(Re-organized theoryboxes) |
(Moved out of shield options to the disadvantage section, because imo disadvantage = defense (feel free to modify this change). Also added some anti-Pit stuff (especially concerning neutral and advantage)) |
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{{#vardefine:cargoTable|SSBU_MoveData}} |
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== Neutral == |
== Neutral == |
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* Placeholder |
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== Disadvantage == |
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Pit has one of the better disadvantage states in the game. On top of having an excellent out of shield option, he also has access to more tools than most of the cast to get back on his feet when on the back foot, such as an aerial shield |
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{{TheoryBox |
{{TheoryBox |
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| Title = |
| Title = Disadvantage tools |
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| Oneliner = |
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| Difficulty = |
| Difficulty = |
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| Anchor = |
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| Video = SSBU Pit |
| Video = SSBU Pit PitGuardianOrbitars 2.png |
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| Recipe = |
| Recipe = |
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| content = |
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* <big>'''{{ |
* <big>'''{{aerial|Nair}}'''</big> |
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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 safe enough to bait most punish attempts |
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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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* <big>'''{{ |
* <big>'''{{special|Palutena's Bow}}'''</big> <sub>Also known as "arrow"</sub> |
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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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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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* <big>'''{{special|Guardian Orbitars}}'''</big> <sub>Forbidden SSBU air shield</sub> |
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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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This attack isn't perfect, however. See, it has a blind spot on Pit's feet (and head). This makes landing against characters with more vertical {{aerial|Uairs}} such as {{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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== Disadvantage == |
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* If a move hits both Pit's hurtbox and the Orbitars, the Orbitars takes priority. |
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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, such as an aerial shield |
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* Doing a {{tt|B reverse|An advanced technique that allows the player to use a special move while inverting his momentum (and direction)}} makes this option even better, since Pit can change his trajectory on the fly without using an air jump |
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}} |
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{{TheoryBox |
{{TheoryBox |
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| Title = |
| Title = Out of Shield options |
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| Oneliner = |
| Oneliner = |
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| Difficulty = |
| Difficulty = |
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| Anchor = |
| Anchor = |
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| Video = SSBU Pit |
| Video = SSBU Pit PitNAir 0.png |
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| Recipe = |
| Recipe = |
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| content = |
| content = |
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* <big>'''{{ |
* <big>'''{{smash|Usmash}}'''</big> <sub>6f above, 7f in front</sub> |
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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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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 safe enough to bait most punish attempts |
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* <big>'''{{ |
* <big>'''{{aerial|Nair}}'''</big> <sub>7f</sub> |
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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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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 (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 characters with more vertical {{aerial|Uairs}} such as {{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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* <big>'''{{special|Palutena's Bow}}'''</big> <sub>Also known as "arrow"</sub> |
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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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== Fighting {{ROOTPAGENAME}} == |
== Fighting {{ROOTPAGENAME}} == |
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=== Neutral === |
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Pit's neutral is flawed in two main ways: |
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* He is mostly grounded due to poor air stats, and is thus somewhat vulnerable to air camping |
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* His hitboxes are rather short and not ''that'' dangerous |
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'''These two flaws makes his neutral somewhat predictable''', so the opponent can easily play around his options. '''Most Pit players will try to bait you into whiffing''' by dashing around before punishing you with one of his combo starters. The opponent can play around this by: |
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* '''Throwing out a move that is safe on whiff'''; at worst, he gets a {{tilt|Dash Attack}} in |
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* '''Not interacting at all and continue to camp him'''; Pit generally struggles against characters who are very mobile in the air |
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Overall, '''your goal is to make Pit whiff at a comfortable range for your character before going ham on him'''. Here are the moves you need to look out for (in order to whiff punish them): |
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<big>'''{{aerial|Nair}}'''</big> |
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{{MoveDataCargo |
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| title = Neutral Air |
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| subtitle = |
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| input = Neutral Air |
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| images = |
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{{MoveDataCargoImage|PitNAir_0|1|caption=You'll see this one A LOT. Especially online}} |
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| hitboxes = |
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{{MoveDataCargoImage|PitNAir_0|1|caption=|hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|PitNAir_0}}{{AttackDataCargo-SSBU/Query|PitNAir_3}} |
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Pit's best move, and as such the move you should be wary of the most. This move has two major weaknesses: |
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* It has short range |
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* It has a long animation |
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This makes it particularly vulnerable against whiff punishing. Keep in mind that Pit players might try to autocancel this move in order to bait a punish, so be careful |
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}} |
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<big>'''{{tilt|Dtilt}}'''</big> |
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{{MoveDataCargo |
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| title = Down Tilt |
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| subtitle = |
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| input = Down Tilt |
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| images = |
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{{MoveDataCargoImage|PitDTilt_0|1|caption=}} |
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| hitboxes = |
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{{MoveDataCargoImage|PitDTilt_0|1|caption=|hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|PitDTilt_0}} |
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Pit’s best grounded neutral tool, and his main poke at lower percents. Despite having little recovery, you can still whiff punish it, although it is harder to do so on reaction |
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}} |
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<big>'''{{special|Arrow}}'''</big> |
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{{MoveDataCargo |
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| title = Palutena's Bow |
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| subtitle = |
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| input = Palutena's Bow |
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| images = |
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{{MoveDataCargoImage|PitPalutenasBowMinimum_0|1|caption=}} |
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| hitboxes = |
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{{MoveDataCargoImage|PitPalutenasBowMinimum_0|1|caption=Put the hitbox in full screen in order to see anything|hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|PitPalutenasBowMinimum_0}} |
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Pit's projectile, and this his main way of attacking at long range. Getting hit by this isn't really rewarding, it's mostly used for harassing or stopping you from rushing in at Mach 5. Since it's a projectile, it has high endlag, so you're free to punish it however you want |
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* This move has {{tt|blindspots|A space that can't be covered by none of a character's options}} at all diagonals |
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}} |
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<big>'''{{grab|Dash Grab}}'''</big> |
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{{MoveDataCargo |
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| title = Grab |
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| subtitle = |
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| input = Grab |
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| images = |
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{{MoveDataCargoImage|PitDashGrab_0|1|caption=The mid level Pit's best friend}} |
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| hitboxes = |
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{{MoveDataCargoImage|PitDashGrab_0|1|caption=|hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|PitDashGrab_0}} |
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{{tt|Once Pit thinks he has conditioned you to shield his attacks|In reality, most Pit players will throw this out in neutral, regardless if you've been conditioned to shield or not}}, he will usually go for grabs more often. Grabs usually are easily punishable on whiff, so take this chance to go ham on him |
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The reason for this is that (as of writing this comment) a move card needs at least two paragraphs in order for templates to be safely used. This includes bullet points and empty paragraphs. |
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This fucking website --> |
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<small> </small> |
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}} |
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=== Advantage === |
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==== Combos ==== |
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'''Mix your DIs up'''. This is the biggest piece of advice any Pit player can give in the MU against his advantage state. '''His combo game is heavily DI reliant''', so knowing when to '''mix your DIs will add mental stack in the Pit player's head''', which can make them mess up. Of course, this is universal, but this is particularly useful against Pit for reasons cited above |
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==== Juggling ==== |
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A common Pit strategy when juggling is to '''shoot an {{special|arrow}} upwards''' in order to bait a reaction, before '''using his {{aerial|Uair}} to catch his opponent out of it'''. It is very effective, because if the {{special|arrow}} hits, Pit can catch a bonus option with his {{aerial|Uair}} if he's fast enough. Also, if you try to airdodge through his {{aerial|Uair}}, Pit can recover fast enough to hit you out of your airdodge with a move such as {{aerial|Dair}} |
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If the opposing character has an option that can help them bypass this (i.e a teleport), then please use it, but with moderation. Otherwise, it is better to simply '''retreat to the ledge''' |
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==== Edgeguard ==== |
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* Placeholder |
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==== Ledgetrap ==== |
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* Placeholder |
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=== Disadvantage === |
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==== Landing ==== |
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'''Pit is one of the best characters in the game when it comes to landing''', thanks to his {{special|down-B}}. However, he is also very easy to juggle if he doesn't have access to it. This rarely happens, but '''if Pit ends up losing his {{special|down-B}} somehow, make sure to capitalize on it''' when juggling him |
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==== Recovering ==== |
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* Placeholder |
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=== Tips & Tricks === |
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* Placeholder |
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Revision as of 20:52, 1 September 2022
Neutral
Movement
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Shield Pressure
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Disadvantage
Pit has one of the better disadvantage states in the game. On top of having an excellent out of shield option, he also has access to more tools than most of the cast to get back on his feet when on the back foot, such as an aerial shield
- Nair
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 safe enough to bait most punish attempts
- Palutena's Bow Also known as "arrow"
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
- Guardian Orbitars Forbidden SSBU air shield
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.
This attack isn't perfect, however. See, it has a blind spot on Pit's feet (and head). This makes landing against characters with more vertical Uairs such as [[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
- If a move hits both Pit's hurtbox and the Orbitars, the Orbitars takes priority.
- Doing a B reverseAn advanced technique that allows the player to use a special move while inverting his momentum (and direction) makes this option even better, since Pit can change his trajectory on the fly without using an air jump
- Usmash 6f above, 7f in front
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
- Nair 7f
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
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. You might find that despite the myriad of options Pit has at his disposal, he can get easily edgeguarded. This is because you need to keep mixing up your recovery options in order to not get predictable. This is very important, because if you don't, Pit suddenly becomes way easier to edgeguard. Here are Pit's general options he can use to recover:
- His 3 aerial jumps
- arrow
- side-B
- up-B
- down-B
Changing the speed of up-B
On stages with walls, Pit can make his up-B go slower by hugging the wall (make your up-B go in the direction of the wall). Change up the timings and angles in order to keep your opponent on their toes when trying to two frameIn SSBU, a character is vulnerable for the first two frames of his ledge hang animation. A "two frame" refers to an attack that hit a character during those two frames you
Stages
Great
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Good
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Volatile
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Meh
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Bad
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Fighting SSBU
Neutral
Pit's neutral is flawed in two main ways:
- He is mostly grounded due to poor air stats, and is thus somewhat vulnerable to air camping
- His hitboxes are rather short and not that dangerous
These two flaws makes his neutral somewhat predictable, so the opponent can easily play around his options. Most Pit players will try to bait you into whiffing by dashing around before punishing you with one of his combo starters. The opponent can play around this by:
- Throwing out a move that is safe on whiff; at worst, he gets a Dash Attack in
- Not interacting at all and continue to camp him; Pit generally struggles against characters who are very mobile in the air
Overall, your goal is to make Pit whiff at a comfortable range for your character before going ham on him. Here are the moves you need to look out for (in order to whiff punish them):
Nair
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'PitNAir_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.You'll see this one A LOT. Especially online
Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'PitNAir_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Pit's best move, and as such the move you should be wary of the most. This move has two major weaknesses:
- It has short range
- It has a long animation
Dtilt
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'PitDTilt_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'PitDTilt_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Arrow
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'PitPalutenasBowMinimum_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'PitPalutenasBowMinimum_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Put the hitbox in full screen in order to see anything
Pit's projectile, and this his main way of attacking at long range. Getting hit by this isn't really rewarding, it's mostly used for harassing or stopping you from rushing in at Mach 5. Since it's a projectile, it has high endlag, so you're free to punish it however you want
- This move has blindspotsA space that can't be covered by none of a character's options at all diagonals
Dash Grab
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'PitDashGrab_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.The mid level Pit's best friend
Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'PitDashGrab_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Once Pit thinks he has conditioned you to shield his attacksIn reality, most Pit players will throw this out in neutral, regardless if you've been conditioned to shield or not, he will usually go for grabs more often. Grabs usually are easily punishable on whiff, so take this chance to go ham on him
Advantage
Combos
Mix your DIs up. This is the biggest piece of advice any Pit player can give in the MU against his advantage state. His combo game is heavily DI reliant, so knowing when to mix your DIs will add mental stack in the Pit player's head, which can make them mess up. Of course, this is universal, but this is particularly useful against Pit for reasons cited above
Juggling
A common Pit strategy when juggling is to shoot an arrow upwards in order to bait a reaction, before using his Uair to catch his opponent out of it. It is very effective, because if the arrow hits, Pit can catch a bonus option with his Uair if he's fast enough. Also, if you try to airdodge through his Uair, Pit can recover fast enough to hit you out of your airdodge with a move such as Dair
If the opposing character has an option that can help them bypass this (i.e a teleport), then please use it, but with moderation. Otherwise, it is better to simply retreat to the ledge
Edgeguard
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Ledgetrap
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Disadvantage
Landing
Pit is one of the best characters in the game when it comes to landing, thanks to his down-B. However, he is also very easy to juggle if he doesn't have access to it. This rarely happens, but if Pit ends up losing his down-B somehow, make sure to capitalize on it when juggling him
Recovering
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Tips & Tricks
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