![]() Like I said previously, you can use them while landing to reverse your momentum offstage while protecting yourself from aerials. Guardian Orbiters, how do i best utilize them?Īlmost strictly defensive. DThrow -> DAir -> NAir, DThrow -> USmash, DThrow -> FAir generally get more mileage that NAir at early percents. I recommend practicing this in training mode.Īlso, don't quote me on this, but I don't think DThrow -> NAir is his most optimal combo. Otherwise you'll end up with landing lag. However, you need to time the fast fall near the end of the move so you get the autocancel while shaving off a good chunk of dead time. Should i fast fall out of nair to combo it into stuff or let it run its course? I've been having trouble landing more than 2 nairs (or anything after those) out of down throw. If you've conditioned them to immediately shield upon getup, then grab them and throw them back offstage for another arrow gimp / ledgetrap It's fast, lingers, and hard to punish when autocancelled. Also, Pit's aerials are more of a mixup for landing as they're not that safe (aside from a tipper BAir I think). ![]() On top of that, you can also BReverse Orbitaurs to change your momentum while protecting yourself from aerials from the side. USmash and DSmash can also be used depending on the situation.Ībuse your jumps to mix up your momentums. Generally NAir for aerials or in front of you, DAir for crossups, behind you, and Grab. Kind of a longer answer than expected but whatever If the opponent burnt their double jump, take advantage of it. On a related note, chase the opponents landings! Both the Pits have great tools for chasing landings, between a lingering multihit UAir, fast USmash, Dash Attack with a lot of range, arrows, and a super armor side b that can tank through aerials. Of course this is going to condition them to shield eventually, so you're going to have to mix it up with Dash Grabs or NAirs. Here's ESAM kinda showing it with Pikachu and Jigglypuff. Your goal as Pit is to hover just outside this range and punish with Dash Attack. Every character has a "threat bubble" where a character can attack immediately. His Dash Attack is fast enough and goes far enough to whiff punish just about any aerial. Where Pit shines in neutral is whiff punishing. He can do a bit of rush down and zoning but but tools just aren't safe / fast enough to consistently rushdown / zone (slow, unsafe on shield aerials, end lag on arrows, average mobility, How should i be playing in terms of positioning with Pit Of course, all tips are appreciated and welcome. His projectiles are faster than Pits, and his sword tends to out range me/space me better than the knife/staff/bow. Pit or Dark Pit? The more i see the more i think Dark Pit may be better, but i LOVE curving those arrows.įinally, i tend to get bodied by good Young Links. Guardian Orbiters: aside from being a reflector, how do i best utilize them? I've seen them being referenced as a possible recovery gimp due to push back, but is it ever worth it? If i don't get a good edge guard going, what should i do to deal with get up? Shield throw? Nair? Something else? I think i can improve this by utilizing the boy's multiple jumps a little more, but I'm usually trying to land with either dair or bair, but i often mistime it, either too early or too late. I often get punished hard for landing too aggressively. How should i be playing in terms of positioning with Pit? Should i be focusing on rushdown, bait and punish, or pester and zone with arrows? I know his air and edge game is solid, but what should i stick to on-stage? Coming from Ness and Fox, I've kinda been playing him all 3 ways. For reference, i sit around 4 million GSP with Pit currently. The speed of this throw depends on the opponent's weight.I've recently just picked up playing Pit (sometimes Dark, but mostly just our illiterate boy) and i have some questions and would love some tips to help improve my gameplay. Otherwise, one of Dark Pit's least used throws. At 0%, it can combo into a dash attack on certain characters, albeit with very strict timing, and as such it is more better to go for a combo from down throw instead, as the angle and knockback is better for them. It has weak knockback, incapable of killing until very high percents, and thus is only used to get opponents offstage when needed. Overview ĭark Pit spins then slams the opponent down. Hitbox visualization showing Dark Pit's back throw.
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