SSD
Smash Journeyman
Arrow tricks and wing techs are cool and stuff, but I think we're focusing on them a bit too much and letting other useful things fall by the wayside. I mean, I did a search and I found no threads about his chaingrab. I'm making this thread based on the assumption that we no nothing about Pit's chaingrab besides "it works on heavy characters".
Before I go into the information on throwing, let's talk about Pit's grab. There are 3 types of grabs: Standing grabs, dash grabs, and pivot grabs.
Pit has a pretty **** horrid grab range. He has the 3rd worst standing grab(tied with several characters) and the worst dash grab(tied with NO ONE). It's slightly better than his standing grab(0.33 stage builder blocks vs. 0.4 stage builder blocks), which is good for the chaingrab. His pivot grab is actually pretty awesome in comparison, grabbing at 0.7 blocks - just a bit more than DDD's standing grab. However, you won't be using Pivot grab when it comes to the chainthrow.
The duration of his grabs(time from start to bringing up shield) is rather mediocre all around. Standing grab is 15 frames, dash grab is 20, and pivot grab is 18.
Now, onto the chaingrab.
This is done with the Forward Throw. Pit tosses his opponent in front of him, and, against some characters, can move forward and grab them again.
Pit can chain grab:
King Dedede
Fox
Charizard
Donkey Kong
Captain Falcon
Ganondorf
Link
Bowser
Wolf
Falco
He can get 2 grabs on:
Diddy Kong
Pit
Yoshi
Questionable:
Snake
Ike
Sonic
Meta Knight
Peach
Marth can break out with Up B
Zero Suit Samus can break out with Down B
But let's move onward, shall we?
Down throw:
If your opponent cannot be chaingrabbed, this is probably your throw of choice at low percentages. After a down throw, you can usually jump up and do a uair or nair for additional damage, depending on the weight/size of your opponent. A charged upsmash as air dodge bait also works.
At higher percentages, you can shoot an arrow at them, though I don't recommend using down throw at higher percentages.
Up throw:
Apparently, this has followups. and it can kill at 200%. It also does the most damage of all his throws.
Back throw:
Doesn't chain like the fthrow does, so don't use it for that. At lower percents, you can follow up with an ftilt, dash attack, or arrow if they don't shield or dodge right away. If they do, you could try angel ring. Fthrow kills better than this, though bthrow has a better launch angle for gimps. Backthrow, proceed to arrow them or jump out and smack them away, whatever suits your mood.
Forward throw:
Yes, I'm coming back to this. It has other uses besides the chaingrab. This is one of his stronger throws. Against characters that you can't chaingrab, you can follow up with a quick move like an arrow, dash attack, or forward air. Beyond that, there isn't really much to say.
On grab releases:
jab jab regrab doesn't work kids.
That's all for now.
Before I go into the information on throwing, let's talk about Pit's grab. There are 3 types of grabs: Standing grabs, dash grabs, and pivot grabs.
Pit has a pretty **** horrid grab range. He has the 3rd worst standing grab(tied with several characters) and the worst dash grab(tied with NO ONE). It's slightly better than his standing grab(0.33 stage builder blocks vs. 0.4 stage builder blocks), which is good for the chaingrab. His pivot grab is actually pretty awesome in comparison, grabbing at 0.7 blocks - just a bit more than DDD's standing grab. However, you won't be using Pivot grab when it comes to the chainthrow.
The duration of his grabs(time from start to bringing up shield) is rather mediocre all around. Standing grab is 15 frames, dash grab is 20, and pivot grab is 18.
Now, onto the chaingrab.
This is done with the Forward Throw. Pit tosses his opponent in front of him, and, against some characters, can move forward and grab them again.
Pit can chain grab:
King Dedede
Fox
Charizard
Donkey Kong
Captain Falcon
Ganondorf
Link
Bowser
Wolf
Falco
He can get 2 grabs on:
Diddy Kong
Pit
Yoshi
Questionable:
Snake
Ike
Sonic
Meta Knight
Peach
Marth can break out with Up B
Zero Suit Samus can break out with Down B
But let's move onward, shall we?
Down throw:
If your opponent cannot be chaingrabbed, this is probably your throw of choice at low percentages. After a down throw, you can usually jump up and do a uair or nair for additional damage, depending on the weight/size of your opponent. A charged upsmash as air dodge bait also works.
At higher percentages, you can shoot an arrow at them, though I don't recommend using down throw at higher percentages.
Up throw:
Apparently, this has followups. and it can kill at 200%. It also does the most damage of all his throws.
Back throw:
Doesn't chain like the fthrow does, so don't use it for that. At lower percents, you can follow up with an ftilt, dash attack, or arrow if they don't shield or dodge right away. If they do, you could try angel ring. Fthrow kills better than this, though bthrow has a better launch angle for gimps. Backthrow, proceed to arrow them or jump out and smack them away, whatever suits your mood.
Forward throw:
Yes, I'm coming back to this. It has other uses besides the chaingrab. This is one of his stronger throws. Against characters that you can't chaingrab, you can follow up with a quick move like an arrow, dash attack, or forward air. Beyond that, there isn't really much to say.
On grab releases:
jab jab regrab doesn't work kids.
That's all for now.