Tycon
Smash Rookie
- Joined
- Aug 3, 2015
- Messages
- 9
Can't decide which Pit I prefer more atm where certain match ups heavily favor one side-b over the other (lights with pit and rosa + heavies with Dark pit). F-tilt into jab lock for DP and kill option for pit is also a toss up (F-tilt in neutral isn't that great either way). The general consensus on their differences in a general sense is that DP's Side-B is better and Pits arrows are better.
As far as arrows go, pits gimping power is hard to ignore with major arrow control along with the extra range. However the slightly faster arrows with a bit more damage and knock back seam better for horizontal poking. Versatility wise Pit's arrows are hands down superior, however exactly how much worse or far behind are Dark Pits?
The extra damage reward might not sound like much but a few % add up on multiple arrows and slight tilting of arrows does offer advantage for shield poking and hitting short characters without steering the arrow into the group. You can still full hop arrows with a down curve on tall characters and off stage with little problem. The uncharged range is a bit of a bummer though.
As far as gimping goes, pit's recovery is great so physically edge guarding off the stage or using down-b to gimp feels more reliable.
The arrows don't seem irredeemably worse and Pit's side-B isn't awful as it still has plenty of uses. They are still mostly the same character.
Also if anyone could give any clarification to me on the increased damage on DPs arrows and side-B if they reach the break points in shield stun making them technically slightly safer on shield? (I'm sure the knock back increase does nothing/little against shield)
As far as arrows go, pits gimping power is hard to ignore with major arrow control along with the extra range. However the slightly faster arrows with a bit more damage and knock back seam better for horizontal poking. Versatility wise Pit's arrows are hands down superior, however exactly how much worse or far behind are Dark Pits?
The extra damage reward might not sound like much but a few % add up on multiple arrows and slight tilting of arrows does offer advantage for shield poking and hitting short characters without steering the arrow into the group. You can still full hop arrows with a down curve on tall characters and off stage with little problem. The uncharged range is a bit of a bummer though.
As far as gimping goes, pit's recovery is great so physically edge guarding off the stage or using down-b to gimp feels more reliable.
The arrows don't seem irredeemably worse and Pit's side-B isn't awful as it still has plenty of uses. They are still mostly the same character.
Also if anyone could give any clarification to me on the increased damage on DPs arrows and side-B if they reach the break points in shield stun making them technically slightly safer on shield? (I'm sure the knock back increase does nothing/little against shield)