um no. Due to contrary belief, Pit does not have a particularly good gimp game. All of his moves send up and away, with two notable exceptions in dtilt sweet spot and dairspike.
He has arrows you can manually guide to eat double jumps, 3 jumps for himself, great aerial mobility, a move that functions like Mario's cape, forward / back throws that always knock away ( a la sheik's), a fair with low such low recovery you can do it repeatedly with your jumps (a la jiggs). Am I missing something here? It's very very important that you come to terms with how good Pit's gimp game is, especially if they're a space animal. Just throw / hit them off and choose from the following:
- arrow opponent's double jump, run or side B off, fair xN
- opponent delays double jump to avoid arrow, run or side B off to chase, fair xN
(^ this alone is a solid 50/50 in most cases)
- Use Pit's DownB (it has properties like Mario's cape on start-up) to turn around almost any recovery
- low angled ftilt takes care of double jump sweetspots / illusions etc
- run off and nair, the persistent hitbox will often tick your opponents lightly and steal their jump OR knock them away, fair
Pit has an incredible gimp game, imo
Arrows are good from neutral. Arrows are bad from mid-screen. Assume midscreen is about the length of half of battlefield.
There is a huge exception to this rule. Arrows are good from pretty much anywhere once your opponent is at the appropriate percent, and they start knocking down / launching them up for free kills and tech chases. This is KEY.
Some of the things you post are incredibly helpful Mizuki, and other things I can't help but monstrously disagree with.