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- Part 1: Basics and General Game Plan
- ------------------------------------
- • Nair
- - Dtilt > Nair can set up shield pokes, and is good for pressuring in neutral.
- - Landing Bair > Nair can also be good for pressure.
- - Your follow up after Nair should depend on DI. You have to go for a dash attack or a dash grab instead of they are sent low, especially on heavies/fast fallers. You could alternatively go for a tech chase or even a jab lock. Dsmash covers missed techs, techs in place, and rolls behind. Dash cancel Dsmash covers tech roll away.
- - Don't overchase the opponent.
- - DD hitboxes don't scale with %.
- • Ledgetrapping
- - Nair can cover jump and neutral get up, plus you can drift back with it to cover roll.
- - You can Nair offstage to cover ledge drop DJ aerials. Get-up attacks can be baited and punished.
- - Nair can condition people, and once you've conditioned the opponent, you can use Ftilt as a hard read on RG or GUA.
- - Bair can cover ledge roll and ledge jump.
- - Dsmash hits almost everyone hanging on the ledge. It can also cover ledge roll.
- - Fsmash is a hard read on ledge roll and GUA.
- - Usmash is a hard read on ledge jump.
- - Fair beats ledge jump.
- - Side B for super hard reads.
- - Dair can hit ledge hang, jump, and neutral get-up.
- - Use Nair to condition folks and then go for the harder reads.
- - Dtilt can bait.
- • Offstage
- - Against recoveries that are hard to challenge, you can try 2 framing with Dair.
- - Against linear recoveries like DK's or Bowser's, FF Fair is effective.
- - No-hitbox recoveries can be intercepted by Nair.
- - Multi jumps can wait out any recovery.
- - Use arrows only when you have time.
- - Try to follow up landed arrows with more arrows or an edgeguard.
- - Don't shoot an arrow after a missed one.
- • Juggling
- - Drift to the sides of the opponent and hit with the side of Pit's Uair.
- - Usmash is best for hitting opponents who try to challenge it or whiff something.
- - Utilt can be used to frame trap airdodges and call out jumps.
- • Disadvantage
- - Orbitars are situationally good against slower attacks, slower characters, and those with poor grab ranges.
- - Don't land on top of people with Pit.
- - Mix up drift after hitting a shield with aerial Side B.
- Part 2: Pit or Dark Pit?
- ------------------------
- • Scenarios in which Dark Pit is better than Pit
- - Dark Pit is better in any MU in which the opponent has to approach you, is someone who uses a lot of projectiles/camps a lot, or if arrows won't be particularly useful for offstage play. (Ex. Zelda, Samus/Dark Samus, Cloud, Marth/Lucina)
- - In some matches, Silver Bow is better for edgeguarding. In these MUs, the character may have good air speed and air acceleration, or really good burst options for recoveries. (Ex. Terry, Ryu/Ken)
- • Stages
- - Dark Pit does better on big stages, because his arrows are better for camping and playing defensively.
- - Pit does better on small stages, because you'll have less room to camp with arrows, and you'll probably have to edgeguard more. In that case, you need his arrows, which are great for covering low recoveries.
- • Why Pit?
- - Pit is better in MUs in which arrows aren't a key part of your game plan. That may be because you're not going to be camping much or for at least one of the other reasons below.
- - You're facing a character who will always outcamp Dark Pit, such as R.O.B.
- - You're facing a heavyweight, who doesn't care about arrow damage and will be hard to set up tech chases on.
- - You're facing fast characters such as Roy/Chrom.
- - The opponent has to recover low, has very low air acceleration, or lacks good burst options for recovery. (Ex. Donkey Kong, Ice Climbers, Fox, Marth/Lucina)
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