monzer
, I'm going to try to say this in the nicest way possible, and I mean no disrespect, but I don't think you have detailed competitive experience to verify your theories. Most of what you said is based on theorycraft ("you can't challenge Pac-Man's hydrant"), ignorance of the facts ("Swordfighter has no combos"), popular opinion ("R.O.B. is mid-tier") or examining moves in a vacuum ("Villager has their bowling ball").
That isn't how you contribute to this thread: there is a certain expectation of quality here, which means that you're expected to be able to back up your claims with good evidence and, preferably, experiential understanding. I know you have good intentions and you clearly want to be involved in the discussion. That's okay. That said, if I were you, I'd take a step back and get a better understanding of how the competitive metagame and discussion in this thread works.
The reason I say this is because (possibly with the most misguided of intentions, heh) I want to educate you and be educated in return. To that end, I want to help by responding to the claim I feel most comfortable discussing - that is, Pit's viability:
Pit
does have something going for him. Pit has
everything going for him: good frame data, combo potential, a versatile kit, off-stage prowess, a useful projectile and solid grab options and followups. What he
doesn't have is anything that's really exceptional. That means he's good at everything, but he isn't great. You're right, in a sense: he doesn't have Captain Falcon's combo game or Villager's projectiles. He has a bit of both, but neither in the same extreme quantity.
In theory, this means Pit is a weak character, because he has no exceptional strengths. That said, the inverse of this is equally true: because he doesn't commit to any one type of playstyle, he has no distinguished weaknesses either. This means that he has to play to outwit and outpace the opponent, rather than rushing them down or keeping on pressure. Pit is solid in neutral, with good footsies bolstered by a quick three-hit jab, good pivot options with his tilts and grab, solid airs for spacing and strong combo potential. He has a relatively even matchup spread because of this: he doesn't have the overt strength to counter others, yet he doesn't have the fatal weaknesses to be countered either. Don't be so quick to write him off as the kind of fighter who's "okay at everything, good at nothing": he's definitely good at everything in his own way and has no abject weaknesses, which means he can play on reaction and has decent options for keeping his opponents out. That in itself is a very good strength to have. Pit needs good fundamentals to be, himself, good.
That's kind of the reason you don't see very many pros use Pit: he just doesn't have the distinguished strengths that others do, which means his matchups can and quite often do come down to "how well can I outplay this guy?" The difference is that, with Pit, you won't get the same reward for outplaying the opponent that you do with stronger characters, but you don't get punished the same way for getting outplayed either. Captain Falcon may have his combos, but his disadvantage state is very weak and he can't react well to pressure himself; Villager may have their projectiles, but an opponent that can get into their space can make it difficult for them to react. It's a matter of playing to your strengths and mitigating your weaknesses. Pit can still play to his strengths without having to worry about mitigating his weaknesses in the same way.
I don't want to go into too much detail, because I want this to be a very superficial "beginner's guide to Pit". This is just the basics of why Pit is considered a high-tier character. If you want to examine it in greater detail, I'd suggest going to the Pit board or watching footage of any of the top Pits (Nairo, Earth, Pink Fresh, Technology) play.
FullMoon
, what is it about the Sheik matchup that's so difficult for Greninja? Seems to me he's got it way harder than most other high-tiers.