To be fair all he articulated on the issue was that his frame data was terrible and rarely analyzed or explained the stance; people were already non-opposed to Shulk being a low tier just he often came across vitriolic about it.
Pit's dair is pretty solid, I would just tap jump and c-stick down and be fine without anything overly complicated in controls.
than*; I would say most definitely prior to buff sprees but now.... I wouldn't necessarily say so. Our ftilt, up tilt and dtilt are safer (dtilt noticeably so...), our jabs and dash attack are similar, Pit's safer on smash attacks.
And with aerials...
Attack |
AC/Landing |
Landing (some ACs)
Neutral Air | [-9,-9] / -26 | -8~11
Forward Air | [-14,-15] / -24 | -12
Back Air | [-13,-15] / -16 | -11~13 / [-16, -22]
Up Air | [-16,-17] / -27 | -8~10 / [-19, -30]
Down Air | [-21,-23] -20 | -17~19
Auto cancels aren't completely 1:1 comparatively with landings, they both function differently but Marth is universally safer on his landing aerials over Pit's ACs. Marth gets to use his floatyness and fast fall to mix up usages whilst Pit is relegated to SH rising auto cancels (but he does have multi jumps, yada yada). However they're close enough to each other in literal numbers, Marth's up air being the only odd one out here as a lot safer, and he can be close to Pit's ACs on both up air and back air.
Marth players across games are too used to the idea of being entitled to be safe on rising aerials
(full hop retreating fair is still genuinely difficult for a lot of characters to do much about but the same motion is still worse than Brawl) and it just isn't meant to be with our current stuff; I had somewhat come to this realisation before working on gathering all this data, I just found it funny/ironic how similar Marth/ZSS are in game play executions, he can hit people on the rise, but it is hilariously unsafe for the most part (though sh rising ff nair is between -21 and -13; not horrendous).
So yeah... please no "pit is safer" anymore
Pit has a significantly more solid throw game over Marth (and the fthrow change I want wouldn't change this), for the most part a better recovery, a projectile, a reflector, a super armor move, a more consistently solid mid range game (dash attack, dash grab, sh rising AC aerials) and a neutral-usable down air (one of very very few).
Marth has single striking arcs moves, safer reactive pokes, counter, invincible dragon punch, stronger "skillful" rewards (kill power) and better out of shield options.
Just going by numbers here a bit, you can say that the two characters are near parity in so many areas (which wasn't the case at game release) as "precision / sword wielding" characters that they are fair to compare. But the insight I'm feeling here is just how there's a purposeful limiting of swordsmen power levels in this game and none of them despite buffs have really been able to muster a stronger claim than the Pits, Ike maybe getting there but I'd still be skeptical of calling Ike a better character than Pit still.
Perhaps not forever though, Ike gets auto cancels
and alright landings on some things.