SSBU/Pit/Matchups

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Pit



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Pac-Man Pit is the better choice in this MU, but Dark Pit is still valuable
  • Pit is one of the only characters in the game who can reliably edgeguard Pac-Man from afar. Use his arrows to snipe his Side-B. This will greatly reduce the move's travel distance and either let him open for a punish or force him to use riskier options
  • When Pac-Man is recovering using his trampoline (Up-B), go offstage and use it when it turns yellow. If Pac-Man didn't hit the ledge soon enough, he will be forced to fall to his death
  • Don't hit the hydrant unless Pac-Man is nearby and already hit it once. None of Pit's attacks can send the hydrant flying in one hit, so hitting it will most likely backfire. A way to prevent this is to hit it once (from far away) before jumping away and using Down-B just in case Pac-Man sends it flying
  • If possible, send the hydrant at a vertical angle with moves such as Dtilt, Dair or Bair's sourspot. This will give you better pressure and possible combos
  • Don't roll through Pac-Man's Up-B when at the ledge. Instead, use your double jumps to get around it
  • After hitting Pac-Man with a bell, don't go for Fsmash, as there's a chance the second hit won't connect. Instead, use either a Side-B or a charged Dsmash (preferably the second hit)
  • It's better to shield Pac's fruits then pick them up rather than reflecting them with Down-B. Pac-Man becomes much weaker without his fruits, so try to keep them for as long as possible
  • During juggles, Pit's Uair can protect him from random Hydrant drops in disadvantage
  • Pac-Man can have some trouble closing out stocks once his confirms stops working. Once you're at these percents, try to avoid the following moves:
    • Hydrant
    • Apple (fruit)
    • Bell (fruit)
    • Bair
    • Bthrow at the ledge
    • All Smash attacks
  • Don't ever spotdodge against Pac-Man. His grab and Fsmash can very easily beat it, on top of a myriad of anti-spotdodge setups


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