabs.
Description: Does a handstand and kicks opponent with both feet causing, them to fly into the air where you can shoot an arrow up at them.
(A, Tilts attacks)
Attack: The name of the attack
Range: An attacks relative range according to Short, Mid, or Long. Short being the first arrow on the edge of FD (Mario Jab), Mid being the middle arrow on the edge of FD (Pit's Jab), and Long being the arrow nearest the middle of FD (DeDeDe ftilt).
%: All percentage is approximated. This list gives a fresh maximum and a degradation minimum (%) is total damage if all hits connect.
Knockback: All knockback will be on a fully refreshed attack because all of his attacks have poor knockback when decayed.
Description: A description of what the attack does.
Advanced Techs will not be listed here.
All attacks are assumed to have no DI involved
1a. A>A>A
Range: Mid
% - 3>3>5 to 3>2>2
Knockback: The first two hits have poor knockback, the last has slightly more and will keep them away from you.
Description: Does three swipes one after the next.
1b. A>A>A>A>A>A>A>A...
Range: Mid
% - 3>3>1>1>1>1>1> to 3>2>1>1>1>1>1>
Knockback: Poor. This attack will constantly hit them and can be kept up for as long as you want. The attack actually has reverse knockback which means that it draws them in slightly.
Description: Does two swipes then spins his bow around himself. (When spinning his bow this attack will hit behind him.)
2. Forward Tilt
Range: Mid-Long
% - 12% to 5%
Knockback: Ok Knock back. Sends your target slightly above a strait horizontal line.
Description: He stabs his two swords in front of him.
3. Down Tilt
Range: Short-Mid
% - 11% to 5%
Knockback: Pops them straight up. It can cause your opponents to trip. At low-mid percentages it pops them up enabling combos like up air. If a opponent is holding onto the edge of the stage and your front foot is touching them this becomes a very powerful spike, but is very hard to do. They don't have to be holding on the ledge to spike.
Description: Swings his sword at his targets feet.
4. Up Tilt
Range: Short horizontal but mid vertical
% - (16%) 3>5>8 to (7%) 1>3>3
Knockback: The first hit is when Pit puts his sword on the ground to hold himself up and it is the hardest to hit with, this knocks them up slightly The two hits are when Pit kicks into the air, the last hits sends them up.
Description: Pit holds himself up with his sword and does two kicks up.
5. Dash Attack
Range: Short-mid
% - 12% to 5%
Knockback: Sends them up and away from you.
Description: Pit runs forward and swings his sword at the feet of his target. This move has a lot of lag at the end making it one of Pit's slower moves.
6. Ledge Attack <100%
Range: mid
% - 8% to 2-3%
Knockback: Hits them behind you and off the stage.
Description: Pit kicks out onto the stage and then gets up.
7. Ledge Attack >100%
Range: mid-long
% - 10% to 4-5%
Knockback: Barely sends them anywhere. If you are over 100% it sends them back onto the stage.
Description: Pit stabs his sword onto the stage giving him more range and doesn't make him as open. Then gets up.
8. Get Up Attack
Range: mid
% - 6% to 2%
Knockback: Barely sends them anywhere.
Description: Pit swings his swords as he gets up
(Smash Attacks)
9. Forward Smash
Range: Mid
% - Two hits first hit 7% to 3% second hit 12% to 5% (if the second hit is tippered +1%) Charged first hit 10% to 4% and charged second hit 18% to 8%
Knockback: Sends them flying at a 45 degree angle away from you. One of Pits best kill moves. (Tipper does not seem to add more knockback)
Description: Pit swings his two sword one after the other, this is one of Pits best kill moves. If they are too close when you do this move, they can DI behind you to avoid the second swipe. The opposite is true if they are too far in front of you. The second swipe has all of the knockback
10. Down Smash
Range: Mid-Short
% - In front of Pit 13% to 6% Behind Pit 10% to 5%,Charged in front 19% to 8%, Charged behind 12% to 6%
Knockback: Launches them at a 40 degree angle away from you if hit by the first swipe. The second swipe acts like a Dtilt setting up for an easy Bair. Hits on both sides, so it's great if you're unsure. If your target is inside your character you will get both hits off.
Description: Pit swings one of his swords in front of himself then one behind. Another of Pits good kill moves.
11. Up Smash
Range: Mid vertical
% - Three hits (13%) 3>2>8 to (6%) 1>1>4 Charged (19%) 4>3>12 to (8%) 1>2>5
Knockback: Straight. The first two hits send your target down and can be used as a spike if done right, but are more often used to keep your target there so that they will be hit by the third hit which will send them flying.
Description: Pit swings his swords above his head and slightly lifts off the ground.
(Aerials)
12. Neutral Air
Range: Short
% - 8 hits in all, (11%) 1>1>1>1>1>1>1>4 to (8%) 1>1>1>1>1>1>1>1
Knockback: all the hits but the last have very poor knockback and thats what you what this is a damage racker/approach attack the last his has some ok to good knockback though. The last hit box has the knockback.
Description: Pit spins his bow around himself. This attack is great because it has high priority and acts like blade mail in a way.
13. Forward Air
Range: Mid-long
% - 15% to 5%
Knockback: Hits your target straight away from you. This is great for gimping and killing. It has reverse knockback if the target is really close to Pit. This only works if Fastfalled.
Description: Pits swipes his to swords in front of himself. This is a very fast attack that is good to attack forward and DI back.
14. Down Air
Range: Mid
% - 12% to 5%
Knockback: This attack hits your target straight up so isn't the best for getting kill but good for combos.
Description: When Pit does his dair, he swings one of his swords under himself. This attack is not one to be used to get out of juggling as it has mid-slow start up. there was a legend that it could spike if you hit when both swords connect. but in much testing the swords never touch.
15. Back Air
Range: short-mid (Sweetspot is short)
% - 9% to 3% Ping 15% to 6%
Knockback: When sweetspotted, this becomes Pit's best kill move sending your target slightly up and very much to the side. You can also purposely miss the sweetspot and poke them with the second half. This can be used to recover from the move quicker than the sweetspot which provides a good combo on the ground at higher %. You can also use it to fake out an opponent and it is also easier to hit with.
Again if your target is very close to you when you do this attack it can send them in the opposite direction. This only works with a fastfall.
Description: Pit connects the swords making it like a pole with a dagger at the end. He stabs you with and it hurts. The nonsweetspotted move is a little poke.
16. Up Air
Range: Mid
% - (12%) 2>2>2>2>2>2 to (6%) 1>1>1>1>1>1
Knockback: This is another multi hitting attack where the last hit sends your opponent flying Slightly up and at an angle, to the left or right depending on DI.
Description: Pit spins his bow above his head. This attack has great priority and can stop most attacks that come from above and hit your target back."
17. Glide Attack
Range: Mid
% - 13% to 5%
Knockback: Hits your target up and has great priority.
Description: Swings his sword under and in front of himself to hit his target.
(Special Attacks)
18. Light Bow/Arrow (B)
Range: It disappears after crossing the kill zones at the sides and never goes away when shot upwards.
% - Uncharged: 5% to 2%|Charged: 11% to 5%
Knockback: This doesn't have much knockback but if your target is at 400% it will kill regardless of DI but we still love it.
Description: Pit shoots an arrow that can be controlled by Pit when he is still moving or dead.
19. Angel Ring (Side B)
Range: Long
% - (How ever much you want/can get off in 10sec) 2% to 1%
Knockback: This move doesn't have knockback but Can get damage off nicely because hit sends out several hit boxes.
Description: When used on the ground Pit dashes forward then spins his swords in front of himself to rack up damage. This attack can also reflect projectiles but shouldn't be your reflector of choice. Also has a wind push effect as the attack ends. Can be held out for 10 seconds.
20. Mirror Shield (Down B)
Range: Short
% - No damage it self but deals seems to deal +1 damage to reflected projectile damage
Knockback: Has no knock back itself it the reflected projectiles knockback.
Description: Pit pulls out his mirror shield to reflect projectiles or turn melee attacks around. This attack has super armor on the pullout of the shield. It can turn melee attackers around if they hit right as the shield is pulled out, is great for gimping recoveries such as Fox's up or over B's. Can be held out for 10 seconds.
21. Wings of Icarus (WoI) (Up B)
Range: 5 seconds of free ranged flight. 3 seconds if used again without a slight break
Knockback: Doesn't have true knockback, but right as the attack is started there is a wind push effect as WoI is started. The wind push is great for messing with your opponent or for canceling any move or projectile in the game. It is not a recommended form of shield.
Description: Pit can fly freely around the stage but if hit can not use his jumps or another WoI until he lands. If this attack is not canceled with an attack Pit goes into free fall.
(Throws)
22. Grab attack
Range: Grab
% - 2% to 1%
Knockback: None to speak of, but great for clearing your move degradation.
Description: Pit knees the person he is holding to deal more damage.
23. Forward Throw
Range: Grab
% - 10% to 4%
Knockback: Does good knockback and can even kill off to the side of the screen at high percents at either side of the stage.
Description: Slashes opponents to send them flying.
24. Back Throw
Range: Grab
% - 8% to 3%
Knockback: Throws them straight back
Description: Twirls around with the enemy in tow and launches him backward doing.
25. Down Throw
Range: Grab
% - 6% to 3%
Knockback: Sends them straight up after hitting the ground.
Description: Slams opponent on the ground causing them to bounce up. It is great for combos at low %.
26. Up Throw
Range: Grab
% - 11% to 5%
Knockback: sends the opponent up and is the strongest of Pits grabs.
Description: Does a handstand and kicks opponent with both feet causing, them to fly into the air where you can shoot an arrow up at them.
3: General tips
Basic Guide to Advance Brawl:
1. Never Be Predictable: Most basic rule for advance play. Never be predictable, don't just use the same tactics. A good player will find their way around it, whatever it may be, and punish it.
2. Combos: Sure you can try to attack with the most damaging attacks every time. But it will always knock them too far to follow up. While combos with lighter damage, together will do more damage over all. Doing damage with multiple attacks gives them less of a chance to counter. But every time you knock them too far, you have to trick them once again to do more damage.
3. Know Your Character: Knowing what your character is capable of is important. What moves can string together. What attacks can kill at what %. Major weaknesses of your character. When they say knowledge is power, they are right. lol
4. Know Your Enemy: While knowing yourself is good. Knowing your enemy is even better. What moves can string together. What attacks can kill at what %. But most of all, what strengths do they have against your character.
5. Multi-Jumps: Its important to make the most out of them. They can be used to juggle your opponent in the air which is widely know. But they can also be used to mind game your opponents. Jumping once or twice near your opponent but just out of reach may cause them to try and attack you, leaving themselves open for a counter. It can also protect you for being comboed yourself. While recovering with multi jumps. Its never a good idea to use them all and fly way above stage, leaving you helpless as you descend aside from air dodges.
6. Gliding: Its always good to make use of your glide when recovering. But its best not to do the same thing over and over. Remember spamming is bad. So mix it up with glide attacks, cancels, and glide shifting.
7. Techniques: Knowing special techniques your character can perform is important. Its okay to not use every tech that is know in your normal strategy. However, it is always good to know and be able to perform everyone. After all, its always better to have something and not need it, than it is to need something you don't have.
8. Ledge: There are many ways to recover from the ledge. Basic ledge attack, rolling, ledge jump, standing, and release jump. Its important to always mix up your recoveries, as said before being predictable is bad. The more you keep your enemies guessing. The safer you will be.
9. Edge Guarding: Edge guarding can be done in many ways.
(A) The most commonly used form is just waiting near the edge and charging some attack that will kill them. While it may work sometimes, i don't suggest it
(B) Projectile gimping is also used alot. Works better then just waiting, but it also may save them on accident.
(C) Edge Hogging is another way. While it may work in some cases, its also a little cheap. And is a good way to get yourself stage spiked if you run out of invincibility frames at the wrong time.
(D) Chasing them off stage is one of my favorites. Jumping after them and hitting them further away and possible killing them off the side when they would have normally made it back.
(E) The spike and stage spikes. Yes knock them down to their doom, to never see light again. Well until they re-spawn.
(F) My favorite of all, the reflecting gimp. While it can only be done by a few characters. It is essentially the most entertaining way to kill. Example, using Mario's cape to flip them around, causing them to kill themselves. Most entertaining.
10. Spacing: This term is used to describe many in brawl. But for this guide it is about using your characters melee range. Basically if your character happens to have long range then your opponent, its best to try and keep the distance between you and your opponent, more then your opponents range, and still close enough so you can hit them. However, if your range is shorter then theirs, that's a whole different problem. If your character has no real sweet spots in its attack (sweet spots being the point of the attack that does the most damage and knock back, example being Marth's tippers.) Then best bet would want to be as close as possible to your opponent to take away their advantage, however this only works in theory, it's really for you to decide what to do.
11. Mind Games: When you run into a defensive player, who constantly run and projectile or just wait for you to attack and then punish you. Mind gaming them is how you can overcome them. Which basically means to fool an opponent into making a mistake, and then punishing them for it. Attacking and retreating, to make them swing or something. Or making it look like your going to attack forward and then hit them behind you when you know they are going to try and roll behind you. Most important advice in this section is to not think that coming up with some perfect attack pattern that you think will get you the win, but to get into your opponents head and learn to predict what they are gonna do and then punish it.
2. Combos: Sure you can try to attack with the most damaging attacks every time. But it will always knock them too far to follow up. While combos with lighter damage, together will do more damage over all. Doing damage with multiple attacks gives them less of a chance to counter. But every time you knock them too far, you have to trick them once again to do more damage.
3. Know Your Character: Knowing what your character is capable of is important. What moves can string together. What attacks can kill at what %. Major weaknesses of your character. When they say knowledge is power, they are right. lol
4. Know Your Enemy: While knowing yourself is good. Knowing your enemy is even better. What moves can string together. What attacks can kill at what %. But most of all, what strengths do they have against your character.
5. Multi-Jumps: Its important to make the most out of them. They can be used to juggle your opponent in the air which is widely know. But they can also be used to mind game your opponents. Jumping once or twice near your opponent but just out of reach may cause them to try and attack you, leaving themselves open for a counter. It can also protect you for being comboed yourself. While recovering with multi jumps. Its never a good idea to use them all and fly way above stage, leaving you helpless as you descend aside from air dodges.
6. Gliding: Its always good to make use of your glide when recovering. But its best not to do the same thing over and over. Remember spamming is bad. So mix it up with glide attacks, cancels, and glide shifting.
7. Techniques: Knowing special techniques your character can perform is important. Its okay to not use every tech that is know in your normal strategy. However, it is always good to know and be able to perform everyone. After all, its always better to have something and not need it, than it is to need something you don't have.
8. Ledge: There are many ways to recover from the ledge. Basic ledge attack, rolling, ledge jump, standing, and release jump. Its important to always mix up your recoveries, as said before being predictable is bad. The more you keep your enemies guessing. The safer you will be.
9. Edge Guarding: Edge guarding can be done in many ways.
(A) The most commonly used form is just waiting near the edge and charging some attack that will kill them. While it may work sometimes, i don't suggest it
(B) Projectile gimping is also used alot. Works better then just waiting, but it also may save them on accident.
(C) Edge Hogging is another way. While it may work in some cases, its also a little cheap. And is a good way to get yourself stage spiked if you run out of invincibility frames at the wrong time.
(D) Chasing them off stage is one of my favorites. Jumping after them and hitting them further away and possible killing them off the side when they would have normally made it back.
(E) The spike and stage spikes. Yes knock them down to their doom, to never see light again. Well until they re-spawn.
(F) My favorite of all, the reflecting gimp. While it can only be done by a few characters. It is essentially the most entertaining way to kill. Example, using Mario's cape to flip them around, causing them to kill themselves. Most entertaining.
10. Spacing: This term is used to describe many in brawl. But for this guide it is about using your characters melee range. Basically if your character happens to have long range then your opponent, its best to try and keep the distance between you and your opponent, more then your opponents range, and still close enough so you can hit them. However, if your range is shorter then theirs, that's a whole different problem. If your character has no real sweet spots in its attack (sweet spots being the point of the attack that does the most damage and knock back, example being Marth's tippers.) Then best bet would want to be as close as possible to your opponent to take away their advantage, however this only works in theory, it's really for you to decide what to do.
11. Mind Games: When you run into a defensive player, who constantly run and projectile or just wait for you to attack and then punish you. Mind gaming them is how you can overcome them. Which basically means to fool an opponent into making a mistake, and then punishing them for it. Attacking and retreating, to make them swing or something. Or making it look like your going to attack forward and then hit them behind you when you know they are going to try and roll behind you. Most important advice in this section is to not think that coming up with some perfect attack pattern that you think will get you the win, but to get into your opponents head and learn to predict what they are gonna do and then punish it.
Tips on Attacks:
A: Arrow Usage:
B: Reflectors:When people first start playing Pit most of the time they stay on one side of the stage and spam their Arrows. This obviously isn't the best thing to do against players with practice as everyone knows you can do several things to avoid a projectile such as roll, powershield, reflect, shield, sidestep, air dodge and the list goes on.
Relying completely only on Pit's Arrows will make you very predictable and easy to beat, however, you still want to use your arrows from time to time to pressure on your opponent while making it hard for them to close the gap. One thing that you should find useful is to hit your opponent with an Arrow after they have a significant distance, or to aid you in gimping a recovery. Arrows can also be used to prolong combos due to the stun it tacks on. Above all an arrow at the end of each of your combos can add a few more percent, and that is important to Pit and his weaker killing moves.
An Arrow Loop also is great for mind games and will keep your opponent guessing. This will keep them on their toes making it easier for you to punish a poor air dodge (or even if they do airdodge) you can still get them with your swords. Also if you arrow loop often enough, each time an arrow goes off the screen at an upward angle, your opponent will split their focus on both you and looking for the stray arrow, even if you don't plan to use it.
Also note that if at all possible its always good to angle your arrows. One, so that if they do reflect it, there's a better chance it wont come back to you. Two, if they shield there is a chance it could shield poke.
C: Starting the Fight:Both of Pit's reflectors are somewhat slow on startup so they may not always be the best option in terms of preventing projectiles but each has their specific uses. Mirror Shield is ideal for the more generic things like lasers, missiles, arrows, ect. It is also slightly faster and has super armor frames when used on the ground. Because of the super armor, even if you get hit pulling out the shield it wont stop you so if they are spamming you can still get it out. The Mirror Shields most useful ability is to reflect physical attacks, though not to the extent that Mario's does. It can be very useful for reflecting recoveries, however the timing may be difficult, within the first second or so. To start training with this technique, start with Ike, he is the easiest of the cast to reflect, both his recoveries. When you get better move on to harder to reflect characters like Mario or Marth.
The AR (Angel Ring) is generally considered more of an approach then a reflector. It pushes you forward then proceeds to pull out the swords/reflector. Because of this, it closes the gap with you and the projectile faster and if spaced incorrectly will result in you getting hit by the same projectile you were trying to reflect. AR is more useful for reflecting projectiles which are initiated and remain close to the opponents body such as Snake's Mortar or Pikachu's Thunder. The AR will hold him in place and reflect the attack against the opponent. AR also has a few AT's, and it can combo well out of infinite jab.
D: Ledge Game:The most common way a Pit will start the fight is with an arrow. This isn't a truly bad way to start a fight, just the most predictable. Arrows are fast and keep you at a safe distance. They also force your opponent to approach you and give you control over where they come from and what attacks they might try. It will also let you know what kind of opponent you are fighting against: defensive, offensive, patient, or eager. The main problem people see with starting a fight with arrow is that most people will see that coming and if they have a reflector they'll just throw that out, an easy way to stop this is to angle the arrow down slightly so that if they do reflect it it will not come back at you but instead it will go upwards.
The next two seem equally as common as the other and are both decent ways to approach. The first being SH Nair, a high priority attack that is especially effective against larger opponents and the second being SH Fair which has good reach and makes excellent use of Pits disjointed hit box.
Pit loves the edge more then you love cheese cake. When you are holding onto the edge there are so many things you can do it'll make your arrows spin. If your opponent is on the other side of the stage or even mid way just hit away from the stage, jump and proceed to launch a volley of arrows. This will keep them away and help you rack up damage. Ledgehopped Uairs, Fairs and Nairs are also options, especially if the opponent is closer to you and in conjunction with you arrows an really help to pile on the damage.
Pit can also ledge hop a Bair if you opponent is at a higher percentage as this can kill them or at least hit them far enough so you can get back onto the stage. If they are tossing items at or items weapons at you just hit down then quickly do your Up B this will cause the wind pushing effect keep the item back or at least change its trajectory to avoid it hitting Pit.
Also of note, tether recoverers like ZZS/Samus etc... can be intercepted with a weak Bair by using the move between the ledge and their tether, then fastfalling. This move stays out for a long time which is why it is going to be you optimal choice here. Its also nice to know that a weak Bair can do a weak stage spike and sometimes can place you both perfectly for a foot stool to make recovery literally impossible for the tether recovery characters.
Ledge Options
Basics:
Cornered at the Edge:
Gimping:
Basics:
- Roll
- Jump
- Stand
- Ledge Attack
- Release/Regrab
- WoI
- Planking
- Air Dodge
- Arrow
- Mirror Shield?
- Fair
- Bair
- Uair
- Angel Rings
- Retreating Bair>Fair>Fair (My personal favorite)
- Gliding: Returning to stage high to avoid the edge and edge guarding.
- WoI: Alternative to gliding, but not very safe or smart.
- Arrow Stun: DI back toward stage. Arrow>Jump>Arrow>Jump>Fair
- Under Stage: Flying below stages to prevent gimping in WoI if its forced.
- Under Stage "Fake Out": Act like your going to fly to the other side then turn around mid flight to trick opponents.
- Recovering Low: Falling below the stage can deter gimping from characters with poor off stage options.
Cornered at the Edge:
- Defensive
- Arrow
- Roll
- Hop on ledge
- Nair>Utilt
Gimping:
- Spiking with Dtilt
* Spikable Characters on the ledge - List Characters that can be spiked with Pits down tilt at the edge of the stage. - Mirror Shield: Attacks & Recovery Moves
*A Guide to Pit's Mirror Shield - I Reject
-Reflectable Recoveries
Bowser: Up Special
Captain Falcon:Side Special (Attack portion, be above to not get hit in the head.
Diddy Kong:Side special (kick), Up Special
Donkey Kong: Up Special
Falco: Side Special (end), Up Special
Fox: Side Special (end), Up Special
G&W: Up Special (only if sweet spotting ledge, if not useless)
Ganondorf: Up Special (End, purple attack)
Ice Climbers: Side Special, Up Special
Ike: Side Special, Up Special
Jiggly Puff: Side Special (if used to recover)
King Dedede: None
Kirby: Up Special
Link: Up Special
Lucario: None
Lucas: Up Special (PK Thunder 1 and 2)
Luigi: Up Special, Side Special, Down Special (not really helpful)
Mario: Up Special
Marth: Up Special, Side Special, Neutral Special
Meta Knight: Up Special, Glide Attack, Side Special, Neutral Special
Ness: Up Special (PK Thunder 1 and 2)
Olimar: None
Peach: Up Special (Only if sweet spot ledge attempt)
Pikachu: Side Special
Pit: Glide Attack
Pokemon Trainer:
-Charizard: Glide Attack, Up Special
-Squirtle: Up Special, Side Special
-Ivysaur: None
ROB: None
Samus: Up Special
Sheik: Up Special (reappear)
Sonic: Spin Dash Recovery
Toon Link: Up Special
Wario: Up Special (only with horizontal movement)
Wolf: Side Special (end), Up Special
Yoshi: None (Unless he aerials during his jump)
Zelda: Up Special (Reappear)
ZSS: Down Special (kick) - Wing Refresh/Renewal: Use a Wing Refresh to chase off stage for added chase speed and range, fair most common canceling of WoI.
- Wall Of Pain: Fair or Bair(weak)
- Arrows: Using arrows to prevent people from gaining recovery momentum.
- Character Specifics:
-Ness & Lucas: Arrow can cancel PK Thunder(Bolt)
-Sonic & Snake: Can be grabbed out of their Up Special, not pummeled, and then released. This leaves them unable to jump or use their up special again unless damaged. Snake can attempt to blow himself up with C4.
-Snake: C4 recovery, WoI can be used to nudge snake too far from his C4. WoI can also be used to Cancel all of Snakes vertical momentum in his C4 recovery. Foot stooling his C4 recovery.
-Olimar, ZSS, & Ivysaur: Simple edge hog can kill tether recoveries reliant characters. Though beware their ability to easily kill you if they hit you while you dont have invincibility frames.
4: Guides:
The Power Of Flight A Pit Guide by Negi
Techniques:
Combos:Arrow Controlling: After an arrow is fired, you can influence where its headed using your directional stick. Arrows also have no expiration time, so as long as you keep them around they will never end. However, only 4 arrows may be on the screen at the same time. Anymore and the first one shot will go out. If possible, never fire a straight arrow at someone with a reflector, if its angled, you wont have to worry about it coming back at you.
Arrow Stuns: The arrow animation has short ending lag for the most part. It can be used to stun people just long enough to get off some attacks. Arrow to grab or smashing. Can be used as an approach as well.
Arrow Stall: Also known as the "Arrow Dance." All that it really does is increase the length of time you can hold your arrow for, doesn't increase damage past max though. Though it may confuse your opponent. All you need to do is change the direction you're facing. Left, Right, or Up.
Arrow Counter: When knocked away horizontally, and your opponent tends to chase after you. A good way to prevent a ground chase is to fire an arrow as soon as possible, it will not only stop the pursers but it will stabilize you and prevent you from stumbling on the ground. It works at pretty well, better then someone would normally think.
Arrow Loop: A basic arrow tech. Basically all you have to do is rotate the control stick slowly to match the movements of the arrow. The timing takes some getting use to, but it can add a little confusion to your matches. Its hard to explain to how adjust the distance it travels so just make a large stage and try it out. This has many variations and many uses.
Arrow Chase: Arrow looping that goes right through you and into your opponent. Thus stunning them while you're free to hit them with whatever you want.
Arrow Swarm: Looping multiple arrows at once. A somewhat useful tech if you find yourself with extra time. Loop and shoot at the correct time.
Arrow Layering: A more advance arrow swarm. Looping arrows while giving each arrow a short charge. After you finish half of the loop release the directional stick and then pull out the arrow, then finish the loop firing at the correct time. Very hard to perform correctly, due to the odd loop shape you must create. Either an oval or rounded triangle.
Arrow Rain: A more complex arrow tech. Done by firing multiple arrow straight up into the air in quick succession. Then doing a half loop to make it come straight down. Hardly useful in battle in my eyes, but there are a few players that manage to make use of it.
Double Arrow: Looping 2 arrows in opposite directions that turns into a short form of arrow rain. Loop the first one facing the opponent and as soon as its going straight up turn your back to them and loop one into them. If done correctly, the first arrow should hit them and if you don't move the second arrow should follow the same path. Knowing that, you should be able to control it and adjust its path into where your opponent is running to.
8 Hit Arrow Combo: Using arrow rain along with a normal arrow shot, you can do up to an 8 hit combo. To do this basically perform a rain to come down straight onto your opponent. After the first arrow hits, then unload arrows into them. 4 arrows coming from above 4 from in front is 8 arrow combo max. Be careful not to alter your rain with any movement.
Wing Properties: A few special properties of Pits wings that not everyone may know. Pits wings will fatigue if used too quickly in succession. Pits WoI has an semi invincibility frame in the start up, can cancel attacks and block projectiles. The WoI start up has a wind effect that can set off counters and what not, but also push people and items away.
Wing Canceling: The easiest trick to learn with pits wings. Its a small mind game that may help you during a fight. In a close quarters fight simply up special to pull out your wings, and when you reach the top of the initial burst fast fall from a dair, fair, or bair. This can catch your opponents off guard and score you a few free hits. Be aware that this move is risky and it takes away all of your recovery options.
Wing Dash: Similar to wing canceling, and also a mind gamey move, mostly for defensive purposes. To perform jump, and go immediately into WoI. At this point you can move forward or backwards quickly followed by an aerial to cancel your move. However, if you are too low to the ground you wont be able to attack, though if your too high, you will get landing lag from your attack. This takes a getting use to, especially online.
Wing Shove: Similar to wing dashing. However, its purely defensive. Pit's WoI come with a wind pushing effect, so it can be used to push people away from you. In special cases like snake, it can be used to push away his grenades from you. To perform it, is just like wing dashing, however you don't have to move anywhere.
Wing Stalling: Basically its just using WoI in the air. However, due to the properties of the slight stall it causes in your descent, it can be used as mind games. They will think you will fall sooner, but by using a wings stall, then canceling them and fast falling into them with fair, or something.
Wing Pivot: When done with your Cstick set to smash or attack. All you have to do is point directional stick in the direction you want to be facing and the cstick in the way u want to attack. Use this while in WoI and you can choose what attack to use on them instead of being forced to use fair. It can also be done without th use of the Cstick, but really why not use it.
Wing Lunge: By using the fair or bair during the beginning of WoI, there will be a small lunge forward or backwards when you attack. It can be sorta useful to surprise your opponents.
Wing Refresh: A move that gives pits all his jumps back and his wings, and can theoretically keep pit in the air forever. When in WoI, graze pits feet across the ground. When he does that it gives all your recovery options back. Then you can chase your opponents down with a full recovery.
Dive Bomb: Taking advantage of the WoI’s mobility. You can increase the speed at which Pit descends. It’s actually quite fast and can fool opponent. This is a helpful way to get back to the ground if they don’t expect it. However, it is also a very risky move.
Mirror Shield Properties: The mirror shield has a few uses. The most obvious being reflecting projectiles. However, it has a few hidden properties. The mirror shield start up has a few frames of super armor, and it also has physical attack reflector as well. Other interesting note is that pits shield can be tilted up as well to protect his head.
Mirror Shield Edge Guard: Since it can reflect attacks, its the perfect edge guard. But it must be timed correctly during the "shing" sound. Easiest to practice against would be vs Ike, both his recoveries can be reflected.
Mirror Shield Fun: Pits mirror shield can protect him from some hazards provided by the stage. One most notable is Norfair's lave that comes from the side of the stage. If Pit jumps in with his mirror shield pulled out, he is capable of hiding in the lava, and not taking damage, until he is pushed out or the mirror shield times out. Another special note, Pit's mirror shield can block most of Samus' Final Smash and only take the last hit of the damage. Though it requires you to tilt the shield up to protect your head.
Angel Rings Properties: Pits last special move. This move is seen as very noobish, with alot of people spamming it for very little damage, sometimes almost useless damage. It has very little start up lag and a long duration with a long ending lag. It also has a few interesting properties, it lunges pit forward during the start, and the rings has an air push when it ends. I guess to theoretically protect you as angel rings finish. However, for the most part if u start angel rings in the air, u wont get and lunge when u hit the ground.
ARTS: Also known as the angel rings technique, which was thought to be the only real technique with the angel rings. Basically what it does is allow you to get a lunge from the angel rings when began in the air. Which can lead to an extra 10% damage from the rings. There are a bunch of theories about this tech and its very hard to perform consistently. The theory I'm most fond of is to perform the AR when your in 2/3 or 3/4 of your jump on the way up. It doesn't matter what height you start from or the size of your jump. For any aerial jumps, it is when your vertical momentum is 0.
Angel Rings Landing: This move is similar thinking to ARTS but less useful so to speak. Though it does have its uses. Basically just start AR right before you hit the ground, and you will still get a forward lunge. In theory it trades stationary landing lag for AR ending lag. It can be used to dodge attacks you know you wont be able to dodge or shield, and it can be used to chase opponents during a combo.
Angel Ring Aerial Combo: This is basically the idea to land AR from the air with no landing lag and no move end lag. However, it does not provide any lunge. But as I discovered for myself, even though most pits don’t agree with me, it has some insane combo potential. What you have to do is make sure you start AR with enough time for it to end as soon as you hit the ground. If your opponent is caught in the attack as you both go down to the ground, you will land just before they do with no landing lag or anything, and they will have hit lag and or landing lag. Giving you a good time to hit them again.
Gliding: Unique to 3 characters of the cast. By holding down the jump after using at least 1 aerial jump puts pit into gliding mode. There is a slight pause before you start moving so be aware. Pit also has the fastest gliding. Pressing up and down allows you to move up and down. Be careful about gliding on the last aerial jump, it will put you into a free fall after the glide finishes.
Glide Attack: Basically just attacking while in the air makes pit glide attack, which is really quite strong and I find to be one of his top killing moves.
Glide Attack Slide: When using the glide attack near the ground makes pit slide fairly far, and has no lag time. So it allows pit to glide attack and go straight into a sliding attack of his choice. Fsmash, Ftilt, Infinite jab, ect. All good.
Glide Canceling: Easy to perform by jumping or pressing B. Really helpful, makes your opponent have to guess if your going to glide attack, or glide cancel and then attack afterward. Either way a solid mind game strategy.
Glide Shift: A glide technique unique to pit, to an extent. The other characters can perform it but it doesn't have any use in Charizard or Meta's hands. To perform do a fast fall after you finish the jump, but before you start to glide. Useful mind game. Combine glide attack, cancel, and shifting for a solid mind game situation.
Spot Dodge and Sliding: Pit has many ways to slide around to slide around the field. Some are easier and some are harder to perform. They provide an increase of range for Pits attacks which is nice against pretty much anyone.
Starting the Angelic Step: There are many ways to start the Angelic Step. Most commonly known way is to spot dodge hold back then as you finish the spot dodge press forward. It will cause a pit sized side forward. Crouching is another way start it with the same direction movements. I can be done from the air as well but it’s a bit more complex. I’m not sure if you have to attack but it seems to work.
Angelic Dance: After doing an Angelic Step, press back again and forward. It takes some time to get use to it. But it is possible to keep sliding forward until you run out of ground. Once again there are a few uses but at most it should only be used for mind games and such.
Sliding Attacks: There are other ways to slide around that don’t require the Angelic Step, and it is a lot simpler. All that is required to perform a sliding attack is to tilt the direction stick as far as you can without starting Pits dashing animation. At that point simply attack and you will slide. The sliding F-smash is one of the best of Pit’s kill moves, at least IMO. It requires the use of the C-stick to perform the smashes. But it also allows Pit to slide backwards as well.
Dash Pivot Cancel: This is another complex move to slide. To all effect it is about the same as a backwards sliding attack that is harder to perform. To do it, you have to dash and turn around. During the pivot animation there is a window of time where you can use or C-stick to perform any of Pit’s
smashes.
Hidden Spike: A few people may not know this yet but Pit's Dtilt has a hidden spike, probably the hardest spike in the game to pull off. It requires your opponent to be touching Pit's body while he swings, either their head or their feet will do. But if it hits, they are probably dead at any percent.
Approaches: Based on my experiences, Pit has a few good approaches.
1. Basic arrow stun approach. A short hop jump toward the opponent while taking a quick shot at them with an arrow.
2. Nair approach. Short hop in front of them immediately going into an Nair that lands either way behind them in case they shield the whole thing and have a good and cheap Dsmash that can you before you can shield, or right on top of them going into a Utilt, when they spot dodge it or have no devastating attacks that they can counter with from behind.
3. Dair Approach. Short hop into a Dair. Has a wide arc that can hit people and knocks people up which is where you want them to be. If they shield or spot dodge or something you can still get away with a mid air jump.
4. Killing approach. Doing something like jumping at them and doing a fake out fair as you retreat from a single short hop jump and as soon as you land perform a sliding Forward or backward sliding Fsmash. Fsmash slides without any dashing or high tech moves required so most people won't see it coming. Slide backwards when you predict a roll behind you. There's a good chance you will slide far back enough for most characters rolls that at least the second hit will land, the killing one.
Chain Grabs: Pit has a semi chain grab. His Fthrow can be chained on a few characters. Easiest on the heavier ones but in reality nothing is perfect. Just Fthrow chase and grab and fthrow repeat. Most possible is probably about 4. Its good to end with an attack before it goes south and they get away.
Grab Release: While Pit doesn’t have a perfect grab release combo. He has a one that sorta works with a combo. Basically Grab>Pummel>Release>Jab>Jab>Grab. Ideally the second jab pulls your opponent toward you. Note it doesn’t work on everyone. And sometimes one jab to a quick dash grab may work better. Also note its not 100% reliable.
Dthrow/Uthrow: Depending on percent. I could be followed up with a Utilt, or Uair. However, eventually they will start to learn to get away from this basic combo. After that improvise. Same can be said about a Dtilt/Utilt starter instead.
Infinite Jab Combo: From an infinite jab, a few attacks can be used. Most popular would be that of the side special or Angel Ring. However, there are a number of possible attacks to use. One I enjoy using is the Fsmash. This works best if they keep DIing to you, waiting out the attack in hops that you will stop and they get to smack you. But what they don’t know is that Fsmash comes out almost instantly after the infinite jab if you time it correctly. Dtilt is also an option.
Jab Cancel: Pit’s jab cancel is pretty good I suppose. However, I cant find too much use for it. Mostly just jab cancel into a grab or Dtilt, Dsmash, or Fsmash. Most of pits other moves aren’t quick enough to be of use.
Arrow Stun Uses: From a combo perspective. Arrow stun is quite nice. It can help you prolong your combos, or add on an extra 5%ish damage.
Arrow Loop>Angel Rings: A comboing tech that was theorized by Admiral Pit, if I remember correctly. Anyway it combines an arrow loop and angel rings. The theory behind it is to loop and arrow away from your opponent then angel rings into them, finally hitting them with the arrow to keep them in the rings longer.
Rising Combo: Random name, yeah I know. Lol. Anyway, I performed this once completely out of instinct. I’m not sure how well it works but basically it’s a Glide Shift(Just barley above ground)>Glide Attack>Sliding Jab>Usmash.
Spike Combo: An interesting combo I’ve seen on a combo video that looks pretty solid. I haven’t tried it yet and I have no idea how reliable it is or the timing of it. It’s important for your opponent to be at a low%, to be somewhat close to the edge when u start it. Start off with an Fthrow, its important that they fly beyond the stage, but close enough so that your Dash Attack connects, and after the dash attack go for a Dtilt. If it works out correctly, they should be spiked, and with pit any spike is probably an instant death. Fthrow>Dash Attack>Dtilt.
Spike Combo 2: Based purely on spikes from other characters, but idk if its possible but its always fun to try. When an opponent is off stage similar to after the Fthrow in spike combo above, and you are standing at the edge. Some form of jab cancel into a spike should work in theory.
5: Pit Advanced TechniquesGuide For an ADVANCED Pit - By kupo15
Pit's follow-up List - Rogue Pit
KirbyKid's Pit Help Thread- By KirbyKid
The Three-Phase Pit - By Doctor X
Pit Strategy & Application Guide V2.9 - By Rhyfelwyr
The Light Bow: a Guide to Pit's Arrows v 1.1 - By GamerGuitarist7
A Guide to Pit's Mirror Shield - By NxC
Ping Shots Guide - By Icystrider
Revolutionizing Wing Play - By Sagemoon
Videos Montage:
Wings of Revealing Light- Using wingstool and WoI techs.
UndrWorld Part 1- This is just a brief demonstration of what Pit can do. Nothing overly fancy or in depth
UndrWorld Part 2-
UndrWorld Part 3-
UndrWorld Part 4-
6: Links to Informative/Discussion Threads***Disclaimer Thread***
FYI Pits: Learn these AT's!! Please read
***Disclaimer statement***
While these ATs are important towards advancing your game, you should be familiar with Pit's basics first before attempting to incorporate these ATs into your gameplay.
* Arrow Looping
* Infinite Jump (Wing Refresh/Renewal)
* Wing Dashing
* Angelic Step, The
* Angel Ring Technique (ART)
* Gliding Techs
* Wing Landing
Pit's Misc Techniques
* Arrow Dancing/Stalling
* Slidestepping
* WoI Tricks
* WoI Facts
* On the Approach - Discussion on how its best to approach.
* Palutena's Army: Pit Players Unite - Read up on other Pit play styles and add your own.
* Living on the Edge - A list of Pits ledge, recovery, and gimping options.
* Polymorphic Blades: Pit Frame Data - Pit Frame data, who would have guessed from the title!
* Kowns Thread 2! : A Pit board social thread - The Pit boards social thread.
* Pitisabeastinteams! A Pit Doubles Discussion - A discussion thread about how Pit and the characters he partners with fare in doubles play.
* Official Pit Secondary Thread. - A thread listing and discussing the best secondaries for a Pit main.
* Pit's Fighting Stances - A fun little list of what Pit looks like and how he holds his bow/swords.
* Spikable Characters on the ledge - List Characters that can be spiked with Pits down tilt at the edge of the stage.
* Offical Pit Match Up thread - Created by R@vYn and me this thread has links to all Pits subthreads for each match up you might come accross.
* Counterpicking/Banning with Pit - Go here talk about what stages you like to pick with Pit or what ones you hate.
* Ask a simple question get a simple answer- Post questions in here that doesn't deserve its own thread. This is geared more towards technique and gameplay questions.
* Pit Video Thread - Links to many good Pit vids, combo vids, and other Vids of Pit.
* Pit Chat room -This is our chat room feel free to talk about anything here.
* Become a More Well-Rounded Pit Player - A set of challenges to help break bad habits and discover other areas of your game that needs improvement.
* Pit Moveset Discussion! - A place to discuss each of pits moves and when is a good time to use them.
* The 'How to deal with specific enemy moves' thread. - A great place to find out how to deal with some of the harder moves in the game.
* No Swagger Like Us- aPit Tournament Results - A place to see how several Pit players are doing in the competitive scene.
* Revolutionizing Wing Play: A short guide on how to use WoI more efficiently.
Updates:**Please do your part in keeping this forum neat by saving new threads for important discoveries or useful information that has NOT been discussed**
6/23 - Negi's face lift on the guide begins
6/24 - Intro, Basic Guide, and colorization complete.
7/12 - Living on the Ledge added, changed thread name
7/13 - Added the Power of Flight guide and link to On the Approach