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(Added OOS and disadvantage options, as well as a small write-up on recovery) |
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=== Out of Shield options === |
=== Out of Shield options === |
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* Placeholder |
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{{TheoryBox |
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| Title = {{smash|Usmash}} |
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| Oneliner = Fastest OOS |
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| Difficulty = 6f above, 7f in front |
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| Anchor = |
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| Video = SSBU Pit PitUSmash 0.png |
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| Recipe = |
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{{smash|Usmash}} is Pit's fastest out of shield option. However, it only hits above Pit, which doesn't make it the most consistent option there is. Still very useful for killing opponents at high percents |
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}} |
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{{TheoryBox |
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| Title = {{aerial|Nair}} |
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| Oneliner = Of course it's an Out of Shield option |
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| Difficulty = 7f |
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| Video = SSBU Pit PitNAir 0.png |
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| Recipe = |
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Despite being one frame slower than {{smash|Usmash}}, {{aerial|Nair}} is Pit's best out of shield option. It grants better reward than {{smash|Usmash}}, especially at lower percents since you can combo off of it |
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}} |
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== Disadvantage == |
== Disadvantage == |
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=== Disadvantage tools === |
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* Placeholder |
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Pit has one of the better disadvantage states in the game. He has more option than most of the cast to stop opponents from recklessly edgeguarding him. Here are some of those options: |
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{{TheoryBox |
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| Title = {{aerial|Nair}} |
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| Oneliner = Of course it's useful in disadvantage |
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| Difficulty = |
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| Video = SSBU Pit PitNAir 0.png |
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| Recipe = |
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When hanging onto the ledge, Pit can use his {{aerial|Nair}} to safely get back to the stage while throwing out a hitbox. If done correctly, Pit will be around -6 on shield, which is fast enough to bait most punish attempts |
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}} |
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{{TheoryBox |
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| Title = {{special|Guardian Orbitars}} |
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| Oneliner = Forbidden SSBU air shield |
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| Difficulty = |
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| Video = SSBU Pit PitGuardianOrbitars 2.png |
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Pit's {{special|down-B}} is one of the best of its kind when it comes to disadvantage. It helps him a lot when landing, because it has the property of '''blocking physical hits while it's out'''. This makes landing against characters such as {{StockIcon|Ike}} or {{StockIcon|Corrin}} much easier than usual |
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* If a move hits both Pit's hurtbox and the Orbitars, the Orbitars takes priority |
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This attack isn't perfect, however. See, it has a blind spot on Pit's feet (and head). This makes landing against {{StockIcon|Link}}, {{StockIcon|Young Link}} or {{StockIcon|Toon Link}} harder than usual. Those blind spots also means that you will sometimes eat projectiles you were supposed to reflect |
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}} |
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{{TheoryBox |
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| Title = {{special|Palutena's Bow}} |
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| Oneliner = Highly controllable projectile |
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| Difficulty = |
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| Video = SSBU Pit PitPalutenasBowMinimum 0.png |
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Pit's {{special|arrow}} is more controllable than {{StockIcon|Dark Pit}}'s, and is thus a bit more useful in disadvantage, since the stun difference doesn't matter as much as it would in neutral |
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}} |
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=== Recovery === |
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Pit's recovery allows him to go very deep before having to recover. His {{special|up-B}} covers a great distance, so '''don't be afraid of going deep offstage as Pit'''. Of course, the deeper you are, the more predictable your recovery will be, so try to mix things up |
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On stages with walls, you can make your {{special|up-B}} go slower by hugging the wall (make your DP go in the direction of the wall). Change up the timings in order to keep your opponent on their toes when trying to {{tt|2frame|In SSBU, a character is vulnerable for the first two frames of his ledge hang animation. A "2frame" (among many other names) refers to an attack that hit a character during those two frames}} you |
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== Stages == |
== Stages == |
Revision as of 14:00, 29 August 2022
Neutral
Movement
- Placeholder
Shield Pressure
- Placeholder
Out of Shield options
Usmash is Pit's fastest out of shield option. However, it only hits above Pit, which doesn't make it the most consistent option there is. Still very useful for killing opponents at high percents
Despite being one frame slower than Usmash, Nair is Pit's best out of shield option. It grants better reward than Usmash, especially at lower percents since you can combo off of it
Disadvantage
Disadvantage tools
Pit has one of the better disadvantage states in the game. He has more option than most of the cast to stop opponents from recklessly edgeguarding him. Here are some of those options:
When hanging onto the ledge, Pit can use his Nair to safely get back to the stage while throwing out a hitbox. If done correctly, Pit will be around -6 on shield, which is fast enough to bait most punish attempts
Pit's down-B is one of the best of its kind when it comes to disadvantage. It helps him a lot when landing, because it has the property of blocking physical hits while it's out. This makes landing against characters such as [[File:Ike_{{{2}}}_Stock.png|link=Ike/{{{2}}}|x25px|alt=]] [[Ike/{{{2}}}|{{{2}}}]] or [[File:Corrin_{{{2}}}_Stock.png|link=Corrin/{{{2}}}|x25px|alt=]] [[Corrin/{{{2}}}|{{{2}}}]] much easier than usual
- If a move hits both Pit's hurtbox and the Orbitars, the Orbitars takes priority
This attack isn't perfect, however. See, it has a blind spot on Pit's feet (and head). This makes landing against [[File:Link_{{{2}}}_Stock.png|link=Link/{{{2}}}|x25px|alt=]] [[Link/{{{2}}}|{{{2}}}]], [[File:Young Link_{{{2}}}_Stock.png|link=Young Link/{{{2}}}|x25px|alt=]] [[Young Link/{{{2}}}|{{{2}}}]] or [[File:Toon Link_{{{2}}}_Stock.png|link=Toon Link/{{{2}}}|x25px|alt=]] [[Toon Link/{{{2}}}|{{{2}}}]] harder than usual. Those blind spots also means that you will sometimes eat projectiles you were supposed to reflect
Pit's arrow is more controllable than [[File:Dark Pit_{{{2}}}_Stock.png|link=Dark Pit/{{{2}}}|x25px|alt=]] [[Dark Pit/{{{2}}}|{{{2}}}]]'s, and is thus a bit more useful in disadvantage, since the stun difference doesn't matter as much as it would in neutral
Recovery
Pit's recovery allows him to go very deep before having to recover. His up-B covers a great distance, so don't be afraid of going deep offstage as Pit. Of course, the deeper you are, the more predictable your recovery will be, so try to mix things up
On stages with walls, you can make your up-B go slower by hugging the wall (make your DP go in the direction of the wall). Change up the timings in order to keep your opponent on their toes when trying to 2frameIn SSBU, a character is vulnerable for the first two frames of his ledge hang animation. A "2frame" (among many other names) refers to an attack that hit a character during those two frames you
Stages
Great
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Good
- Placeholder
Volatile
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Meh
- Placeholder
Bad
- Placeholder
Fighting SSBU
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