How to Beat PIT and DARK PIT in Super Smash Bros. Ultimate

แชร์
ฝัง
  • เผยแพร่เมื่อ 31 ม.ค. 2025

ความคิดเห็น • 49

  • @MoncusB
    @MoncusB 2 ปีที่แล้ว +6

    You should mention one reason they are difficult to edgeguard is the side B. If your not a character with a counter, it’s very difficult to challenge if they use it to snap to ledge. This makes gimping them very difficult with most of the cast. Landing orbitars are one of their safest bets when trying to land and then the mind game mix ups of whether they’re going to use orbitars or throw out an aerial landing is tricky. If you attempt an aerial on their orbitars, you can often get punished for it and hitting above or below is actually very difficult and most characters don’t have hit boxes that make it easy.

  • @BlueWokou
    @BlueWokou 3 ปีที่แล้ว +11

    Somebody posted this in Pitcord and asked for fact-checking so gonna post some stuff:
    For stages, Pits don't really have a bad stage. PS2 is pretty solid for platform extensions, and is helpful if Pits are trying to zone, though you are correct about how it can mess with their recovery a bit. I'll get into that a bit more later, though. Most stages for Pits are a fairly even mix of pros and cons, and stage choice will depend mostly on what the Pit is comfortable with and what your character can exploit about him. I think the only stage (among Tourney-legals) which deserves special mention is Town and City, as both platform layouts can give Pit some pretty crazy kill confirms, potentially killing characters like Bowser off a grab at 0% from center stage, and still killing less-comboable characters around 30-50% if you get grabbed in the wrong spot.
    For moves to watch out for, you mentioned combos and aerials, but special mention should be given to his grab, Nair, Bair, and Dair. Pit DThrow combos regardless of DI for a long time, and BThrow and FThrow can both lead into some particularly nasty combos at 0% depending on the character you're playing. Even when DThrow stops being a guaranteed combo throw on DI out, DI out on FThrow will usually be killing and DThrow will still combo into Uair for a kill on DI in, making it a deadly DI mixup. At high enough percents, even if Pit grabs you with his back to the ledge, UThrow can still kill starting around I think 190% on midweights. Getting grabbed by Pit is almost always *really* bad.
    Nair is *completely* ridiculous, and very underrated since most people only know about how there are certain situations in which it won't work. 'Inconsistent' is not really the right term here though, since these situations are in themselves consistent, and it will work unless you use it in these situations. I wrote a guide for Pit players on how Pit nair's mutlihit hitboxes work at docs.google.com/document/d/12A34O6tKhh9ddq5Cj8Gefbbov8chsUFxVXudmGV_42w/edit?usp=sharing and it could also prove useful for playing against Pit. Quick highlights are 1: The lower two hitboxes have the most hitstun, with the lower back hitbox also having the highest priority, meaning that rising Nair will be more likely to work than falling Nair, particularly if Pit starts at the same height as or below you. It will also usually yield true combos on dragdown only if Pit is jumping up to a platform with it. 2: It is most disjointed above and in front of Pit, since no part of his body is occupying that space, and least disjointed below and in front of Pit, as he sticks his foot out in front of him a bit during the attack. 3: This is not entirely related to the multihits per se, but is still important to note. Pit's Nair when properly autocancelled is only -6 on shield. The final hit hitbox is also more disjointed than the multihit hitboxes, by virtue of being one large circle instead of 4 smaller ones. Additionally, Autocancel Nair is a frame 7(including jumpsquat) out of shield option for Pits. Altogether, this makes Pit Nair one of the best aggressing OoS option in the game(as opposed to something like G&W Up B, which is fast and hard to punish even if you block it, but ends up with G&W unable to really continue pressuring you if he didn't hit you with it). It's quick, hard to punish, and keeps Pit perfectly in range of smacking you if you try something. Its multihits are also fast enough to prevent you from parrying the final hit if you blocked the second-to-last one. I believe some characters can do some shield-angling shenanigans to avoid the second-to-last hit hitting their shield which allows them to parry the final hit, but I wouldn't know which characters those are off the top of my head, nor what exactly needs to be done in order to do so. Also, kind of secondary to all of that, Nair is a very solid edgeguard tool, sending at a fairly low angle, and works consistently when done by fastfalling below the opponent and then catching you with double jump Nair, which also happens to make use of the most disjointed hitbox of the multihits.
    Bair is Pit's safest button on shield at -4 Sweetspot/-5 Sour(which I don't think I've ever actually hit someone's shield with, since sweetspot takes priority). Sweet Bair is a solid kill move at higher percents, and can combo into grab or Nair at lower percents, leading to plenty of damage. Sour Bair also combos into grab at 0, and is a generally good combo tool at low and mid percents, even being a kill confirm into sweet Bair at mid-high percents. If a Pit is struggling to find kills, Bair or grab are probably going to be the main things you'll see them trying to connect.
    Dair is a generally solid button that, while it finds its greatest use mid-combos, is not bad for edgeguards or in neutral, and can help with landing, too. I'd have called it huge if not for recent DLC, but it's still a sizeable hitbox that comes out frame 10, and lingers for 3 frames which, while not fantastic, is certainly useable, especially since for some reason the hitbox behind Pits doesn't go away after he's moved to the front end of the swing, only going away after all 3 frames of activity have passed. Dair is -8 on shield, which is not great, but also not awful, and it leads into some of Pits' deadliest combos, both with the spike hitbox and the hitboxes which send up, depending on percents. There's even a percent window on all characters at which rising fullhop or double jump Dair spike against a standing opponent will combo into Fastfall lower-front hit of Nair, which is the highest hitstun hitbox, making this lead into kill confirms on the entire cast around 75-90% depending on character IIRC. Many characters can even get hit by rising Dair spike after grounded footstool, making Dair particularly effective out-of-shield against their aerials. Pikas and Pichus take special care, you're the easiest ones to do this to if you misspace an aerial, and you die fairly early from it.
    (Part 1)

    • @BlueWokou
      @BlueWokou 3 ปีที่แล้ว +7

      Toward weaknesses: As you may have noticed from the amount of kill confirms I've already mentioned, the Pits struggling to kill is somewhat of a misconception. They do have to commit fairly hard to get *early* kills, at least without an early edgeguard, but the most important kill confirm they have is something I've not mentioned until now: DThrow Bair. Somehow the misinformation that DThrow Bair only worked on DI in got around, but DThrow Bair works on all DIs on every character in the game for a fairly large percent window, depending of course on how close to ledge Pits grab you. Dark Pit can kill you *earlier* on DI in with DThrow RAR Up-angled Arrow into Bair depending on your character, but in general DIing DThrow out at the lower end of the DThrow Bair perecnt range is more likely to get you killed, not less. Eventually DI out will cause the Bair to whiff when it wouldn't on other DIs, but that doesn't make it not a confirm in general. Additionally, DTilt can combo into Bair or Uair depending on DI, and DTilt Bair is just a true kill confirm on some characters as well. UTilt Uair kill confirms everyone, and once it starts working it'll keep working for like 200 more percent or something ridiculous like that. Dair and USmash out of shield are a bit situational, but kill at perfectly reasonable percents if the situation calls for them. FSmash and DSmash are quick to come out, FSmash being frame 10 and DSmash being 5, so they're not lacking in quick callout buttons either. And, of course, there's their edgeguarding. While Pits aren't going to be stumbling into kills like the character I mained before them, Roy, they can get their kills pretty reliably once those options start killing.
      For struggling to land... Kind of? Like, yes, but yes with a footnote saying *If you're very patient and don't get thrown off by a BReverse Orbitars or a fastfall neutral airdodge or hit by their quick, decently large Dair hitbox. I'd say patience is key when trying to juggle Pits. If you're too proactive, you risk getting flung into the sky by Orbitars' windbox or caught in a combo from non-spike Dair. Try to pressure them into picking options too early without using any actual attacks yourself and then punishing their options on reaction. Also, be ready for them to try to just immediately go offstage to get back down. They're likely to be stronger than you offstage, and their options for getting off ledge aren't bad either. Ledgehop Nair autocancels, and I believe is immune to the shield angling trick some characters can do to parry Shorthop Nair. Ledgehop Uair can be deadly if you try to catch their getup option from above; Landing Uair hits 1-4 can combo into USmash or grab depending on the hitbox which connects last. Ledgehop arrow can mess with attempts to stand out of range and punish with a dashgrab/dash attack. And Ledgehop Orbitars can throw off attempts at proactive ledgetrapping while either giving Pits some breathing room by pushing you away, or breaking on your Smash attack and giving them a chance to punish hard(Orbitars breaking actually has less lag than manually dropping the Orbitars does). So, try to keep them from drifting offstage if you can, while also being patient and waiting for them to choose an option first. Makes it a bit harder to keep them in disadvantage than it may seem at first glance.
      I somewhat addressed inconsistency already. Pits should be aware of what situations their moves don't work in, and simply choose other moves for those situations. If the Pit you're playing doesn't, definitely abuse that, but that's a player fault, not a way to beat the character IMO. Knowledge of which situations Pits' buttons won't work in can help you fight them a bit, though, I guess. USmash is likely to drop if they hit you way near the top of the hitbox, and can whiff shorter characters/pancaking aerials on the scoop. Fastfall Nair almost never connects in its entirety, and even normal max fall speed Nair can drop on characters of a certain floatiness(This is a thing I recognize more through instinct than hard numbers, sorry). Fastfall Fair is also likely to fail if the fastfall is done too soon and the opponent doesn't fall fast enough. FSmash 2 can whiff sometimes if the opponent is airborne and slightly above Pit. And UTilt 2 can whiff very occasionally if the Pit slides a certain way with it, though against characters of weight 96 or lighter, this actually lets Pit combo into a grab*/force a tech situation(the knockback angle of UTilt1 depends on the opponent's position, so Pit just has to react here), so UTilt 2 whiffing can actually be a good thing for the Pit player. Similarly, if the Pit forces an opponent of weight 96 or below to fall out of a fullhop fastfall autocancel Nair on the sixth hit, and the sixth hit connects with the lower-back hitbox(which has the highest priority), that will actually combo into USmash, and sometimes UTilt depending on the opponent's distance from the ground. If the opponent drops out of the same type of Nair on the 7th hit, this can combo into DSmash on certain fastfallers, and DTilt, UTilt, USmash, or grab on Pichu. A UTilt here can also force a jump from characters of... I believe again weight 96 or lighter assuming they don't don't have a frame 2 Airdodge, though I was dumb and didn't note exact weights anywhere except some tweet I don't really wanna go looking for right now.
      *Technically UTilt 1 is only +5 on characters above a certain weight, but the only character in that weight group with a frame 1 escape option is Marcina. Everyone else gets grabbed if they're still airborne on frame 6.
      To recovery: multiple jumps and Side B gives Pits a reasonable amount of mixups for recovering, but if they're running out of resources, yeah, their recovery is very exploitable. *But*
      On stages that allow for characters to pass underneath, with just an airdodge and 2 of their 3 air jumps, Pits can, without going particularly close to stage, reach a point underneath the stage from which Up B can snap to either ledge; It's impossible to tell which ledge the Pit is going to until they're already a few frames into the Up B. And if they still have all 3 airjumps available, they can practically just stay in the magnifying glass until reaching that point if they so choose. This is the biggest issue of recovering with Pits on PS2, and Kalos and Yoshi's as well. On other stages, you need to challenge them while they're still so far away from stage, which some character strictly cannot do without dying, and many cannot do without being much more limited than the Pits are. On stages with lower walls, the Pits' recoveries are very exploitable if they're forced to Up B, and still only really okay otherwise.
      So, yeah. That's my opinions on the video as a lab-rat Dark Pit main. Generally a solid *start* to the Pit mu with few outright flaws, but could easily crumble against more technical/knowledgeable Pits without a little bit more info.
      (Part 2)

    • @BeynT.
      @BeynT. 3 ปีที่แล้ว +2

      @@BlueWokou Thanks dude, this is some great advice. Do you have any advice on beating (airborne) pit down b? I have been struggling a lot versus that.

    • @sathvikchillapalli5977
      @sathvikchillapalli5977 11 หลายเดือนก่อน

      no@@BeynT.

  • @ShimmeringVapidCoal
    @ShimmeringVapidCoal 4 ปีที่แล้ว +6

    Updated the playlist again and put Pit and Dark Pit in the right number. Keep up the good work!

  • @yoman976
    @yoman976 4 ปีที่แล้ว +3

    There’s not a lot of pit/dark pit content here on TH-cam because nobody plays him but I do have a friend that does and I struggle so thanks for this video

  • @DjayT.
    @DjayT. 3 ปีที่แล้ว +34

    I'm a Pit main and I'm watching this to beat players who want to beat Pit lmao

    • @jekufo
      @jekufo 3 ปีที่แล้ว +3

      Outstanding move
      Same

    • @miamiqz4529
      @miamiqz4529 3 ปีที่แล้ว +4

      I thought i was the only one

    • @EmeraldCaveKing
      @EmeraldCaveKing 2 ปีที่แล้ว +2

      Same

    • @xmaliciousntent7445
      @xmaliciousntent7445 2 ปีที่แล้ว +1

      Same Dark Pit though

    • @karsa31
      @karsa31 ปีที่แล้ว

      Same, but Pittwo

  • @Ivylover5880
    @Ivylover5880 4 ปีที่แล้ว +6

    Thanks Trav. I play characters that somewhat lose to the pits so this helps a lot.

  • @sleepingkirbs9949
    @sleepingkirbs9949 4 ปีที่แล้ว +4

    Thank you for making this video,I'm hoping now I won't struggle hard against this match-up.

  • @lajazziamacklin8418
    @lajazziamacklin8418 4 ปีที่แล้ว +1

    Thank you! Thank you! Thank you SOOOOOOOOOO much for making this. I've been having lots of trouble fighting Pit and his rebellious angelic half in Tourney Mode A LOT. The only REAL problems I have against these guys {AND Palutena}, are their stupid Guardian Orbitars and Palutena's Reflect, which they LOVE having up all the time. I've witnessed them using their counters A LOT in my fights with them in Tourney using my 2021 main, Sephiroth. {I NEVER used Joker for Tourney so that was my first time seeing them use their Guardian Orbitars against me, as well as Palutena when she used Reflect to counter my Shadow Flare}.

  • @luckyshot6193
    @luckyshot6193 4 ปีที่แล้ว +2

    travplay keep up the good hard work my friend

  • @MAXAMMO29
    @MAXAMMO29 8 หลายเดือนก่อน

    Another thing to mention there up special has a few frames of invincibility have fun trying to spike them

  • @OwnyOne
    @OwnyOne 3 ปีที่แล้ว +1

    In summary, respect the Pits.

  • @jaykend3841
    @jaykend3841 3 ปีที่แล้ว +1

    As a dark pit main I learned how to counter these things you said in this vid but good job

    • @Darepz1
      @Darepz1 ปีที่แล้ว

      Yea that’s why I’m here ever so often 😂

  • @odneytermilus6204
    @odneytermilus6204 4 ปีที่แล้ว +6

    You didn't mention to respect their edge guarding

    • @speedshoes29
      @speedshoes29 3 ปีที่แล้ว +1

      I’m guessing there’s more than bow and arrow. Care to explain?

    • @XaraFang
      @XaraFang 3 ปีที่แล้ว +1

      @@speedshoes29 n-air is a good kill option off stage or a good gimp, some characters can get gimped by the down b wind box too, though that is rare

  • @willowwisp3437
    @willowwisp3437 4 ปีที่แล้ว +4

    Correct me if I’m wrong, but isn’t Dark Pits back throw to final smash a true combo?

    • @startic7516
      @startic7516 4 ปีที่แล้ว

      Yeah b throw to final smash is true

  • @playyyboiiicartiii
    @playyyboiiicartiii 4 ปีที่แล้ว +9

    Answer: don’t beat me, it’s not nice, and I’m literally the most honest character in the game so maybe just play me or dark pit.

  • @JerseyDevils21
    @JerseyDevils21 2 ปีที่แล้ว

    My friend keeps doing electro shock and down B, so I want to see how I can beat him, thanks for the video!

  • @Somethinddd
    @Somethinddd 4 ปีที่แล้ว

    Good work trav

  • @kramers4333
    @kramers4333 3 ปีที่แล้ว +1

    “A lot of player say the Pits are the most honest characters.” If a player isn’t good at short hops or blocks a game can end very quickly. That’s also not to mention that he has 2 deflects.

  • @giorgiodeluca4906
    @giorgiodeluca4906 4 ปีที่แล้ว

    the pits are insane with smash stick. 5 frame start up on DS and 6 on US is crazy

  • @bubbybigalo_flr
    @bubbybigalo_flr 2 ปีที่แล้ว

    whenever i play the other player always plays dark pit and spams side special and i can stop the attack besides sheilding and that just breaks my sheild

  • @ShimmeringVapidCoal
    @ShimmeringVapidCoal 4 ปีที่แล้ว +1

    TravPlay how do you get the content for your video? I guess what I mean is do you fight people who are good with said fighter and play them yourself to get a good idea of their limitations? I'd love to help if this is the case.

  • @Synthalotl
    @Synthalotl ปีที่แล้ว

    That awkward moment when you realize you watched this before-

  • @yeahmaybe1177
    @yeahmaybe1177 ปีที่แล้ว

    I don't think I'm gonna be juggling a character with several good mix ups when he's above me- especially when messing up the juggle means I'm gonna get grabbed and then comboed- literally is the campiest character I've seen that doesn't have like 3 projectiles, but dark pit's arrow is really good at controlling space, especially when I want to stay grounded as my character for the most part- dash attack is unreactable and pretty large, and he gets so much off of grab that trying to shield a possible arrow is just asking to take 40%

  • @fr3tbuzz.
    @fr3tbuzz. 4 ปีที่แล้ว +2

    I play against a pr'd Pit.... hope this helps me

  • @speedshoes29
    @speedshoes29 3 ปีที่แล้ว

    You said forward throw was the combo starter when it’s the down throw.

  • @kemmyexists
    @kemmyexists 4 ปีที่แล้ว

    They can be hard if the pits are good

  • @wishesandbennett2372
    @wishesandbennett2372 4 ปีที่แล้ว +2

    I still hate that stupid side b super armour

  • @cletusbucksmith5761
    @cletusbucksmith5761 ปีที่แล้ว

    I find the pits to be very hard to play against idk why. Can never win against them

  • @YourLocalToxicExotic
    @YourLocalToxicExotic 4 ปีที่แล้ว

    I already know how to defeat them-

    • @saionrobinson3801
      @saionrobinson3801 ปีที่แล้ว

      Them don't even click on the video. Common sense."-".

  • @Xibalba_FGC
    @Xibalba_FGC 3 ปีที่แล้ว +1

    😔 I hate him

  • @AL-vd6ib
    @AL-vd6ib 4 ปีที่แล้ว

    Not dissing anyone but people struggle against this character?

    • @animated855
      @animated855 4 ปีที่แล้ว +5

      Have u ever played a gud pit?

    • @nothingloz9942
      @nothingloz9942 4 ปีที่แล้ว +1

      Yeah i'm one of those people who struggles with good pits.

  • @justhe_vids9895
    @justhe_vids9895 4 ปีที่แล้ว

    Wasted video. Pit is honest and requires no special knowledge to beat. Focus on the OP gimmick characters.

    • @corrinfevincenohr
      @corrinfevincenohr 3 ปีที่แล้ว +1

      I guess you havent got carried into the blastzone by Pit's Fair/nair train yet huh