Look at this discussion we've done just to clear up Pit's ability to regain an advantage/keep it from all characters, as opposed to others in higher tiers... The characters who are better than Pit are
overall better, meaning that in some things they're worse and others they're better but altogether they sum up to be more than Pit's abilities can take him.
I meant instead of landing the fair ._.
I know, and when I said shieldgrab your SHAD landing (since the shield is there to protect him from any attacks you might try), you brought up fair again.
Heck, even some grounded attacks are faster than Pit's SHAD>utilt/grab, so as soon as they see you start an airdodge instead of attack, they'll be getting ready to grab/rametrap your landings with an attack (utilts work here, as well as dsmashes and lots of long-lasting hitboxes).
It's not an end-all-be-all, but it's a great part of the character that can't be ignored. If the opponent messes up and gets hit with an arrow, or gets grabbed at 0% (Woo! Free ~30 damage! ~40 if you're a heavy.) then I have the advantage, and can hold that against a large portion of the cast on the ledge. This is kind of a **** move, but can certainly be done. It's not like Pit straight up loses in close combat either. Dtilt is fast, decently ranged, and pops people up to be juggled or otherwise chased into the air, where our Uair beats almost anything. Jabs are great, and cancels and such can lead into a grab. Fsmash is frame 5 or 6, and does ~19 damage. AR is silly, but can be used to punish spotdodges and sometimes shielding. He has problems, for sure (Dsmash takes forever and sucks behind him, grab range is itty-bitty, etc.)
Yeah, that's what G&W and MK have for them when against opponents who are clearly dangerous up close... But if Pit has to do that to win all his matches or to maintain his advantage, then that pretty much means he's limited and only able to win because
his single option of putting himself where the opponent has to take lots of damage and/or die is what makes opponents struggle.
The bad thing about Pit's multi-hit attacks is that they can be easily SDI'd, including his fsmash and uair, which is why I think his bair/fair/dsmash are better killing options. If a Pit player thinks he's gonna hit another character, and whiffs when the opponent saw it coming because of the distance between Pit and the opponent (I'm only gonna expect a fair when I'm close to your maximum fair range and you're facing towards me, for example), he's very likely to take damage.
Characters want to approach Pit because they have to. Pit wants to be approached. It would be easier to fight Pit if he was appraoching you.
That's what I said.
![Dizzy :dizzy: :dizzy:](/styles/default/xenforo/smilies/dizzy.gif)
Circles again.
And approaching isn't necessarily a bad thing. Sure you have the upper hand, but that's where mindgames and all that whatnot come into play, you might whiff an attack expecting to hit with it, lose your advantage, and now you're on the other side of the rope: YOU have to approach and regain your advantage while they block your arrows and have the defensive upper hand. It's way harder for Pit to regain an advantage against a defensive opponent, that's for sure.
Pit does indeed lack solid approach options, part of the reason why he has issues with Olimar and Falco, but it's not hopeless. I think this particular part of his game is a little too character specific and situational to really give any sort of summary on, but Pit is capable in his approach options. Not great, but capable.
Ok, I can handle "capable". I called it "decent" back then, but "capable" works also.
...Which further proves my point that Pit has it harde than other characters at regaining advantages.
Ah, gotcha. Well, I'd personally probably stay on the ground, and shad-utilt and fullhop dair cover those options decently enough. I don't think Pit is a character who should be throwing out a lot of shot-hopped aerials against grounded opponents. Sliding Fsmashes and Dtilts, running away and then arrowing, running to the ledge, shieldgrabs, spacing games -> ftilt. These are the things I usually do a mid range. Opponent usually closes that range anyways.
Pit truly shines in the air, so having a grounded Pit is pretty nasty when this game is grab-happy and defensive. Sure you can bait and punish... But is his punishing game as effective as other characters? To his dismay, I think not, sorry.