SSBU/Pit/Strategy

Movement

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Shield Pressure

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Disadvantage
Pit has one of the better disadvantage states in the game. On top of having an excellent out of shield option, he also has access to more tools than most of the cast to get back on his feet when on the back foot, such as an aerial shield

Recovery
Pit's recovery allows him to go very deep before having to recover. His covers a great distance, so don't be afraid of going deep offstage as Pit. You might find that despite the myriad of options Pit has at his disposal, he can get easily edgeguarded. This is because you need to keep mixing up your recovery options in order to not get predictable. This is very important, because if you don't, Pit suddenly becomes way easier to edgeguard. Here are Pit's general options he can use to recover:
 * His 3 aerial jumps

Changing the speed of
On stages with walls, Pit can make his go slower by hugging the wall (make your  go in the direction of the wall). Change up the timings and angles in order to keep your opponent on their toes when trying to you

Great

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Good

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Volatile

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Meh

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Bad

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Neutral
Pit's neutral is flawed in two main ways:
 * He is mostly grounded due to poor air stats, and is thus somewhat vulnerable to air camping
 * His hitboxes are rather short and not that dangerous

These two flaws makes his neutral somewhat predictable, so the opponent can easily play around his options. Most Pit players will try to bait you into whiffing by dashing around before punishing you with one of his combo starters. The opponent can play around this by:
 * Throwing out a move that is safe on whiff; at worst, he gets a in
 * Not interacting at all and continue to camp him; Pit generally struggles against characters who are very mobile in the air

Overall, your goal is to make Pit whiff at a comfortable range for your character before going ham on him. Here are the moves you need to look out for (in order to whiff punish them):









Combos
Mix your DIs up. This is the biggest piece of advice any Pit player can give in the MU against his advantage state. His combo game is heavily DI reliant, so knowing when to mix your DIs will add mental stack in the Pit player's head, which can make them mess up. Of course, this is universal, but this is particularly useful against Pit for reasons cited above

Juggling
A common Pit strategy when juggling is to shoot an upwards in order to bait a reaction, before using his  to catch his opponent out of it. It is very effective, because if the hits, Pit can catch a bonus option with his  if he's fast enough. Also, if you try to airdodge through his, Pit can recover fast enough to hit you out of your airdodge with a move such as

If the opposing character has an option that can help them bypass this (i.e a teleport), then please use it, but with moderation. Otherwise, it is better to simply retreat to the ledge

Edgeguard

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Ledgetrap

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Landing
Pit is one of the best characters in the game when it comes to landing, thanks to his. However, he is also very easy to juggle if he doesn't have access to it. This rarely happens, but if Pit ends up losing his somehow, make sure to capitalize on it when juggling him

Recovering

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Tips & Tricks

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