sagemoon
Smash Lord
I. Introduction
Theres been some techs that involve WoI, wing refresh, wing dashing, wing pivot to name a few. I've seen many people use it correctly and many more use them incorrectly. So I'm gonna write a short guide about how I use it.
II. The Basics
The advantages of using wings is that in WoI mode pit has more air mobility than anyone in the game, he can stall his fall or speed up. The disadvantages is that if he gets hit out of it, he does not get any jumps back or the WoI (in most cases) . This will lead to pit dying if he is knocked off the stage.
III. The Wing Refresh
How to do: At any point of the up b, touch the ground. I like to jump, then up b immediately so i start off touching the ground.
What this does is gives pit back all his jumps after he exits WoI, even if he gets hit out of it. (pit will still die if he waits for WoI to deteriorate and does nothing). This is useful because it takes away the only disadvantage that WoI mode has. However its drawback is that it can only be used off the ground or platform.
WoI mode (as its known now) isnt good on stage, so Wing Refresh must be used off stage play. This is normally when pit hits his opponent far off to the blast zone, but not killing. When I use it I normally either
A) attack prematurely to set up for a follow up attack
B) Wait for the airdodge and punish it
If the opponent wont be killed or gimped by it, its normally a better idea to use arrows to rack up percent or put the opponent at a disadvantageous position. A rule of thumb is that if the opponent is high in the air, then use WoI, if they are more horizontal with the stage, use arrows. Its not the same with all characters it all depends on the fall speed / character size / air mobility. Its really hard to explain, its something that will come with experience. Try out using arrows or Wing refresh on different characters and see what works better for you at what heights.
IV. The Wing Dash
How to do: Jump, up b, (direction), down air. What I do is set R to special so I can up b as soon as i leave the ground. The faster you can get the up b off after jumping, the better.
This is what i see most commonly misused. To clear up a couple misconceptions, this is purely a defensive move, not offensive. The wind effect is what makes this useful. Against weak attacks such as metaknights dash attack, It will stop them in their tracks and allow a counter attack. Same thing with aerial attacks (like marios nair). It also out prioritizes most grabs. It can also null out some projectiles. Its really risky to use to actually counter moves, in fact, i suggest just shielding instead. Unless you want to be flashy
The biggest advantage to this is to move back in a flash while still facing towards your opponent. You can wingdash back while they're trying to approach, then immediately ftilt to punish the approach. This is how this move should mainly be used.
Theres small things like being able to pick up items from the ground with a wingdash too, I might have missed something, but that means it's probably not important.
V. The Wing Pivot
How to do: Hold the control stick in the opposite direction of the way pit is facing and C-stick forward.
This will cause pit to use a bair out of Woi instead of a fair. The advantages/disadvantages are basically the same as the advantages/disadvantages of the fair/bair.
VI. The Wing Lunge
How to do: Fair or bair out of WoI and pit will lunge in that direction.
This is good for spacing reasons. It kind of gives pits fair/bair an extended hitbox in a way because it hits opponents further away
VII. The Wing Stall/Momentum Canceling
How to do: While in the air, jump and up b.
There isnt really a name for this yet, since it wasnt "discovered", its just a neat way to use WoI.
This will cause pit to stay elevated in the air without rising or falling. This is extremely effective against opponets who react out of habit. They normally wait for you to hit the ground when falling, and take advantage of the frames of vulnerability. What this does is punish them for trying to punish you. Its a way of counter attacking while in air. The drawback of this tech is that if you're hit off of the stage before you touch the ground, you will die.
If you stay towards the center of the stage, then you rarely get hit off. I've found this tech to be really effective recently. It seems to pressure oppoents really well. Also you have the option of simply not doing it, to throw the opponent off. I like it because it constantly keeps your opponent guessing.
Other advantages are those of the wing lunge and wing pivot. It can attack opponents at a distance. If they shield, it will push them back far enough to avoid a shield grab or jab, Also the lag time is quick enough to where you can shield most attacks that can reach you. The only effective way to punish this is to powershield, or predict it and hit pit while hes in the air.
I normally do a full hop dair or fair before I use this. This is to keep the opponent backed up, then I have 3 options
A) wing stall
B) do another fair
C) airdodge and retreat backwards.
I hope this short guide helps some of the pit mains out there.
Theres been some techs that involve WoI, wing refresh, wing dashing, wing pivot to name a few. I've seen many people use it correctly and many more use them incorrectly. So I'm gonna write a short guide about how I use it.
II. The Basics
The advantages of using wings is that in WoI mode pit has more air mobility than anyone in the game, he can stall his fall or speed up. The disadvantages is that if he gets hit out of it, he does not get any jumps back or the WoI (in most cases) . This will lead to pit dying if he is knocked off the stage.
III. The Wing Refresh
How to do: At any point of the up b, touch the ground. I like to jump, then up b immediately so i start off touching the ground.
What this does is gives pit back all his jumps after he exits WoI, even if he gets hit out of it. (pit will still die if he waits for WoI to deteriorate and does nothing). This is useful because it takes away the only disadvantage that WoI mode has. However its drawback is that it can only be used off the ground or platform.
WoI mode (as its known now) isnt good on stage, so Wing Refresh must be used off stage play. This is normally when pit hits his opponent far off to the blast zone, but not killing. When I use it I normally either
A) attack prematurely to set up for a follow up attack
B) Wait for the airdodge and punish it
If the opponent wont be killed or gimped by it, its normally a better idea to use arrows to rack up percent or put the opponent at a disadvantageous position. A rule of thumb is that if the opponent is high in the air, then use WoI, if they are more horizontal with the stage, use arrows. Its not the same with all characters it all depends on the fall speed / character size / air mobility. Its really hard to explain, its something that will come with experience. Try out using arrows or Wing refresh on different characters and see what works better for you at what heights.
IV. The Wing Dash
How to do: Jump, up b, (direction), down air. What I do is set R to special so I can up b as soon as i leave the ground. The faster you can get the up b off after jumping, the better.
This is what i see most commonly misused. To clear up a couple misconceptions, this is purely a defensive move, not offensive. The wind effect is what makes this useful. Against weak attacks such as metaknights dash attack, It will stop them in their tracks and allow a counter attack. Same thing with aerial attacks (like marios nair). It also out prioritizes most grabs. It can also null out some projectiles. Its really risky to use to actually counter moves, in fact, i suggest just shielding instead. Unless you want to be flashy
The biggest advantage to this is to move back in a flash while still facing towards your opponent. You can wingdash back while they're trying to approach, then immediately ftilt to punish the approach. This is how this move should mainly be used.
Theres small things like being able to pick up items from the ground with a wingdash too, I might have missed something, but that means it's probably not important.
V. The Wing Pivot
How to do: Hold the control stick in the opposite direction of the way pit is facing and C-stick forward.
This will cause pit to use a bair out of Woi instead of a fair. The advantages/disadvantages are basically the same as the advantages/disadvantages of the fair/bair.
VI. The Wing Lunge
How to do: Fair or bair out of WoI and pit will lunge in that direction.
This is good for spacing reasons. It kind of gives pits fair/bair an extended hitbox in a way because it hits opponents further away
VII. The Wing Stall/Momentum Canceling
How to do: While in the air, jump and up b.
There isnt really a name for this yet, since it wasnt "discovered", its just a neat way to use WoI.
This will cause pit to stay elevated in the air without rising or falling. This is extremely effective against opponets who react out of habit. They normally wait for you to hit the ground when falling, and take advantage of the frames of vulnerability. What this does is punish them for trying to punish you. Its a way of counter attacking while in air. The drawback of this tech is that if you're hit off of the stage before you touch the ground, you will die.
If you stay towards the center of the stage, then you rarely get hit off. I've found this tech to be really effective recently. It seems to pressure oppoents really well. Also you have the option of simply not doing it, to throw the opponent off. I like it because it constantly keeps your opponent guessing.
Other advantages are those of the wing lunge and wing pivot. It can attack opponents at a distance. If they shield, it will push them back far enough to avoid a shield grab or jab, Also the lag time is quick enough to where you can shield most attacks that can reach you. The only effective way to punish this is to powershield, or predict it and hit pit while hes in the air.
I normally do a full hop dair or fair before I use this. This is to keep the opponent backed up, then I have 3 options
A) wing stall
B) do another fair
C) airdodge and retreat backwards.
I hope this short guide helps some of the pit mains out there.