Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

SSBU/Pit/Combos: Difference between revisions

From Dragdown
< SSBU‎ | Pit
Content added Content deleted
No edit summary
(Added beginner combos, (some) kill confirms and started writing out combo theory (feel free to fill out this part))
Line 6: Line 6:
== Combos ==
== Combos ==
=== General Notes ===
=== 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:
* Placeholder
* Rage isn't taken into account for percentages
* Platform-dependant combo extensions won't be listed for simplicity's sake




=== Low Percents ===
=== Example Combos ===
* Placeholder


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


{{TheoryBox
=== Mid Percents ===
| Title = Mid stage BnB
| Oneliner = Standard coast-to-coast
| Difficulty = {{tilt|Easy}}
| Anchor =
| Video =
| Recipe = ({{grab|Dthrow}}) > {{aerial|Nair}} > {{aerial|Fair}} > {{tilt|Dash Attack}}
| content =
Good combo done from a grab or a random {{aerial|Nair}} hit in neutral that sends the opponent offstage from anywhere on the stage. Doesn't work when near the ledge.

Against DI up, replace {{aerial|Fair}} > {{tilt|Dash Attack}} with {{aerial|Dair}} > {{aerial|Nair}}.
}}

{{TheoryBox
| Title = Throw BnB
| Oneliner = You'll do this one a lot
| Difficulty = {{grab|Very Easy}}
| Anchor =
| Video =
| Recipe = {{grab|Dthrow}} > {{aerial|Dair}} > {{aerial|Nair}}
| content =
Good Pit combo that nets good damage and sends the opponent offstage (unless you're facing away from the ledge, in which case you just reset neutral).

'''This combo does not work at 0%!!''' It works at around 10 to 20%. Still, it makes it a great opportunity to rob someone out of their double jump if they use it a lot to escape combos.
}}

{{TheoryBox
| Title = Throw BnB
| Oneliner = Confirm from a poke
| Difficulty = {{tilt|Easy}}
| Anchor =
| Video =
| Recipe = {{tilt|Dtilt}} > microdash {{aerial|Nair}} > {{aerial|Fair}} > {{tilt|Dash Attack}}
| content =
Basic combo from a grounded poke. Doesn't work when near the ledge.

Against DI up, replace {{aerial|Fair}} > {{tilt|Dash Attack}} with {{aerial|Dair}} > {{aerial|Nair}}.
}}

{{TheoryBox
| Title = Grab confirm
| Oneliner = Let's get this show on the road
| Difficulty = {{grab|Very Easy}}
| Anchor =
| Video =
| Recipe = Landing {{aerial|Bair}} > {{grab|Dash Grab}} > Throw combo
| content =
Very important confirm for Pit, since it lets you rack up lots of damage from a safe button to throw out in neutral. Follow up with the throw combo of your choice.
}}

=== 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

==== Starters ====
* Placeholder
* Placeholder




=== High Percents / Kill Confirms ===
==== 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

{| class="wikitable sortable" style="margin: 1em auto 1em auto;text-align: center"
|-
! String !! Damage range !! Possible follow-ups !! Notes
|-
|| {{aerial|Nair}} > {{aerial|Fair}} || Low/{{tilt|Mid}} || {{grab|Dash Grab}}, {{tilt|Dash Attack}}, {{aerial|Nair}} || The listed follow-ups are only possible at low percents
|-
|| {{aerial|Nair}} > {{aerial|Nair}} || Low || {{tilt|Dash Attack}}, {{aerial|Fair}}, {{aerial|Dair}} || Following up becomes way harder on DI up
|-
|| {{aerial|Dair}} > {{aerial|Nair}} || Low/{{tilt|Mid}} || - || Possible follow-ups on platforms
|-
|| {{aerial|Nair}} > {{aerial|Dair}} || Low || {{aerial|Nair}}, {{aerial|Uair}} || Mostly used against DI up
|-
|| Landing {{aerial|Fair}} > {{tilt|Dtilt}} || Any || {{aerial|Nair}}, {{aerial|Fair}}, {{aerial|Bair}} || Follow up with a standard {{tilt|Dtilt}} combo. Rising {{aerial|Fair}} also works on certain platforms
|-
|}

==== Enders ====
* Placeholder
* Placeholder


== Kill Confirms ==

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

{| class="wikitable sortable" style="margin: 1em auto 1em auto;text-align: center"
|-
! Confirm !! Percent range !! DI it works on !! Notes
|-
|| {{grab|Dthrow}} > {{tt|RAR|Reverse Aerial Rush}} {{aerial|Bair}} || 60 ~ 160 || Out, up, down || -
|-
|| {{grab|Dthrow}} > {{tt|IDJ|Instant Double Jump}} {{aerial|Uair}} || 90 ~ 115 || In || DI mixup for {{grab|Fthrow}} at the ledge
|-
|| {{tilt|Utilt}} > IDJ {{aerial|Uair}} || 95 ~ 115 || All || IDJ makes it kill earlier
|-
|| {{tilt|Dtilt}} > {{aerial|Bair}} || 70 ~ 85 || All || Stops working on DI out at higher percents
|-
|| Landing {{aerial|Nair}} > {{smash|Dsmash}} || 90 ~ 140 || All || Somewhat inconsistent, due to the nature of Pit's dragdown combos
|-
|| Landing {{aerial|Fair}} > {{smash|Dsmash}} || 130+ || All || -
|-
|| {{aerial|Dair}} spike > {{smash|Usmash}} || 75 ~ 95 || All || Trueness depends on how close you land on the ground
|-
|| {{aerial|Dair}} spike > {{smash|Fsmash}} || 50 ~ 60 || All || Same as above. Make sure you are facing towards/near the ledge before going for it
|-
|| {{aerial|Dair}} spike > {{aerial|Uair}} || 105 ~ 125 || All || Use this when {{smash|Usmash}} won't connect
|-
|| {{aerial|Dair}} spike > {{special|side-B}} || 80 ~ 120 || All || Use this when {{smash|Usmash}} won't kill
|}






Revision as of 22:14, 28 August 2022

[[File:SSBU_{{{2}}}_Stock.png|link=SSBU/{{{2}}}|x25px|alt=]] [[SSBU/{{{2}}}|{{{2}}}]]

SSBU/Data

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

Mid stage BnBStandard coast-to-coast
Easy


(Dthrow) > Nair > Fair > Dash Attack

Good combo done from a grab or a random Nair hit in neutral that sends the opponent offstage from anywhere on the stage. Doesn't work when near the ledge.

Against DI up, replace Fair > Dash Attack with Dair > Nair.


Throw BnBYou'll do this one a lot
Very Easy


Dthrow > Dair > Nair

Good Pit combo that nets good damage and sends the opponent offstage (unless you're facing away from the ledge, in which case you just reset neutral).

This combo does not work at 0%!! It works at around 10 to 20%. Still, it makes it a great opportunity to rob someone out of their double jump if they use it a lot to escape combos.


Throw BnBConfirm from a poke
Easy


Dtilt > microdash Nair > Fair > Dash Attack

Basic combo from a grounded poke. Doesn't work when near the ledge.

Against DI up, replace Fair > Dash Attack with Dair > Nair.


Grab confirmLet's get this show on the road
Very Easy


Landing Bair > Dash Grab > Throw combo

Very important confirm for Pit, since it lets you rack up lots of damage from a safe button to throw out in neutral. Follow up with the throw combo of your choice.


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

Starters

  • Placeholder


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

String Damage range Possible follow-ups Notes
Nair > Fair Low/Mid Dash Grab, Dash Attack, Nair The listed follow-ups are only possible at low percents
Nair > Nair Low Dash Attack, Fair, Dair Following up becomes way harder on DI up
Dair > Nair Low/Mid - Possible follow-ups on platforms
Nair > Dair Low Nair, Uair Mostly used against DI up
Landing Fair > Dtilt Any Nair, Fair, Bair Follow up with a standard Dtilt combo. Rising Fair also works on certain platforms

Enders

  • Placeholder


Kill Confirms

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

Confirm Percent range DI it works on Notes
Dthrow > RARReverse Aerial Rush Bair 60 ~ 160 Out, up, down -
Dthrow > IDJInstant Double Jump Uair 90 ~ 115 In DI mixup for Fthrow at the ledge
Utilt > IDJ Uair 95 ~ 115 All IDJ makes it kill earlier
Dtilt > Bair 70 ~ 85 All Stops working on DI out at higher percents
Landing Nair > Dsmash 90 ~ 140 All Somewhat inconsistent, due to the nature of Pit's dragdown combos
Landing Fair > Dsmash 130+ All -
Dair spike > Usmash 75 ~ 95 All Trueness depends on how close you land on the ground
Dair spike > Fsmash 50 ~ 60 All Same as above. Make sure you are facing towards/near the ledge before going for it
Dair spike > Uair 105 ~ 125 All Use this when Usmash won't connect
Dair spike > side-B 80 ~ 120 All Use this when Usmash won't kill


Edgeguard

  • Placeholder


Ledgetrap

  • Placeholder


Common Set-ups

  • Placeholder


Navigation

[[File:SSBU_{{{2}}}_Stock.png|link=SSBU/{{{2}}}|x25px|alt=]] [[SSBU/{{{2}}}|{{{2}}}]]

SSBU/Data Navigation

Cookies help us deliver our services. By using our services, you agree to our use of cookies.