Doctor X
Smash Lord
So everybody keeps talking about how the Pit boards need to focus more on the basics, yet despite all this talk I still can't find a thread that actually focuses on the basics-- not even the Ultimate Pit Guide, which is mostly just a detailed moveset list.
There are lots of failed attempts, to be sure, some of my own threads among them. They always get cluttered up with too much speculation and overblown discussion on things that don't really matter all that much. Personally I'll admit that I like to hear myself talk (or read myself type ), and I don't think I'm alone in this around here. So let's try to avoid overcomplicating this stuff. Just keep it simple and to the point, if we can, k?
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I'll start it off by saying this-- I believe Pit's most important move is his fsmash. At 19% fresh it's his most damaging ground move and, due to its speed, it's relatively easy to land. I would go so far as to say that fsmash is to Pit as ftilt is to Snake, though of course without the ridiculous range and the ability to cancel after the first hit.
I believe one of the most basic elements of Pit's game plan should be to land as many fsmashes as possible-- other players have said this before, M2K included according to Overswarm. All other moves, including arrows, serve to control your opponent and recharge your fsmash.
So, as a rule of thumb, if you're on the ground and your opponent lags within range of you, fsmash him. Don't jab him, don't grab him, don't AR, don't utilt or anything else. Just fsmash. You get the most damage that way. Anything else generally gives him an opportunity to escape with less damage than he should have taken.
Of course there many, many times and places for other moves, which we will get to, I'm sure. But I'll stop here for now. If anybody else has anything to add, please do.
There are lots of failed attempts, to be sure, some of my own threads among them. They always get cluttered up with too much speculation and overblown discussion on things that don't really matter all that much. Personally I'll admit that I like to hear myself talk (or read myself type ), and I don't think I'm alone in this around here. So let's try to avoid overcomplicating this stuff. Just keep it simple and to the point, if we can, k?
-
I'll start it off by saying this-- I believe Pit's most important move is his fsmash. At 19% fresh it's his most damaging ground move and, due to its speed, it's relatively easy to land. I would go so far as to say that fsmash is to Pit as ftilt is to Snake, though of course without the ridiculous range and the ability to cancel after the first hit.
I believe one of the most basic elements of Pit's game plan should be to land as many fsmashes as possible-- other players have said this before, M2K included according to Overswarm. All other moves, including arrows, serve to control your opponent and recharge your fsmash.
So, as a rule of thumb, if you're on the ground and your opponent lags within range of you, fsmash him. Don't jab him, don't grab him, don't AR, don't utilt or anything else. Just fsmash. You get the most damage that way. Anything else generally gives him an opportunity to escape with less damage than he should have taken.
Of course there many, many times and places for other moves, which we will get to, I'm sure. But I'll stop here for now. If anybody else has anything to add, please do.