Pit (PM): Difference between revisions

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Aside from wings, Pit also [[Palutena's Arrow|has]] [[Mirror Shield|weapons]] granted to him by [[Palutena]]. One of them is a bow that contains magical arrows which allow Pit to not only shoot, but also control the direction that they travel, which serves as a perfect out-of-range attack. The other is a shield that allows him to reflect projectiles with full power, and reflect enemies to the other direction.  
Aside from wings, Pit also [[Palutena's Arrow|has]] [[Mirror Shield|weapons]] granted to him by [[Palutena]]. One of them is a bow that contains magical arrows which allow Pit to not only shoot, but also control the direction that they travel, which serves as a perfect out-of-range attack. The other is a shield that allows him to reflect projectiles with full power, and reflect enemies to the other direction.  


With a fast and long dash dance, multiple double jumps, and an excellent, a low short hop and a fantastic fast fall (his SHFF is 21 frames, tied for 8th in the cast; this is slightly better than Captain Falcon's), Pit is a very maneuverable fighter indeed. In addition to his gifted movement, Pit possesses a large shield, good spot dodges and a slightly disjointed hitbox; his Bow can be separated into two small blades to slice his opponents. Therefore, Pit is a character that is very versatile; good movement, a disjoint, a long recovery, a strong projectile, and potent edge guarding all come together to make Pit a force in the right hands.
With a fast and long dash dance, multiple double jumps, and an excellent, low short hop and a fantastic fast fall (his SHFF is 21 frames, tied for 8th in the cast; this is slightly better than Captain Falcon's), Pit is a very maneuverable fighter indeed. In addition to his gifted movement, Pit possesses a large shield, good spot dodges and a slightly disjointed hitbox; his Bow can be separated into two small blades to slice his opponents. Therefore, Pit is a character that is very versatile; good movement, a disjoint, a long recovery, a strong projectile, and potent edge guarding all come together to make Pit a force in the right hands.


Due to Pit's fast speed, and projectile, his SHFFL spacing game can be used effectively; while his aerials are poor against crouch cancel, if Pit can open up his opponent's movement with the threat of his dash dance, arrows, and grab game, Pit can utilize his aerial attacks for quick pop-ups. If Pit suspects his opponent will shield, cross-up neutral airs and down airs can be used. In addition, Pit's forward air is +1 on block, allowing for effective shield pressure in conjunction with the multi-hit neutral air, jabs, dash dance, down tilt, up smash, down smash and grab.
Due to Pit's fast speed, and projectile, his SHFFL spacing game can be used effectively; while his aerials are poor against crouch cancel, if Pit can open up his opponent's movement with the threat of his dash dance, arrows, and grab game, Pit can utilize his aerial attacks for quick pop-ups. If Pit suspects his opponent will shield, cross-up neutral airs and down airs can be used. In addition, Pit's forward air is +1 on block, allowing for effective shield pressure in conjunction with the multi-hit neutral air, jabs, dash dance, down tilt, up smash, down smash and grab.


Despite these great strengths, Pit suffers from poor tech rolls, a low weight, a long jump squat, and a recovery that can be susceptible to being gimped. If Pit is hit out of the Wings of Icarus, all he has left is his Shield Bash, which grants little more distance than an air dodge. Furthermore, Shield Bash incurs 40 frames of landing lag; it isn't wise to land on stage with it too often. To avoid being gimped so easily, Pit can use his multiple double jumps, Wings of Icarus, Palutena's Bow, and forward and neutral aerial attacks as resources to return to stage more safely.
Despite these great strengths, Pit suffers from poor tech rolls, a low weight, a long jump squat, and a recovery that can be susceptible to being gimped. If Pit is hit out of the Wings of Icarus, all he has left is his Shield Bash, which grants little more distance than an air dodge. Furthermore, Shield Bash incurs 40 frames of landing lag; it isn't wise to land on stage with it too often. To avoid being gimped so easily, Pit can use his multiple double jumps, Wings of Icarus, Palutena's Bow, and forward, neutral and up aerial attacks as resources to return to stage more safely.


Pit's most notable weakness is his lack of kill power. Outside of edge guarding, or carry-offs with his forward aerial and arrows, Pit often struggles to combo into his few kill moves, outside of DI mixups. Pit's back aerial attack, Shield Bash, and forward smash are his main kill moves, but each of them have issues. The aforementioned Shield Bash incurs a large amount of lag if missed, and leaves Pit helpless upon the whole descent. His forward smash, a move where he slashes two times, unfortunately can be very easily crouch cancelled and shielded in between the linking hit and the finishing blow, making it often ineffective outside of reads. Lastly, his back aerial doesn't have many set-ups to use it, so it is mostly used for finishing combos early or as a raw kill move at mid-high percents.
Pit's most notable weakness is his lack of kill power. Outside of edge guarding, or carry-offs with his forward aerial and arrows, Pit often struggles to combo into his few kill moves, outside of DI mixups. Pit's back aerial attack, Shield Bash, and forward smash are his main kill moves, but each of them have issues. The aforementioned Shield Bash incurs a large amount of lag if missed, and leaves Pit helpless upon the whole descent. His forward smash, a move where he slashes two times, unfortunately can be very easily crouch cancelled and shielded in between the linking hit and the finishing blow, making it often ineffective outside of reads. Lastly, his back aerial doesn't have many set-ups to use it, so it is mostly used for finishing combos early or as a raw kill move at mid-high percents.
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Another weakness of Pit's is his combo game at low percents; Pit must mostly rely on his down throw to tech chase opponents (and chain grab some opponents if they DI incorrectly), as his up smash does not link properly, his down tilt is slow with low range (albeit with high reward from its meteor hitbox) and his down smash can be crouch canceled until moderate percents. Pit does have a serviceable dash attack; while it can be crouch canceled, it can be used in conjunction with his down throw if the opponent DIs away to pop them up for up tilt, regrab, jab, down smash, down tilt, up smash, an aerial, or even another dash attack.
Another weakness of Pit's is his combo game at low percents; Pit must mostly rely on his down throw to tech chase opponents (and chain grab some opponents if they DI incorrectly), as his up smash does not link properly, his down tilt is slow with low range (albeit with high reward from its meteor hitbox) and his down smash can be crouch canceled until moderate percents. Pit does have a serviceable dash attack; while it can be crouch canceled, it can be used in conjunction with his down throw if the opponent DIs away to pop them up for up tilt, regrab, jab, down smash, down tilt, up smash, an aerial, or even another dash attack.


However, an aerial opponent or an opponent with moderate percent is very liable to being up air combo'd by Pit, which is very devastating; it can lead to edge guards through DI away on up air, or the use of forward air, back air or nair, and he can combo the opponent into his Shield Bash for a kill, usually through the use of a late up air.
However, an aerial opponent or an opponent with moderate percent is very liable to being up air combo'd by Pit, which is very devastating; it can lead to edge guards through DI away on up air, or the use of forward air, back air or neutral air, and he can combo the opponent into his Shield Bash for a kill, usually through the use of a late up air.


At high percent, Pit can force a DI mixup with his down throw and forward throw; if the opponent DIs out, the forward throw will send them very close to the blast zone, where Pit can shoot arrows and attempt to gimp them with his forward or back air. If the opponent DIs in, the the down throw will often confirm into a Shield Bash to kill off the top at around 110%.  
At high percent, Pit can force a DI mixup with his down throw and forward throw; if the opponent DIs out, the forward throw will send them very close to the blast zone, where Pit can shoot arrows and attempt to gimp them with his forward or back air. If the opponent DIs in, the the down throw will often confirm into a Shield Bash to kill off the top at around 110%.  
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