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(Added beginner combos, (some) kill confirms and started writing out combo theory (feel free to fill out this part)) |
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== Combos == |
== Combos == |
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=== General Notes === |
=== General Notes === |
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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: |
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* Placeholder |
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* Rage isn't taken into account for percentages |
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* Platform-dependant combo extensions won't be listed for simplicity's sake |
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=== |
=== Example Combos === |
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* Placeholder |
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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 |
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{{TheoryBox |
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=== Mid Percents === |
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| Title = Mid stage BnB |
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| Oneliner = Standard coast-to-coast |
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| Difficulty = {{tilt|Easy}} |
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| Anchor = |
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| Video = |
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| Recipe = ({{grab|Dthrow}}) > {{aerial|Nair}} > {{aerial|Fair}} > {{tilt|Dash Attack}} |
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| content = |
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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. |
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Against DI up, replace {{aerial|Fair}} > {{tilt|Dash Attack}} with {{aerial|Dair}} > {{aerial|Nair}}. |
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}} |
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{{TheoryBox |
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| Title = Throw BnB |
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| Oneliner = You'll do this one a lot |
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| Difficulty = {{grab|Very Easy}} |
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| Anchor = |
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| Video = |
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| Recipe = {{grab|Dthrow}} > {{aerial|Dair}} > {{aerial|Nair}} |
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| content = |
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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). |
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'''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. |
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}} |
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{{TheoryBox |
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| Title = Throw BnB |
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| Oneliner = Confirm from a poke |
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| Difficulty = {{tilt|Easy}} |
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| Anchor = |
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| Video = |
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| Recipe = {{tilt|Dtilt}} > microdash {{aerial|Nair}} > {{aerial|Fair}} > {{tilt|Dash Attack}} |
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| content = |
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Basic combo from a grounded poke. Doesn't work when near the ledge. |
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Against DI up, replace {{aerial|Fair}} > {{tilt|Dash Attack}} with {{aerial|Dair}} > {{aerial|Nair}}. |
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}} |
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{{TheoryBox |
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| Title = Grab confirm |
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| Oneliner = Let's get this show on the road |
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| Difficulty = {{grab|Very Easy}} |
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| Anchor = |
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| Video = |
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| Recipe = Landing {{aerial|Bair}} > {{grab|Dash Grab}} > Throw combo |
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| content = |
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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. |
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}} |
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=== Combo Theory === |
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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 |
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==== Starters ==== |
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* Placeholder |
* Placeholder |
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=== |
==== Fillers ==== |
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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 |
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{| class="wikitable sortable" style="margin: 1em auto 1em auto;text-align: center" |
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|- |
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! String !! Damage range !! Possible follow-ups !! Notes |
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|- |
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|| {{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 |
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|- |
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|| {{aerial|Nair}} > {{aerial|Nair}} || Low || {{tilt|Dash Attack}}, {{aerial|Fair}}, {{aerial|Dair}} || Following up becomes way harder on DI up |
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|- |
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|| {{aerial|Dair}} > {{aerial|Nair}} || Low/{{tilt|Mid}} || - || Possible follow-ups on platforms |
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|- |
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|| {{aerial|Nair}} > {{aerial|Dair}} || Low || {{aerial|Nair}}, {{aerial|Uair}} || Mostly used against DI up |
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|- |
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|| 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 |
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|- |
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|} |
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==== Enders ==== |
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* Placeholder |
* Placeholder |
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== Kill Confirms == |
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The table below contains the most common and reliable kill confirms Pit has at his disposal |
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{| class="wikitable sortable" style="margin: 1em auto 1em auto;text-align: center" |
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|- |
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! Confirm !! Percent range !! DI it works on !! Notes |
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|- |
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|| {{grab|Dthrow}} > {{tt|RAR|Reverse Aerial Rush}} {{aerial|Bair}} || 60 ~ 160 || Out, up, down || - |
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|- |
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|| {{grab|Dthrow}} > {{tt|IDJ|Instant Double Jump}} {{aerial|Uair}} || 90 ~ 115 || In || DI mixup for {{grab|Fthrow}} at the ledge |
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|- |
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|| {{tilt|Utilt}} > IDJ {{aerial|Uair}} || 95 ~ 115 || All || IDJ makes it kill earlier |
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|- |
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|| {{tilt|Dtilt}} > {{aerial|Bair}} || 70 ~ 85 || All || Stops working on DI out at higher percents |
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|| Landing {{aerial|Nair}} > {{smash|Dsmash}} || 90 ~ 140 || All || Somewhat inconsistent, due to the nature of Pit's dragdown combos |
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|- |
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|| Landing {{aerial|Fair}} > {{smash|Dsmash}} || 130+ || All || - |
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|- |
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|| {{aerial|Dair}} spike > {{smash|Usmash}} || 75 ~ 95 || All || Trueness depends on how close you land on the ground |
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|- |
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|| {{aerial|Dair}} spike > {{smash|Fsmash}} || 50 ~ 60 || All || Same as above. Make sure you are facing towards/near the ledge before going for it |
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|| {{aerial|Dair}} spike > {{aerial|Uair}} || 105 ~ 125 || All || Use this when {{smash|Usmash}} won't connect |
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|- |
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|| {{aerial|Dair}} spike > {{special|side-B}} || 80 ~ 120 || All || Use this when {{smash|Usmash}} won't kill |
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|} |
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Revision as of 22:14, 28 August 2022
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
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.
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.
Basic combo from a grounded poke. Doesn't work when near the ledge.
Against DI up, replace Fair > Dash Attack with Dair > Nair.
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 |
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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 |
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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