*cracks fingers* beware of the wall of text.
BTW I don't play the average pit (you know the guy who spam arrows until you approach, or spam arrows just because)
Ok where to start.
1) Behavior: There are some Pit's who like to spam arrow. Some do it to get you to approach, while some do it to spam arrows. You know that, I know that, Pit's know that, everyone knows that. While yes it is quite annoying it's quite easy to dodge. This should not fluster you. The pit's who do this to just make you approach are the dangerous ones. You approach and they have quite a few tricks to perform. If you do approach expect a Nair, Uair, Fair, or Dair all up in your grill. You won't ever ...ever ledge grab them...EVER Their recovery is ridiculous, four jumps, a glide, and WoI is just crazy. They will and I mean most definitely will edge hog, their main way of killing Olimar and no matter what we say it works
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Scaring moves: Most of Pit's moves are only to be feared once you reach higher percents, and a lot of those depend on where you are on the stage.
Arrows: Pit's arrow game when put in the right hands can be ridiculous, Arrow Looping, Arrow Swarming, arrow Curving and so many more variations make this one of THE most versatile projectiles in the game. They will use this to their advantage and I if you don't watch out they can knock you off the stage and arrow KO you in more than one way. If you’re in the bubble off the stage a guided arrow can simply KO you. Also if your trying to ^B Arrows can screw you over.
Bair: Kills' around 120 near the edge or around the middle of the stage and is one of the moves they will mainly try to Wing- Cancel.
WoI: This move has so many uses it's crazy. The wind that blows you away at the start of the animation, the dash they can combine with it, and the fact they can cancel it into ANY aerial this is quite dangerous especially at higher percents.
F Smash: Their main killing move. But it's only scary around 140% or so. A trick though is that it's not the first part of the Smash that kills you it's the second. If you have fast reflexes or you know it's coming Smash DI away during the first one and WAC the second one.
Glide attack: It has priority over everything! Best thing to do is try to predict it and ^B. It works. But something to watch out for is glide canceling. When close to the ground Pit can cancel his glade with no lag and can immediately perform any move out of it. It's Dangerous! Lawl.
How To Win:
Grab. It's simple and effective but Do Not get super mcgrab happy. That will quite easily lead to your demise. But grabs are key, you always have options for a follow up after a grab or you can just throw for space and give yourself some time. Pivot grabbing is awesome so you might want to keep those things in minds. Shield grabbing is also essential a lot of his aerials have easily enough time to grab out of them after a shield so if you see a short hopped Nair coming at you shield and grab.
Over B: Oh gawd this is awesome as just spam. This move when used constantly gets a Pit quite flustered and makes him want to do things he normally wouldn't and shouldn't do. Keep this as a reserve move especially when you’re on the defensive to get some time to compose yourself.
Short Hopped Aerials: keeps Pit on his toes and forces him to change strategies no matter what he's in the process of doing. Keeping pit on the defensive is probably the best strategy because he only has about 3 or 4 options, seeing as how he's a more offensively geared character.
Important: Try your best to keep track or your purples in this match up. It can lead to mass devastation. You seen when Pit does his WoI it has a big flaw, if he's hit out of it and doesn't have anymore jumps... he's dead. You see our over B with say a blue or red during his up B wouldn't count as him getting hit out of the Wings. But hitting with a purple during WoI is just like spiking because they have no way of returning.
Keep that in mind and you should have an easy match up.
Match - Up: 6/4 Advantage: Us.
Good Stages:
Yoshi Story: Shy guys screw up their arrow game, and the ghosts help our recovery even if not intentionally.
Battlefield: Short hopping aerials becomes much easier to do with the ledges, and also reduces their ability to spam arrows due to the size of the stage.
Pokemon Stadium 1: The bottom screws up their recovery because pit's like to glide under the stage to the other ledge when we edge guard. This can lead to them needing to use a WoI which can be there demise. Also when the scenery changes it's mostly to our benefit and helps us out. All of them knock off arrow looping and swarming, so it's a tremendous advantage.
Stages to stay away from (or just down right ban)
Rainbow Cruise: Pit + Olimar + Rainbow Cruise = Olimar's demise. Like seriously ban this. It’s horrible. No explanation needed.
Delfino Plaza: Ban this too. When we ride on the moving platforms that take us everywhere, Pit can come under the stage and use Uair like no one else. Seriously this is bad.
Final D: You would think this is neutral but their arrow game is taken to new heights on this stage and that can severely screw you over. Don't ban just don't pick it.
I think this should help.
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