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
 * Platform-dependant combo extensions won't be listed for simplicity's sake

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

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Common Set-ups

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