It depends on where Mario is when he is following up the fireball. If he's too close after Pit wingdashes backwards he may still put himself in range of being hit with something whether it be something like Dtilt, a Fsmash or a simply a grab.
This also depends on whether or not Mario has time to defend himself. If he's somehow consistently unable to put up a shield after wingdash cancels a fireball, then this is a viable threat.
Otherwise, not really.
AR's lag isn't really that punishable if you shield it provided Pit uses it from a SH. To punish it you have to DI behind him almost immediately anyway unless the Pit player continues with the AR.
Cons * Angel Ring (AR) has significant cooldown lag
Forward B - (Angel Ring)
Total: 64
First hits on frame 12
Ends quickest on frame 41
Unless I'm reading this incorrectly, your own Pit guide contradicts you. From my understanding, it also doesn't even have any real knockback, just wind effect once it's finished. I think that's rather punishable, in addition to what you've mentioned.
There are those situations you mentioned but I meant mostly along the lines of where the arrows are being shot from. For example from SHs or platforms or wheter you just curve the arrow so that regardless of if you cape it back Pit is not in a situation he can be hit by it.
This, I agree with. It's actually something I particularly like about Pit's arrows. It still keeps Mario moderately safe from them, even if it's not going to endanger Pit in the process.
Snake only has Bair, Nade pivoting and Nair to really "protect" him when he's landing. Anything else he can possibly do won't take effect fast enough to prevent him from being punished. Nade Pivoting is realistically the most effective and Pit can achieve the same thing with MS pivoting.
You're joking. He has some of the best tools for this instance. TWO projectiles that can potentially combo directly into his Uair under most circumstances, grenades in general to deter attacking him head on while holding one, Bair/Nair, nade pivoting, and a decently fast fallspeed. If he's recovering high vs Marth, he has much better tools than most to safely reach the ground which is why this particular recover method is a little safer for him rather than Pit.
Granted, this recovery method generally isn't safe
at all unless you're MK/G&W, but Snake simply has tools here that make it more viable, especially since he can easily just Cypher again if knocked back off. Pit has a certain number of jumps and his WoI. If he's FORCED to use his WoI vs Mario, he's in trouble.
Pit's glide is about on par with MK's running speed, maybe slightly faster. Mario isn't fast enough to run from one side of the stage to another, jump off and stage spike and even if then, if it was obvious Mario will be able to beat your glide to one side then you can cancel it with a jump and WoI back to the previous edge anyway.
0:56.
Fear started running LATE there. What if he'd decided to throw a fireball or fast-grab the ledge instead and proceed to edgeguard afterward? I'm quite certain that either one of those actions would've made things a little harder for Sage and could've possibly lead to a gimp. Now he's out of a glide, two jumps, and he's above Fear close enough to the ledge where a Bair, reverse Uair, cape or even Fludd would've sent him back off.
If you decide to turn around, I'm not sure, but I think Mario could keep up as long as he reacted in time. Basically what I'm saying is that Mario IS fast enough. If you risk turning around, it's a gamble on whether Mario reacts in time to catch you and if he does, he only needs to hit you out of WoI to end the stock early.
Pits have Japes, RC, Brinstar, Lylat and I guess Frigate Orpheon. Norfair is pretty good too although Pit loses his ability to gimp Mario much there. Halberd isn't that good vs Pit. The only advantage Mario gains there is being able to kill with Usmash earlier, while Pit gains numerous advantages because of the semi soft stage floor.
I honestly don't even know Mario's good stages, just ones that I feel comfortable on vs certain characters. I DO know that Pit hates Yoshis, Mario loves PS1 and RC, and we hate Japes. So yeah, we ban japes, you ban Yoshis, I CP PS1, you CP one of the other stages you suggested, all of which aren't very bad for Mario, though you may gain a few slight advantages.
Pit's Nair is frame 2 not 3 and as far as a comparison goes I think they're about even as far as air game goes since their aerials aren't even used for the same purposes. Pit does have a better ground game though.
Forgive me if I don't just take your word for it. I'd rather be convinced that our ground game is inferior. Your grab game is the only thing that I find even worth mentioning next to Mario's ground game. Ours isn't even all that spectacular either.
Ok I'll throw out a few examples. Pit's Fsmash in terms of power is roughly as strong as the back end of MKs Dsmash. His Dsmash is roughly the same strength as Mario's Dsmash and his Bair is quite a bit stronger than either and generally kills around 20% lower than Fsmash.
Our Dsmash sucks in KO power, so Pit's also fails by default.
Our Fsmash has excellent range when stutterstepped, disjointed, and should kill Pit around 100% with DI; possibly lower depending on where it hits. As I've said before, if we shield your Fsmash, we get a freebie. Other than that, it DOES require setups, but it is killing as low and as reliably as your Bair.
Our Usmash is ridiculously easy to land but kills a great deal higher. 130% fresh is the lowest it'll KO, but is good OOS, has great priority, and is a vertical killer, so it's harder to DI.
Most of Mario's other kills come from gimping, but Pit does make this a little less effective with his above-average recovery. Still, I believe Mario's a better killer, especially since I find that many Pits use Fsmash for more than killing.