Neutral
Movement
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Shield Pressure
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- 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
Disadvantage
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
- 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
- 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 (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 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
- 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
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
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