I play mostly Pits as the 2 friends I most play both main Pit.
I feel sort of good I already do all of the strategies said in this thread, but at the same time I would have liked to learn something new in order to beat them easier.
First thing is first, the rule number one in every match is not to be predictable.
Down-B will go below his arrows, and will clash with his Side-B (I found this useful, because one of the 2 Pits just loves to spam Side-B when I approach). I think Pit might have less lag from this clash though, but since he is not expecting it, you can get the most out of it.
If your Pit opponent likes to Side-B a lot, I would suggest to try to trick him into using it then Short-Hopping a Homing Dash (which will actually go in an arc avoiding his Side-B, but still hitting him), or try and Jump behind him for a Foward Smash (I have been able to do this a few times).
When on the air, try to either, land as soon as possible, through D-Aerial, or if he is above try to do U-Air, its safe, but I find it hard to land on Gliding Pits.
When Pit is below the stage, what I personally do is. If he is recovering in a way that allows me so, I will jump out and Homing Dash him (you need to know if you are going to be able to hit him or not, don't just go out there randomly) if not, I will just put a spring board in his way and then come back down as fast as I can, and try and put another one on his way.
As soon as you force the Pit to do Up+B he is done for, just hit him with a Spring and he is gone.
When a Pit arrow spams me, I just charge Down-B, until he starts directing the arrow, as soon as you see he is going to hit you (normally takes them 2-3 hits in order to curve it correctly) then you can release it, and hit him, trick him into using a laggy move. I normally either, hit him with the Down-B into a Nair if i see he has lag remaining from the last arrow, or if I see he is going to do a laggy move (IE: Foward Smash) I JC my dash into a Homing Dash.
The way I play a Pit is basically a safe game, with hit and run tactics based on tricking him into laggy moves so I can get the hit.
When he approaches you, try to score a little damage or trick him with some dash attacks and maybe F-Tilts, then just Shield Grab him. I normally prefer doing the B-Throw against a Pit, as it will normally put him outside the stage and at a height at which it isn't even close to deadly, but at least it isn't way up in the sky.
Another thing I like to do is when he tries to edgeguard, I like to Spindash into lots of different things, I vary it everytime. I sometimes just Spindash, or Spindash to jump, or Spindash to jump to Up+B, or Spindash, to fall under the stage, to wall jump (Final Destination) (Or if you can time it right, you can also Spin JUMP back to the stage, leaving the Pit wondering WTF just happened). Why Spindash? Well I guess it will SEEM like a predictable recovery to the Pit tricking him into coming out, while in reality its not that predictable.
These are just tips from a Sonic player who has to fight Pits all the time. I would also appreciate all the help I can get, as my strategies barely pass by (meaning I normally win by very little).
PS: Also if you are D-Air(ing) in order to fall faster, and the Pit somehow manages to reach floor before you (lets say he was on the floor and you were scared he was gonna jump and U-Air you or something), try to Up-B as soon as you hit the floor into another D-Air faced on Pits direction, they normally don't see this coming and you can land and score a hit, and since you have no lag after this D-Air (as it was done at the exact height it loses lag), you can combo it into something else. (Maybe try to tech-chase to grab to another set up)
I appreciate all the feedback and critizism done to my post, as it will help me become a better Sonic player and beat my friends more often
![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
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