Don't fret Lancer that was a big help! Is it the multi-hit nature of fair that makes it pretty safe? I don't really know what I am defining as safe since I have not really thought about the concept in the Smash series yet.
So you generally keep it back and then use the nice range on his airs to react to enemy approaches? I think that will be my starting game plan.
Fair has lots of reach and it's quick. Not much damage though. Ftilt would probably be better, since it does 10% with the edges of the swing.
Another site noticed that Pittoo's FTilt has much less knockback overall than Pit's.
And after running some tests, I discovered that person was completely right.
Maybe these threads should be de-merged or some more tests should be done.
EDIT; Fixed the link. That was embarrassing...
It's still just one move, although there's probably another somewhere to make up for it. I'd understand if it could combo, but Pit's combos about as well. (Which is to say, not very.) DP is still more-or-less an extension of Pit.
I'm warming up to Pit a bit. I think this is a character that I will warm up to more and more the better I get. I'm still locked in around 60% win rate in For Glory but that's because I have so many losses. I feel myself getting better. Since your jab and dash attacks and other stuff only does a slight launch, it's a good way to bait into an up smash -> air juggling, or a f-air, and I'm getting better at baiting stuff too.
I'd like to hear some "combos" that you guys use to rack up damage, or at least attacks that you commonly use together even if they're not proper combos.
I kind of wish Pit had Dark Pit's side-B, but I think Pit will always be the viable one because of the arrows. Dark Pit's are basically uncontrollable and I sometimes have to curve my arrows on Pit up to hit a jumping target, or sometimes I like to shoot while I'm off stage since I can get a couple of arrows off and still recover if I get sent flying, and of course shooting at off stage opponents that YOU send flying, and both requires aiming.
So I definitely wouldn't give up Pit's arrows at this point for Dark Pit's side-B.At this point I see no reason why anyone would use Dark Pit.
Custom moves are banned in For Glory and will most likely be banned for tournament play, (besides maybe the crappy official Nintendo ones, which even play with stage hazards...) so I won't factor that in to what I'm saying.
Why just stick with one? You admitted yourself DP has uses. DP's arrows aren't as bad as they look, either. His are faster and deal more damage, probably beating out Pit's in the pure spam department. Pit's are for hitting opponents offstage and such. Yaknow, it's a balance. Same with the Arms. Ftilt still baffles me though...
Really though, use both. DP is 1000x better at dealing with Macs solely because of Electroshock. Seriously, I don't think they can get around it when recovering.
Combos? Dthrow to aerial, DA has some follow-ups, sour Ftilt to Ftilt (at like 0%), and Uthrow to arrows off the top of my head. There's some potential aerial to Utilt combos I've been looking at, too.
Can anybody test out the knock back differences between Pit and Dark Pit's Down Tilt, Up Tilt, Forward Smash, Down Smash, Up Smash, and Back Aerial? I'd love to test it myself but I'm holding out for the Wii U version. I honestly doubt that Dark Pit doesn't have one advantage over Pit after seeing that Pit's Ftilt is stronger than Dark Pit's. I'm especially interested in the Down Smash and Back Aerials, since I've heard that Dark Pit's are stronger but I haven't seen confirmation.
Nothing immediately obvious, but I haven't had time to compare KO%s to what I've wrote in my guide, either.
A lot of people (myself included) feel that Pit is more of a sword user ish character then ever, and plays in a similar vein to Marth now. Do you agree? Do you feel this is (drastically?) dissimilar to how he is in brawl?
It's really hard to say. Spacing is definitely more important now, but Pit is still just as flexible as ever. Most moves are different, but his general style remains. I'd like to see more of 4 Pit (and Brawl Pit TBH) before we say they're vastly different.
Do we think that there is ever a reason to use Orbitars on the ground to block physical attacks rather than your regular shield? The special provides more pushback, kind of acting like an advancing guard in MvC2, though I think unlike that game I do not know if there is any use for it since there's no concept of resetting pressure or ranged punishes. I guess they could whiff their next attack because they are not used to the spacing, but even then we're probably better off with an OoS punish.
Using it grounded for attacks seems to be useless in general. Even for pushing you should SH and move into the opponent. It's best used in the air for blocking attacks, since you can at least move away while doing so.