SSBU/Pit/Combos

General Notes
Because Smash Ultimate's combos are very freeform, the following strings aren't full combos (unless stated otherwise). Think of a Smash combo as a LEGO building, in which you assemble different strings of moves in order to achieve a big combo. It is important to learn Pit's combo theory, moreso than for other characters because a lot of his combos are DI dependant. Also, a few things:
 * Rage isn't taken into account for percentages
 * Unless stated otherwise, all these combos assumes Pit doesn't use platforms to extend combos

Example Combos
These combos are there for people who are either beginners in the game or are just starting out with Pit. These are in no way optimal or set in stone but should still be good for starting out

Combo Theory
A combo is divided into 3 parts: a starter, a filler and an ender. The following will point out which moves fills which roles, and the reason why

Fillers
The table below shows different combo strings commonly used in Pit combos. It is possible for a combo to contain more than one of these strings

Kill Confirms
The table below contains the most common and reliable kill confirms Pit has at his disposal

Juggling
Outside of combos, juggles are Pit's best source of damage. While his tools can be unassuming at first, they allow Pit to keep opponents above him until they either die or retreat offstage. This doesn't mean that Pit's are infallible, given the read-heavy nature of juggles in Smash, so don't get the wrong idea. Hovewer, they remain more reliable than most of the cast's

Edgeguard
Edgeguards are Pit's main way of taking the opponent's stock. Fortunately for him, his edgeguarding and tools are some of the best in the game. This is only further enhanced by Pit's multiple air jumps, allowing him to stay offstage way longer than other characters.

Ledgetrap
Pit's ledgetrap is very standard in this game, and he doesn't have any particularly standout option. This does not mean that he is bad at ledgetrapping: his options in this situations are still pretty good, and can consistently deal with most options. The table below should work as a quick recap of which options are the best, depending on what options Pit wants to cover. This does not include character-specific options, as well as universal techniques such as holding shield

The 50/50
At high percents, Pit gets access to a 50/50 once he grabs an opponent at the ledge:
 * If the opponent DIs out, Pit gets to kill with >
 * If the opponent DIs in, Pit gets to kill with >
 * His will also kill way earlier than usual on DI out

It is possible to "" both DIs by RARing after and reacting afterwards to the opponent's DI. This makes the combo somewhat tighter, but it is still very strong