![]() ![]() Pit's up air has a very long active hitbox, which hits on both left and right sides, making it easy to catch your opponents. Bair is -8 on shield, making it a good attack to pressure shields with proper spacing. It is also one of Pit's few KO moves, so you can use this move when looking to KO. Back Airīair has great range and knockback power. It must be spaced properly or else an opponent will be able to punish it out of shield. ![]() However, it has little knockback, and is a weaker aerial attack. Pit's forward air has better range than nair, so use it in the air to keep your opponent in check. However, it has a short range, so it is easy for your opponent's attack to out-range nair. It also has a lingering hitbox, allowing you to use it to prevent recoveries. Pit's neutral air comes out fast and can cover all around him, making it useful as a get-off-me attack. (← or → Opposite of the direction you are facing + A while airborne) (Hold ← or → in the direction you are facing + A while airborne) The second attack behind comes out later, but is more powerful, and can setup for an edgeguard. While the the first attack to the front comes out fast, its knockback power is mediocre and it sends opponents diagonally away, making it difficult to KO with. Its fast startup makes it a great out of shield option. It is a fast attack despite it being a smash attack, and can be used to catch an opponent's air dodges and as an anti-aerial. It can send your opponent very far, so even if they do manage to survive, you can go for an edgeguard to prevent their recovery. Pit's forward smash has high knockback power. Due to Pit crouching during the attack and its short endlag, it can be hard to counter for your opponent, especially if followed with a buffered spotdodge, making it a good tool for poking. Down Tiltĭown tilt is a fast attack with few cooldown frames. Generally, you should use up smash instead of this attack. Pit's up tilt comes out fast, but it has short range, which makes it difficult to land. Pit's forward tilt has great range, but noticeable end lag, so only use it against opponents who have shorter Pit can outrange. Pit's dash attack comes out fast and should be used at mid ranged distances to catch landings or whiff punish. Since there is a 3 hit and rapid jab variant, you can hit an opponent's shield once or twice with the jab, before dashing away and coming back in as a mixup. Pit's jab comes out fast, so it can be used as a get-off-me attack for persistent opponents. ・Struggles to land after being put in disadvantage ・Down Special can reflect projectiles and shield attacks ・Very good recovery (Multiple Jumps, Up Special, Side Special), allowing for edgeguards See Our Tier List Here! Pit's Strengths and Weaknesses Strengths If you can get the hang of edgeguarding with him, through use of moves such as Nair and arrows (B), this problem can be somewhat remedied. Pit's main weakness lies in the fact that he doesn't have many moves that will take stocks early, which can make it difficult for him to KO. This makes Pit a rather easy character for almost anyone to pick up and play. Smash Ultimate Pit is a bit of an all-arounder, with access to a good projectile in his Neutral Special (B), a reflector / shield in his Down Special (↓ + B), and several moves with good range (Dash Attack, Forward Tilt, Neutral Aerial, etc). I've heard Pivot grabs are pretty good with him as well, but I don't use them much.An all-arounder with several useful tools You're even able to recoverįrom the very bottom of the stage if you have to. Dark Pit/Pit has really good recovery with the multijumps and Up-B. Back throw is great for getting people offstage.ĭon't be afraid to go offstage. Forward throw is always a good kill move if your opponent is playing really defensive at a high percent like 160%. This helps me because it gives me a bit more time to get an idea of where the opponent is going to be. To stall the charge time and make it longer, you charge up your Neutral B and flick back and forth like you're dashdancing. This is a personal thing for me, but what I do with Dark Pit, since you have less control over your arrows than Pit does, I stall the charge time for my arrows. ![]() That's always satisfying.Īlmost never use the flurry variant of your jab. Even earlier if you manage to catch them offstage with it. It's risky, but it's a decent kill move at the edge from 140% without rage. Just be wary of your opponent's DI.ĭark Pit's Side-B, The Electroshock Arm sends foes flying diagonally compared to Pit's Upperdash Arm, which sends them vertically. Hope they help!ĭown throw to Nair is a really good combo. ![]()
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