Squirtle never really bothered me. Sure, he's slippery, I just fished for a grab and punished as hard as I possibly could off each grab. I also spammed crouch cancel dtilt.
Ivy I fish for grabs. Usually by approaching her with a shield, and wavedashing out of it to stay within her space. Your moves are in general faster, and better than hers. Arrows vs her aren't the best, but if she's above you, feel free to shoot away.
Now for some general discussion:
- Standing Grab range slightly increased
Slight increase is a boon. Fishing for grabs is easier. Grabbing characters safely out of shield is easier.
- Down Tilt meteor sweetspot reduced in knockback. Tipper knockback behavior homogenized to be a standard launcher
While it's a nerf to the meteor hitbox, the launcher changes at the tipper are arguably a buff. With the IASA changes I've been able to string a series of dash cancel utilts together at mid % vs fast fallers and midweights. By this I mean
DTilt > Input dash during IASA frames > Crouch during full run animation to cancel run in to DTilt > repeat
- Down Tilt IASA added two frames before the move ends
Second largest buff overall. DTilt had a lot of wonderful frame trap settings in 2.0 and on without IASA frames. Having IASA frames means that DTilt is 2 frames safer than it already was. Canceling it with Jab 1, a second DTilt, a dash command, Grab, Shield, etc are all viable options.
- Up Smash final hit knockback increased
Important buff. 2.6 and 2.6b saw the USmash Nerf. Now for those who are avid players, it was nerfed to the point of absurdity. You could usmash as an anti-air vs most of the cast at low to mid%, hit with the final hit, and be punished before the attack animation ended. This fixes that issue, as well as making his ability to KO vertically easier overall. This makes match ups vs Peach, and Co slightly better.
- Neutral Air revamped as a more traditional “drill” move. Hits an additional time, linking knockback tweaked for consistency, hitboxes cleaned up and sync’d to his blades, and the final hit has reduced knockback and hitlag
This is in my humble opinion the single most important buff received. DynaDash and I independently have been able to confirm that Nair > Grab, Nair > Jab 1, Nair > UTilt, and Nair > DTilt are all true combos even if starting the Nair at 0% vs a crouching opponent. For it to work properly, it is important to hit with the first hit of the Nair at the apex of Pit's short hop. It has to be delayed in the way that a Fox or Falco would delay their Nair to hit shielding opponents and have frame advantage upon landing. Anyone with experience as a space animal player will understand how this works. Same applies to shield.
- Down Air spike sweetspot has increased knockback and the trajectory was raised to send further outward
This makes learning the spacing, and set ups on Down Air all the more important. This is a potentially a huge step forward for Pit as a character if we can work together to learn the ins and outs of this largely untapped move.
What are people's thoughts about this?