Wintropy
Peace and love and all that jazzmatazz~! <3
- Joined
- Aug 28, 2014
- Messages
- 10,032
- Location
- Here, there, who knows?
- NNID
- Winterwhite
- 3DS FC
- 1461-6253-6301
The super armour thing is a strange point, alright. It happens to me too, and as far as I know, there is no definitive data to demonstrate why it sometimes works and why it sometimes flubs. You just have to grin and bear it. My advice would be not to use it until the opponent is above, say, 120% and you've got the kill confirm. Likewise, don't rely on brute force to win with it: you need to be savvy with it and hit when their defenses are down. Pivot side-b can work if they're not expecting it, but you'll want to condition them into reacting with an approach or unsafe move before trying this.The main prob is that I really don't know what I should do. Sometimes I have a real bad luck in the fights and get even out-priotized out of the super armor animation which really sucks. Secondly, I read the opponents too soon and get punished. On the other hand I play against people who are on a really high level who can abuse their brute force very well and don't need to play as intensive as I have to do.
Well, what else can you do with Pit when you're outclassed? Shoot an arrow? > Too much after-delay against fast characters like Shiek/Sonic. And don't get me started how slow they have become. I could triple-loop them in Brawl - now I have to struggle with a short range and predictable route and cannot do any sly tricks anymore. dAir for an meteor? Well, if you have bad luck, it backfires and pushes the rival up instead down because of some inches. fSpecial? Predictable and can be easily grapped. Even when you trick them to do a ground-based fSpecial it still leaves you wide open in the air. At least it's helpful for grapping the edge. nAir? It needs to connect with the last hit for the maximum effect. Well, I should be grateful that it is still a great escape mechanism. fAir? Imo too much start-up frametime if you compare it to other characters. At least the jumps and the recovery move are still working like charms for me which is quite something.
I still stand by my points: Better arrows and more priorities would do the trick for me.
As I say, don't bother shooting arrows against fast characters. Let them come to you instead. Jab (not infinite!) is good for stopping approaches, as is d-tilt. F-tilt is too slow to be really reliable in that respect, but if you're running back and they're trying to play footsies with you, a pivot f-tilt to the face can be very useful.
D-air spike should only be used very sparingly. I have an awful habit of edgeguarding by trying for a d-air and it's extremely predictable. And anyway, it's not something you should be rushing into: practice getting the timing right and knowing when best to use it. With good timing, you can d-air -> jump -> d-air for two separate strikes. It's not a matter of luck, it's a matter of timing it right and knowing where the sweetspot is, which means it's very effective if used correctly, but almost useless if smacked about without proper aforethought.
I don't have much of an issue with f-air, honestly, I just make sure to use it when I'm just skirting the opponent's hitbox. As with any of Pit's moves, you want to keep just the right amount of distance, as his blades have a sweetspot at the tip and are - for the most part - too slow to warrant reckless use. Condition your opponent into chasing you and then hit them with f-tilt on the ground or f-air if they try to approach from the air. It's all about baiting and punishing, everything about Pit means you have to think carefully and avoid brute force wherever possible.
That's about as much advice as I can give you. If you don't think Pit is working for you, I'd suggest either working with what you've got or trying another character. Yeah, faster arrows and higher priority would be nice, but we've got to play with the character we have. Just find whatever works for you and enjoy doing it, alright?