GwJ
Smash Hero
Before we get too far into this, can someone state the differences between Pit and Dark Pit?
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Interrupting the Arm is a good tactic and will force Pit(too) to think twice about using it. I agree that Pit has a modest advantage over Pittoo, as the degree of control you have on the arrows makes it much more useful overall.God, this matchup's annoying. All of Pit's aerials are hella disjointed, so we don't have much to challenge them with. Not even our trusty Nair can consistently break through that ****. I feel like DP is a marginally better matchup for us since his arrows are slower and less maneuverable in the air, which makes it more difficult to try and camp us out. That Upperdash/Electroshock Arm is super annoying as well for both characters, though if we interrupt it with Gyro, we can capitalize on the endlag, which can potentially mean a free Grab. Basically, just be patient and try to keep him on the ground since his ground game isn't as good as his air/juggle game. I don't have much in the way of concrete MU ratios, but I reckon it's probably in [Dark] Pit's favor.
Pit is dangerous enough on the ground, at least insofar as his dash combos into u-smash at low percents and he has an f-tilt that can kill at the tip. As for the Orbies, unless you're extremely predictable with your projectiles, it's not too much to worry about: they're too slow to be much of a threat, though the Arm can also divert incoming projectiles if it intercepts them on the way.Referring to his range; Are we sure that he isn't dangerous on the ground, as well? Seemingly all of his attacks outrange R.O.B's, too, not to mention having relatively the same speed output... Plus, even on the ground, he's relatively speedy. Not sure exactly how much this matters, however, but in the air, R.O.B is actually faster than Pit, by about a third, and is very near him in terms of ground speed.
Overall, I would make the theory that our gyros and lasers, coupled with his predictable approach, help to make it so that it's at least fairly simple to keep him back from us if he approaches. Let's not forget that he still has a Down-B shield, though, which actually reflects the laser.
Against the various arms, couldn't we also use our own Side-B to punish it afterward?
Plus, I guess we still have the Arm Rotor to potentially deflect them back even if the Orbs work. So, this MU is basically about reading your opponent and boring him into making a decision? Huh.This matchup is, in my experience, quite drawn-out and it comes down to a staring contest: both will try to bait the other into moving, keeping up the pressure with aerial combos and projectiles - first one to blink is out. You have to be willing to play Pit's game in this matchup. Don't rush in or get all gung-ho on him, as that's exactly what he wants you to do - play it cleverly and watch for predictable tactics, and make sure you're keeping an eye on your own moves as well. Keep the pressure on and bait him out, then go for the kill.
Pit is dangerous enough on the ground, at least insofar as his dash combos into u-smash at low percents and he has an f-tilt that can kill at the tip. As for the Orbies, unless you're extremely predictable with your projectiles, it's not too much to worry about: they're too slow to be much of a threat, though the Arm can also divert incoming projectiles if it intercepts them on the way.
Arm Rotor is definitely worth considering. You can use it as a hail mary to keep Pit off of your case if he's getting antsy, and follow up with a good angled laser or f-air chain if he tries to come back from the air. Oh, and you can grab out of Orbies if Pit can't reflect anything in time.Plus, I guess we still have the Arm Rotor to potentially deflect them back even if the Orbs work. So, this MU is basically about reading your opponent and boring him into making a decision? Huh.
U-tilt definitely works, as does u-air, n-air and - very situationally - f-air and b-airSo, on his lack of landing options... I'm thinking that U-Tilt and more situationally F-Air could maybe keep him from reaching the ground, in that case, because if I were a Pit, I'd probably try to recover from the side against R.O.B if I had the choice, orrrrr... In your experience, does the Pit ever try to get down with his N-Air? It seems like it'd subdue us long enough for him to get down.