Wings of Icarus I feel are also very underused from above.
This
With it's push effect, depending on your opponent's character, can stop or slow your opponent from trying to reach you. Results vary depending on the character and any applied DI of course.
I disagree, the only time I find the push useful is to push an opponent off the platform to send them in the freefall animation and vulnerable to attack. Otherwise the windpush is pretty useless in this situation.
Wings are a great spacing tool and can be used to move around in your airspace to properly readjust yourself. A complete stop in motion usually throws your opponent off and leaves them open for a wing lunge.
Exactly how it should be used. Also adding to that, you can bait the opponent into shielding when they have a weak shield, then pivot lunge a bair to shield poke bair them. depending on how risky you are, you can beat down their shield, or just wait in the air because the opponent will be expecting an attack and hold out their shield as it deteriorates
Wing lunging is a great tech. The speed of fast falling and wing lunging is very hard for an opponent to deal with defensivly and very very hard for someone to counter half way through.
Be careful with this, lunging into a shield leaves pit vulnerable to attack. the spacing has to be right so you hit with the tip of the fair. Most characters cant punish, but for ones such as snake, it's better to lunge away from them while doing a fair. If you're good with the spacing, you will hit them as you're retreating, pushing them too far away from you for them to punish it (unless it's a perfect shield, so watch out for that)
The range of your fair is also increased so there is another great advantage to an already good appraoching option.
The range isn't increased, pit moves forward with it. There's a difference. Attacks that outprioiritize fair (snakes utilt, metaknights up b, marths up b, etc) will hit pit out of the fair, so be careful about that.
Jabs: I love the jabs. They are a long reaching attack that with two jabs pulls them in and with three jabs knocks them back. We need to do more than just double jab and then a grab. Practice different setups to catch people. A very good tool to use is a boost pivot grab. Double jab and then boost pivot grab behind them for your free grab. Something I have had success with recently is the double jab to an Utilt or Dtilt. Both can shield stab at the bottom if they try to buffer in a shield. Another thing I am texting is a SHNair after the two jabs. I am not a fan of always jab cancelling because i hate becoming predicable so switch to using all three sometimes. I do not find too much use for the infinite jab.
just be careful on jab canceling on anyone with quick attacks, marth's up b will punish a jab cancel. Infinite jabs are a good way to build damage and punish shield attempts.
Downthrow. I see too many pits aiming for the forward throw chain grab and either their timing messes up and they miss the grab or they get in too close and lose the offensive advantage. Down throw sets characters up for all kinds of attack, SH Uair and Nair if they just try and fast fall to the ground. You can also wait for the AD and hit a regrab. Regrab is also very possible if they descend with an attack and pit shields it.
This happens because it's actually possible to DI the forward throw with some characters (like snake). You can get the regrab by waiting on the spotdodge, or shield dash and punish with a smash, or pivot grab. There's lots of options to punish the spotdodge, more so than the airdodge.
I also think most things WoI need to be reanalyzed. Wingdashig when used correctly is a very viable tech for high level players. Out of a double jabs you can retreat a wingdash and buffer in a tilt or a Fsmash. or even the rare angel wing. Wingdashing also is hell on momentum for light characters and any character approaching with attacks with mediocre or less momentum. Momentum cancelling your opponent needs to really be looked at. Both from on the ground and by catching them in the air. I have tons of success capitalizing on characters after you **** their moving momentum.
Wingdashing works better for floaty characters. It's not good verse any high/top tiers though (maybe vs meta in certain situations, but in general, no) The only time I suggest it is to back down from approaching since it cancels your momentum on the spot. It's not an offensive move, it's a defensive move.
WoI from the ground is a great way to get into the air fast. It as mentioned earlier can also push the opponent away to help correct spacing and get into the air.
I disagree, don't do it.
*EDIT*I knew i was forgetting something I would really like others to look into! When someone pursues me when I am in the air my spacing is usually good enough to footstool my opponent. right after the footstool i use WoI. It pushes the opponent down and they bounce off the ground. They do not land and leave them untouchable but they bounce. I have only tried Wing lunging and hitting them with the extended Fair. I do not think I have missed an opponent using this yet and I hit it surprisingly often. I am going to try and find some other things to do after the WoI but would love if others would try and test it with me
I've actually done this a couple times. The timing is really hard, and it's easier to do on taller characters, but there's a couple factors to consider. The character has to have some distance in the air (pit should be roughly at his short hop height when he footstools) The WoI MUST be buffered. You can then BUFFER a pivot bair from here and land the sweetspot bair. It is guaranteed, I've only done this about 5 times, on snake, TL, wario, and marth. It's really hard to do because the height has to match and you have to have a double buffer here.