Maharba the Mystic
Smash Master
Facts:
- the scrolling of the stage forces mobile action
- character's with aerial mobility, multiple jumps, and excellent recovery thrive here. those without tend to fail hard
- the scrolling of the stage has an effect on grab releases on metaknight based on which side you are on and which stage portion (most noticable is marth's GR>stutter tipper fsmash)
Cons:
- metaknight does better on this stage against us than we do against him thx to that stupid uair (although we do have some advantages)
- the scrolling can kill you off any blast zone based on which way the stage is heading if you get stuck or trip
- DDD can infinite us on the walls here.
- characters like DK, marth, MK, G&W, etc can get good damage on us if they get us with a dtilt against a wall
- diddy can nana lock us against the wall
Pros:
- between wing refresh, glide, 4 jumps, and normal WOI we don't get gimped at this stage and can effectivley beat nearly anyone here at being mobile thanks to WOI stuff
- we can shark well
- we can run away on the long parts and camp
- we have guarenteed air releases on wario and MK here (the scrolling release on MK has lead me to think of something that im gonna post in Luckay's idea thread next)
- our own CG is buffed against walls here against several characters and gives us CGs on characters we normally don't (this is mostly true at the boat wall)
- killing is not that hard on this stage due to pit being a gimp master and the lower blast zones at the top of the stage (dash attack buffed)
- we can air camp really well here with dair and other stuff
- certain stage portions give us slanted dtilt and slanted AR
- we can timeout pretty much anyone on this stage
alright guys, i've laid the foundation. you know the drill:
- who do we CP here and why? what tactics work best?
- who do we avoid here and why? if we must fight them here what should we do?
- what other stage dynamic's that favor pit am i missing (if any)?
to quote the terran.... "GO! GO! GO! *additional supply depots required*"
WHO TO CP HERE AND WHY (some of these are debatable like the monkeys but still at least it lists how to play them here)
Spacies (all 3):
-out manuever due to superior recovery thus getting easy gimps
-sharking on the second part owns falco
-we can time out falco easy on this stage since if he chases us he puts himself in a terrible position to get gimped
Donkey Kong:
-extended CG on the boat for tons of damage.
-we can wait out the boat if neccassary but we can also wreck him with out nair, jab, dtilt, and grab.
-from the second part of the stage until the 4th he is easy to juggle, shark, and gimp
Diddy Kong:
-we can pressure diddy on the boat and not give him time to pull bananas. and if we manage to get ahold of both bananas we can wall infinite him but we gotta be careful as he can do it to us obviously
-while diddy has good aerials, again we shark his *** hard from 2nd-3rd. not to mention our mobility and gimping capability
-part four we can run pivot arrow and camp all day
Ice Climbers:
-the moving stage forces them to drop CGs or die
-they are easy to gimp here since uair separates them usually and sharking owns
-we can time them out with wing refresh and air camping and normal camping all day
Lucario:
-laughably easy to gimp here. with wing refresh and forcing him to come out in the air to us our options to eat his jump (either arrow or weak bair or fair and even nair) combined with his poor recovery=easy gimps
-the boat forces up close confrontation, and pit eats through lucario at close range for some reason
-if we are killing with gimps like we should be, his aura won't ever be too much of a threat which is nice
Snake:
-extended wall cg on the boat for more free and easy damage
-this stage forces snake into the air, we win that fight easy
-we can out camp snake easy on this stage with our mobility and the stage naturally inhibiting grenade play
ZSS
-There is literally nothing for her to tether grab on the rising part so getting her to the left will make her recovery options severely limited.
- The fact that the stage is constantly moving gives us an advantage since ZSS mains always try to get a dsmash set up and they have to be still for that.
- The pendulum will **** her if she doesn't tech when you hit her at the donut blocks.
Ike/Ness/Mario/Bowser/Falcon
-Pretty much just the fact that we can time them out easily on this stage. We as pits need to go for time outs, not super ledge planking because the bbr is starting to limit our ledge grabs, but having the mindset to avoid getting hit at all times, escaping confrontation. Running away in this game can lead to victory
olimar
-as long as we survive the boat part we can gimp him easily on the second part and outcamp him in the third part
- the scrolling of the stage forces mobile action
- character's with aerial mobility, multiple jumps, and excellent recovery thrive here. those without tend to fail hard
- the scrolling of the stage has an effect on grab releases on metaknight based on which side you are on and which stage portion (most noticable is marth's GR>stutter tipper fsmash)
Cons:
- metaknight does better on this stage against us than we do against him thx to that stupid uair (although we do have some advantages)
- the scrolling can kill you off any blast zone based on which way the stage is heading if you get stuck or trip
- DDD can infinite us on the walls here.
- characters like DK, marth, MK, G&W, etc can get good damage on us if they get us with a dtilt against a wall
- diddy can nana lock us against the wall
Pros:
- between wing refresh, glide, 4 jumps, and normal WOI we don't get gimped at this stage and can effectivley beat nearly anyone here at being mobile thanks to WOI stuff
- we can shark well
- we can run away on the long parts and camp
- we have guarenteed air releases on wario and MK here (the scrolling release on MK has lead me to think of something that im gonna post in Luckay's idea thread next)
- our own CG is buffed against walls here against several characters and gives us CGs on characters we normally don't (this is mostly true at the boat wall)
- killing is not that hard on this stage due to pit being a gimp master and the lower blast zones at the top of the stage (dash attack buffed)
- we can air camp really well here with dair and other stuff
- certain stage portions give us slanted dtilt and slanted AR
- we can timeout pretty much anyone on this stage
alright guys, i've laid the foundation. you know the drill:
- who do we CP here and why? what tactics work best?
- who do we avoid here and why? if we must fight them here what should we do?
- what other stage dynamic's that favor pit am i missing (if any)?
to quote the terran.... "GO! GO! GO! *additional supply depots required*"
WHO TO CP HERE AND WHY (some of these are debatable like the monkeys but still at least it lists how to play them here)
Spacies (all 3):
-out manuever due to superior recovery thus getting easy gimps
-sharking on the second part owns falco
-we can time out falco easy on this stage since if he chases us he puts himself in a terrible position to get gimped
Donkey Kong:
-extended CG on the boat for tons of damage.
-we can wait out the boat if neccassary but we can also wreck him with out nair, jab, dtilt, and grab.
-from the second part of the stage until the 4th he is easy to juggle, shark, and gimp
Diddy Kong:
-we can pressure diddy on the boat and not give him time to pull bananas. and if we manage to get ahold of both bananas we can wall infinite him but we gotta be careful as he can do it to us obviously
-while diddy has good aerials, again we shark his *** hard from 2nd-3rd. not to mention our mobility and gimping capability
-part four we can run pivot arrow and camp all day
Ice Climbers:
-the moving stage forces them to drop CGs or die
-they are easy to gimp here since uair separates them usually and sharking owns
-we can time them out with wing refresh and air camping and normal camping all day
Lucario:
-laughably easy to gimp here. with wing refresh and forcing him to come out in the air to us our options to eat his jump (either arrow or weak bair or fair and even nair) combined with his poor recovery=easy gimps
-the boat forces up close confrontation, and pit eats through lucario at close range for some reason
-if we are killing with gimps like we should be, his aura won't ever be too much of a threat which is nice
Snake:
-extended wall cg on the boat for more free and easy damage
-this stage forces snake into the air, we win that fight easy
-we can out camp snake easy on this stage with our mobility and the stage naturally inhibiting grenade play
ZSS
-There is literally nothing for her to tether grab on the rising part so getting her to the left will make her recovery options severely limited.
- The fact that the stage is constantly moving gives us an advantage since ZSS mains always try to get a dsmash set up and they have to be still for that.
- The pendulum will **** her if she doesn't tech when you hit her at the donut blocks.
Ike/Ness/Mario/Bowser/Falcon
-Pretty much just the fact that we can time them out easily on this stage. We as pits need to go for time outs, not super ledge planking because the bbr is starting to limit our ledge grabs, but having the mindset to avoid getting hit at all times, escaping confrontation. Running away in this game can lead to victory
olimar
-as long as we survive the boat part we can gimp him easily on the second part and outcamp him in the third part