FullMoon
i'm just joking with you
Thanks for the input guys, just some things I'd like some clarification on:
I think the arrows are such a big deal in the MU that Dark Pit's being so unflexible could put him in disadvantage against Greninja compared to Pit.
I did forget about the arms for recovering, but there's something about it that I want to ask about: does it always snap to the ledge or can it leave them vulnerable to an attack? I've Pit hit my shield while trying to recover with the arm before and that allowed me to get a punish and the kill, so I wanted to know more about it.Hydro Pump to gimp our recovery is a good tactic, but just remember we can recover in more than one way: Arms' horizontal momentum is a good option, and we're invincible while we use it. Bear in mind that a good Pit will be used to mixing up their recovery, so it's not as easy to gimp as you'd think!
I don't see how Dark Pit has the better Arm. Pit's allows him to kill Greninja from anywhere on stage at a reasonable percentage while Dark Pit heavily depends on where Greninja is and can take longer to kill. Sending Greninja offstage doesn't even make much of a difference because Dark Pit's arrows are a lot easier to navigate through than Pit's and so he has a much harder time edgeguarding us efficientlyPit has the neutral b advantage against greninja but side b advantage for dark pit. Yet it is great for Pit with his arrows. Be careful with you nair spacing because we can punish that fairly easy with jab, f smash, d smash, if you spot dodge side b, and so on. Just a little bit of add on info. This matchup is very even. Just be careful, Dark Pit may not be able to control his arrows as well but he can short hop them. Keep that in mind
I think the arrows are such a big deal in the MU that Dark Pit's being so unflexible could put him in disadvantage against Greninja compared to Pit.