Oniric Spriter
Smash Ace
- Joined
- Aug 21, 2013
- Messages
- 921
May I ask you a question since you seem to be very familiar with Pit? With arrows nerfed what do you use to approach people?, I've tried with F-Air or dash attack but sometimes I get punished (maybe it could be me being terrible). And I constantly feel I'm doing something wrong. Any tips you got for a future Pit main?From a 3 day perspective, Pit looks and feels amazing. I'm much more impressed with this character than I expected to be. This isn't really an informed/organized post, just ramblings that I'm typing out that I'm recalling from the past weekend.
Of course, his arrows were nerfed like we saw in the demo and they aren't that fun to use at all compared to Brawl/PM. No matter how useless it was, I'll miss arrow looping in this game (unless I use the custom arrows of course). But I have gotten some lucky gimps with arrows against characters with less than stellar recoveries. They're somewhat useful in neutral, but your opponent shouldn't really be getting hit by them all that often. And for those of you that don't know, you can stall your arrow charge by spinning back and forth like you can in Brawl/PM.
His grab game is what makes me love this character. Dthrow > Usmash from 0% is basically a guarantee on half the cast (I don't know how much vectoring affects this, but this was working on people who were constantly trying to correctly vector throws). And once the percentage is a little higher, Dthrow > UAir is your best option. It works on almost all the cast, minus a few at mid-high %'s like Bowser (yes, Bowser) and others. Even if you can't get the uair immediately, you can definitely chase them down and bait out an airdodge or an aerial with bad landing/end lag then go for the punish. There are a ton of options you can work with, and try to mix them up to throw off your opponent. Other than using bthrow near the ledge, I don't think I've used a single other throw than dthrow. If someone knows of other throw uses, let us know!
His ftilt is godlike. Sure it doesn't have the greatest killing potential unless you're in rage mode and you tipper it, but it comes out ridiculously fast and I use it constantly in neutral. The range makes pivot ftilt a fantastic option especially if you're trying to read rolls/techs, trying to outspace your opponent, or for punishing short range moves with a little end lag. It also does a good job of getting the opponent offstage, so if we can get good at edgeguarding (easier said than done) it'll be game over. I think this is either the best or second best move in his arsenal.
Having mostly studied and played PM Pit for the past year, I hadn't thought Fsmash would be that good. On the contrary, I think this is one of his two best kill options. It comes out quick and using it for roll reads is too fun. Just be careful you aren't throwing it out too much, because it can definitely be punished by grab/dash attack/disjointed hitbox.
When I played and watched the demo, I quickly dismissed Upperdash Arm as a terrible move. It's now tied with ftilt as my favorite move in Pit's set. Like the rest of Pit's game (and Smash 4 in general) it's made for reads, but pretty easy reads. Seeing an opponent charge a smash attack puts a smile on my face because I know I can get the punish off of it. I say once Pit reaches over 100%, this move becomes the best Pit has. I try not to throw this out often at all (maybe 2-3 times per match, if that) because once the element of surprise is gone, it's incredibly easy to read and bait out. So be careful about using this move, play your cards right, and maybe wait until you're over 100% so it won't be stale and you can get that early kill.
Jab is also great, and I love using it against characters like Mac (which is a character I believe Pit has the advantage over).
I've had good success with Pit over the weekend, placing 2nd in an online tournament and 3rd in an offline NC biweekly. The hardest matchup I've faced is Sonic. I have no idea how to deal with him yet.