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.
- At mid percents, Pit might need to replace Nair with either Fair or Uair
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
- Grab
Getting a grab as Pit generally means you'll net a combo that'll send the opponent offstage. The main combo throw is Dthrow, but it is also possible to combo from Fthrow or Bthrow at very low percents. Be aware that these two choices are very suboptimal compared to Dthrow
- Utilt
It's a somewhat niche starter, but it can still do some stuff. The main thing he'll combo into is Nair at low percents and Uair at higher percents. However, on Pokémon Stadium 2, it is possible to repeatedly force a tech situation with the first hit of Utilt. This only works on a handful characters, and it isn't ideal, but it's still a good way to get some huge damage. If the opponent techs, Pit get a free Uair as a tech chase. It's not a very rewarding starter though, so don't rely on it too much
- Dtilt
Dtilt is a move you'll throw out pretty often in neutral as Pit, so it's good to know how to convert out of it. Usually leads to combos at low to mid percents
- Nair
Nair is Pit's best move, and as such you'll throw it out a low in neutral (and in general). It's easy to combo off of this move and to turn any stray hit into a big combo
- Bair
Bair is Pit's main poke, so learning to convert off of it is essential to becoming threatening in neutral. Ideally, Pit wants to combo into Grab, but against airborne opponents, he can settle for a Nair and continue from there. Ideally, Pit don't want to use it as a starter, because it's also his main kill move, but it's also really good as a poke so you still have to learn those combos
- Dair
Dair is usually used at higher percents, when the spike hitbox becomes positive enough on hit to combo into other (interesting) moves. The best option is to combo into Grab, but if the opponent starts to be sent upwards, Pit can go for any Smash attacks or Uair, depending on the percentages. The side hitboxes can lead into combos at lower percents. Usually, Pit combos this hit into an aerial, usually Nair
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 |
- Dash Attack
Generally used when the opponent is pretty far away, and you don't have anything else that'll reach the opponent at this distance. Somewhat niche and subpar ender, but it still gives Pit stage control, and allows him to juggleHit an opponent while they're trying to land on the stage his opponent
- Usmash
Ranging from CPU combos to kill confirms, Usmash is a very valuable combo ender at high percents. Please don't use this at low percents, you're needlessly staling one of your kill moves for a suboptimal combo. This means stop doing Dthrow > Usmash. Please, I'm begging you.
- Nair
Nair is definitely not the best combo ender at Pit's disposal, but sometimes you just don't have anything else. It still leaves Pit with good positioning. Try to not end combos with Nair if possible
- Fair
As an ender, Fair is just a worse, lazier version of Bair. Ideally, you want to avoid using this, but it is still often used, due to it giving good positioning. Not really optimal, but still way better than nothing
- Bair
Ideally, Pit wants to end his combos with Bair at mid to high percents in order to either kill or at least send the opponent pretty far offstage. At lower percents, it's usually not worth going for since Pit's staling one of his rare kill moves for no particular reason
- Uair
Uair is a good combo ender because it lets Pit at a position to freely juggleHit an opponent while they're trying to land on the stage his opponents. Usually used mid stage, when Bair won't kill or send the opponent offstage
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 Nair's hitboxes |
Landing Fair > Dsmash | 130+ | All |
Actually consistent dragdown kill confirm |
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 |
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
- Dash Attack
In juggles, Dash Attack is used as a last resort, when the opponent is close to the ground. Resets the situation on hit (it also sends opponents offstage)
- Uair Also known as "The Wall"
Pit's best juggling move. It is active for 13 frames, mostly due to its multi hit nature. Despite that, it has very little endlag, meaning that if opponents were to airdodge through it, Pit can recover in time to punish their airdodge's endlag with another move, such as Dair. If the opponent used their double jump to avoid it, Pit can stay in the same spot and just throw another Uair. Outside of that, this move synergizes very well with Pit's neutral-B
- This tactic loses to fastfall airdodge
- Arrow Aerial version is prefered
Pit can use his arrow to force a reaction from the opponent. If they get hit, their aerial momentum gets halted, making them easier to juggle. If they jump, there's a high chance that the arrow will hit them. If not, the situation has been reset, except they just lost that optionDoes not apply to characters with multiple double jumps. If they dodge it, Pit can use his Uair to gain damage and reset the situation. Once the opponent is close enough, Pit can go for his usual Uair juggles
Due to its controllability, juggling is one of the areas where Pit is better than Dark Pit since his arrows can cover more space. This makes the scenario described above much scarier
Edgeguard
Edgeguards are Pit's main way of taking the opponent's stock. Fortunately for him, his edgeguarding and gimpingA type of edgeguard that aims to stop the opponent's momentum during recovery in order to kill way earlier than usual 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.
- Nair
Due to being active for a very long time, Pit can abuse of his Nair to mow through recoveries without hitboxes or invincibility (also catches airdodge attemps). It also works wonders against tethersThings such as Samus' Zair or Byleth's up-B, when properly timed. However, it is rather stubby, losing to recovery moves with longer reach
However, as good as it is, the very long endlag frames makes it pretty punishing if Pit ever misses, since the opponent can recover, or even reverse edgeguardEdgeguard an opponent that is trying to edgeguard you him for free. So make sure you don't miss when you use it.
- Fair
As a multi-hit, Fair allows Pit to cover a lot of space at once, especially when fastfalling. The disjoint on it makes Fair safer to use against recoveries with a hitbox attached to it, while also killing earlier than Nair, while having a shorter animation. It doesn't last nearly as long as Nair, though
- Bair
Mostly used against predictable recoveries, such as Donkey Kong's up-B. It is most effective when used while holding to the ledge
- Dair
It's a spike, so of course it'll have some uses in edgeguard. However, said spike is notoriously weak, so Pit will need to land it several times in a row if he's dead set on killing with it. Not optimal, and will help your opponent recover most of the time, but still a good option (on virtue of being a spike)
- Arrow Meet The Sniper
Pit's arrow is one of the best gimping tools in the game, due to the space it can cover. However, the Pit player needs to be very accurate with them in order to make them effective in edgeguards
- A good way to practice your aim is to go in training mode, select the Duck Hunt stage, then shoot the ducks
- Yes.
An important thing to know is that arrow slightly sends the opponent up on hit, which can make recovering slightly easier. Therefore, DO NOT EXCLUSIVELY EDGEGUARD WHILE ONLY USING ARROWS!!! They should be used in combination with Pit's other tools, not by itself. The aim is to get some chip damage in while halting the opponent's momentum on hit (which is pretty scary by itself, depending on the character), and then use Pit's edgeguarding tools
It is very difficult to say which Pit has the better arrow for edgeguards, given how differently they are used. Experiment with both Pits and come to your own conclusions!
Ledgetrap
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Common Set-ups
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• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
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