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Smash Apprentice
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- Jan 17, 2015
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Try to jump as you dair - that always works with me.
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Waitwaitwaitwaitwait.:]
My training partner was the one to originally discover this, and I've been trying to do it consistently ever since, but the timing is pretty strict. I've had to put working on this on hold until after I'm 100% on my new controller. It's still aerial upperdash, so it loses kill power, but it's much safer, and as I said, I'm still hoping for low % combos.
Actually, credit goes to @Senshu for the original find. That's actually his replay I recorded from lol.Waitwaitwaitwaitwait.
There's a way to do this consistently? I've been looking for this since day one. I don't think there's any combos, but the big thing is hitting shields and grabbing them out of shield stun. You just found something absurdly OP if I'm right.
Long lag and short lag? Hm. An interesting wrinkle... Are you consistent enough to see if you can grab a non-perfect shielded hit on the short lag?Actually, credit goes to @Senshu for the original find. That's actually his replay I recorded from lol.
I'm having trouble getting it consistently, unfortunately, because the timing is really tight and my controls are new (gcc johns lol). But yeah, this has a lot of potential. Just remember that while the cool down (where he swings the arm up) is cancelled, the landing lag is not. I'm not sure how many frames the landing lag is, but you can still be punished out of it. Also, sometimes, you get the shorter landing lag, and sometimes the longer landing lag. Not sure what the trigger there is, and I don't have enough experience with it yet to say one way or another, which is why I haven't added this to my side b research thread yet.
Well, I've spent hours on this and never got it past a random occurrence. Sounds like you're further along then I am.no
The controls are simple in theory, though. Jump, and then side b. Too early, and you get grounded side b. Too late, and you get no landing cancel. I'm guessing the phenomenon is close to frame perfect, but I don't know much about that myself. (new smasher lol). You can explore landing cancel by itself, though, by landing with it out of a regular jump. The spacing is actually not that hard to get on the way down.
Yeah, landing cancel is 100% spacing based on height from the ground, so my hypothesis is that JCLC upperdash is just canceling the jump on the right frame so that Pit's height is correct for landing cancel to occur.Well, I've spent hours on this and never got it past a random occurrence. Sounds like you're further along then I am.
Lucario is really the only character Pit and Dark Pit will regularly struggle with. Everybody else is either neutral or pretty darned close to it and it's mostly based on the individual player. Other characters I think the two can end up struggling with are usually heavy characters like DDD and Link. Maybe Olimar since most of his moves are terrible at dealing with Pikmin...What character(s) are decent counterpicks against Dark Pit?
Thanks.Lucario is really the only character Pit and Dark Pit will regularly struggle with. Everybody else is either neutral or pretty darned close to it and it's mostly based on the individual player. Other characters I think the two can end up struggling with are usually heavy characters like DDD and Link.
ULTIMATE COMBO: (Repeat until ad nauseam causes to ragequit)Maybe Olimar since most of his moves are terrible at dealing with Pikmin...
DDD can be tough. I have problems with characters that have high priority air hitboxes. Link's options between his nair and dair are enough to make you not want to aerial him. DDD's nair beats damn near everything and he is normally able to block when he lands. I think the angels have a strong aerial game, so characters who take that away from them, take less damage, and have more oppurtunies to when the match, also a character like DDD is hard to edge guard, taking away more of our kill options.Lucario is really the only character Pit and Dark Pit will regularly struggle with. Everybody else is either neutral or pretty darned close to it and it's mostly based on the individual player. Other characters I think the two can end up struggling with are usually heavy characters like DDD and Link. Maybe Olimar since most of his moves are terrible at dealing with Pikmin...
Xacer's topic shows how to use it (and other ways to jablock) pretty well.What is that jablock combo with ftilt I hear about and is there any video of it? I'm curious to see an use for DP's ftilt as it feels inferior to Pit's. If that combo can be useful I'll probably start using DP.
Because screw this having an angel as a second when you play Ganondorf doesn't feel right.
recover a bit lower to ledge snap.I was fooling around with Little mac the other day and a Pit used the Guardian Orbitars to push my Up-B away and cause me to fall helplessly while Pit still standing on the stage. So i was wondering- what other recoveries can we neuter in this way?
DI left or right and you, but then you'll get hit by Fair, 50+% some characters can start escaping the combos, but wherever you DI to, Pit can follow up with most of the time Uair & Fair, sometimes Dair or Bair.I don't main Pit myself, but I came here to ask - is there any way to DI out of Pit's dthrow chains? I'm certain that at 0% almost anything is guranteed, especially on someone like Ness.
Which direction should I be going?
It seems I'll likely have a lot of self-destructs/get killed instead during off stage combat. Is this normal/to be expected when learning how to comfortably fight off-stage? Also, outside of throws for combos, what are Dark Pits main approaching moves? Is his Nair good for approaching, or is that awful?Hi there!
Dark Pit's typical style is to combo foes to a dangerous percentage. This is typically done with abusing the Down Throw into one of the following:
-Up Smash at lower percents, because it's pretty much guaranteed in most cases
-Up air or Forward air, depending on their trajectory (or neutral air)
Once the foe is at a dangerous level, he can use one of the following kill moves:
-Up Smash. This is a good option for airborne foes. If you get them in the air, you can jump to force air dodges and punish with the Up Smash, securing the stock.
-Back Air. There's a tipper on this move, and it has great knockback. I recommend doing this near the edge, facing away from the closest blast zone.
-Forward smash. You want to be very careful about throwing this move out, as it's highly punishable.
-Down Smash. The second hit of Down Smash has great horizontal knockback, and can spell certain doom for those with poor recovery.
-Forward Throw. Forward throw is an excellent kill option at higher percents, and I get many kills this way. Do this near the ledge, and try to keep it fresh.
-Edge guarding/gimping with forward air, neutral air or down air. This is where Dark Pit shines. His recovery options allow him to chase a foe to the blast zones, knock them into the blast zone or gimp them, and return with little problems. If you want to use Dark Pit, you must become very comfortable playing off stage. You also have to practice landing the spike on the down air. Edge guarding and gimping should be the way you secure most of your stocks. Use your back throw to set up edge guards.
Other notes:
-Your arrows are good for free damage, mind games and forcing a foe to come to you. There's quite a bit of cooldown on the move, so use them wisely. If you feel confident, you can try to gimp recoveries with them too.
-Electroshock Arm should be used to trade (super armor will usually come through for you) and knock opponents off for edgeguard shenanigains. I recommend keeping this move fresh, as it can score KOs near the ledge.
I'm more than happy to provide any more answers.
No, i mean, what recoveries can Pit screw over while standing on the stage- Little Mac is one of them, and i'm pretty sure Shulk can get neutered as well.recover a bit lower to ledge snap.
oh, sorry.No, i mean, what recoveries can Pit screw over while standing on the stage- Little Mac is one of them, and i'm pretty sure Shulk can get neutered as well.
I think you've got a decently solid grasp on Pit there-- he does have many good attributes, and in my opinion doesn't suffer that much defensively. He has respectable frame data and can escape combos, he's got a fantastic recovery (provided you know how to tech well), and great spacing tools. High tiers characters are still high tiers, of course, but in my opinion he doesn't have a big defensive weakness to be exploited.Recently been playing with Pit and I really like how he feels but I have a few questions.
My main is ZSS. Her primary weakness is shield/defensive play. I'm looking for a character that counters defensive and campy play well. Do you think Pit is a good choice? I know he's not really rush down, but I love his grab range, arrows are good, reflector is a bonus. Most of all I really like the range and disjointed hitboxes on his aerials since they seem to offer relatively safe approaches on shield. Just what I'm looking for. Would like to know from more experienced Pit players if my assessment is on or if I'm missing something.
Personally, I use dtilt the most. It's fast coming out, has less cool-down than ftilt, and similar (the same?) horizontal reach as ftilt. I use it most when I expect my opponent to grab or dash grab, as it catches them off their feet, but still leaves me with enough time to react if I mis-read my opponent. The low cool-down and knockback also means it's a good move to start aerial strings. Like fair, it's a relatively safe move to throw out. Of course it won't hit anybody not on the ground.In what situations should I be using his tilts? ZSS tilts have very specific uses, and Pit doesn't seem to be that way from what I can tell so I've realized that I don't really know how to use tilts in this game if they don't have a specific application.
I like using the U-tilt to catch rolls. Nothing a short-hopped aerial couldn't do, like you said, but it looks stylish.I'll give my two cents! Other folks may agree or disagree with me.
I think you've got a decently solid grasp on Pit there-- he does have many good attributes, and in my opinion doesn't suffer that much defensively. He has respectable frame data and can escape combos, he's got a fantastic recovery (provided you know how to tech well), and great spacing tools. High tiers characters are still high tiers, of course, but in my opinion he doesn't have a big defensive weakness to be exploited.
The one place I think he can struggle is in offence-- specifically, securing kills. He is comfortable going offstage for gimps, and has good kill potential in unstaled fsmash, usmash, fthrow, upperdash arm, etc. But if an opponent is recovering smartly and you've staled your kill moves, you might find yourself in a pickle. It's one of the reasons why Dedede is a hard MU for Pit; his multiple jumps and up-special make him hard to gimp, and his... girth... means he doesn't die any too early. That leads to Rage and actual rage.
Personally, I use dtilt the most. It's fast coming out, has less cool-down than ftilt, and similar (the same?) horizontal reach as ftilt. I use it most when I expect my opponent to grab or dash grab, as it catches them off their feet, but still leaves me with enough time to react if I mis-read my opponent. The low cool-down and knockback also means it's a good move to start aerial strings. Like fair, it's a relatively safe move to throw out. Of course it won't hit anybody not on the ground.
Pivot ftilts are absolutely amazing, especially at catching rolls. Ftilt also comes out quite fast, and can be used as a quick punish, but its increased knockback compared to dtilt means that it becomes harder to combo out of after certain percentages, and it has more cool-down than dtilt. But it can kill with the sweet spot, right at the tip of the blades, and increased knockback sets up for edge guards.
Utilt though... I don't use that move very often, honestly. It's kind of weird, because I don't really see it having a use that usmash or a short-hopped aerial don't already provide. I suppose it's shorter cool-down makes it safer to whiff than usmash. I'd love to hear how other Pit mains use this move, if they do use it at all.
Pit isn't the best suited for offense, but he's good at dealing with defense and campy play. Anti-camp would be the word you're looking for, and that's something I'd say Pit does well. His arrows are highly versatile because you can control them. Characters like Link or Duck Hunt need to watch out for Pit's arrows because they can be aimed around their projectiles, and reflectors mean nothing to Pit because he can just reaim them at the last second so they won't hit him. Only characters you need to be particularly careful with your arrows are ones that convert it into something else like G&W and Ness or characters that can really move and guard it like Megaman and his custom Dspecial or Rosalina's Luma.Recently been playing with Pit and I really like how he feels but I have a few questions.
My main is ZSS. Her primary weakness is shield/defensive play. I'm looking for a character that counters defensive and campy play well. Do you think Pit is a good choice? I know he's not really rush down, but I love his grab range, arrows are good, reflector is a bonus. Most of all I really like the range and disjointed hitboxes on his aerials since they seem to offer relatively safe approaches on shield. Just what I'm looking for. Would like to know from more experienced Pit players if my assessment is on or if I'm missing something.
In what situations should I be using his tilts? ZSS tilts have very specific uses, and Pit doesn't seem to be that way from what I can tell so I've realized that I don't really know how to use tilts in this game if they don't have a specific application.
Also is there frame data available for pit somewhere?
Edit: found the frame data
no one consistently plays him. Nairo does the most, but even he will switch it up with pit, zss, and some times robin.I'm looking for gameplay footage of the leading Dark Pit players. I've seen Shofu, Zero and Nairo play, and I'm wondering who else to watch.