
>

, but they're practically interchangeable (in my opinion).
Differences:
-> Arrows
-> Arm equipment
-> F-tilt
(-> Final Smash)
(-> Taunts)
(-> Palette colours)
Arrows:

's bend wholly, while

's merely angle marginally (for those initiated;

's arrows bend the way

's arrows do in Brawl when their trajectory is adjusted by C-stick tilting).
The damage is also different (I'd promptly refer you to other sticky posts here on the Pit boards to retrieve all the percentages): while uncharged, the discrepancy is scarcely perceivable, but when fully charged you'll notice that

has significantly stronger arrows.
In my opinion:

's arrows are invaluable for as far as gimping is concerned. If you are opposing characters that have a lousy recovery move and solely 1 jump, one single arrow can get you a stock at literally any percentage. Too gud ;3 Also, the damage that accumulates from singularly weaker arrows is higher, eventually, than the fewer ones you'll manage to land with

's arrows every now and then.
Winner:
WORTHY OF MENTIONING THOUGH:
Nothing beats the rambunctious sound of

launching an arrow.. It sounds like some heavy ballista launching a volley of obsidian-edged arrows o.o.o
Arms:

uppercuts with force, while

hammer fists with lightning infusion.

's arm equipment seems to be more favourable against lightweights. One of the main reasons the latest (officious) Japanese Tier List elevated

above

is because the Upperdash Arm kills higher tier lightweight characters (LIKE BLOODY

,

AND

) more reliably (in addition to the arrow gimping).

, for instance, dies as soon as he hits 105% (or barely even that percentage) when struck by the arm, anywhere on an Omega stage (below the 105% threshold DI'ing will play a paramount role).

's arm is more favourable against characters that have poor recovery options and a single additional jump. Against

it's a solid move to get him off-stage, and force him to recover with his up-B, thus allowing the Pit player to exhibit some classy Orbitar-gimping :D
This latter option is a bit situational though. Also, to kill people with the Electroshock Arm, the positioning of the opponent plays a crucial role (imperative of it to be at either side of the stage, not in the centre), while

's arm will universally kill at a certain percentage.
Winner:
F-tilt:
F-tilt is nigh on identical, and the only difference is the knockback on the move.

's sweetspotted, 10%-hit F-tilt will kill reliably when positioned at either ledge, while

's won't.
(Evident)
winner:
(Final Smash):
Who plays with items on anyway.. Anyway

wins because he goes superunicorncakeomegasaucedivineYGOGodCardSLIFERTHESKYDRAGONcyborg-mode, and absolutely berserk.
(Taunts):

Wins; he's got some serious sass
(Palette colours):
Turquoise + Lavender winged

all the way. Purple

is neat too
Winner:
Uncontested
------------------------------------------------------
Bottom-line:
A

player is a

player, it's just that, deviating from the default

selection, I typically resort to

whenever I find his Electroshock to-the-side punch useful against some characters. Otherwise,

has more, gimp-, troll-, and kill power. Essentially however, you'll still find that what composes the core of either character's gameplay (grabbing, jabbing, aerials and tilting) is, similar and even identical if it weren't for F-tilt. I typically do not use arm equipment to kill either, but instead opt for an F-throw / F-smash / F-tilt / off-stage F-air gimp / off-stage B-air kill anyway. Then again, I really favour the OG angel for his arrow flexibility though; this has netted me some early stocks xD