Post by мғв.TheOgbot on Jan 7, 2009 22:46:34 GMT -6
I'm doing this right here and now in the browser, so excuse any grammatical errors I create.
A Combo: Can either be used as a 3 hit combo, or spammy combo. Both are nice ways to rack up damage.
Dash Attack: A decent kill move, but extremely easy to punish if you aren't able to hit your opponent. Use it only when you know that you'll hit.
Glide Attack: Great kill move. Use on your recovery to cancel a faceplant, or use to attack your opponent on your way back down to the stage.
Ftilt: A nice move to help with spacing yourself between your opponent. At lower percentages, it'll knock your opponent back enough to follow up with a few moves, at higher percentages it's a possible kill move.
Utilt: A great move for racking up damage and setting up for a few opportunistic moves. Use this over your Usmash if you have the ability to do so.
Dtilt: It either pops your opponent up into the air, or spikes if you hit them hen they are off the side. Great for setting up combos, and great for spiking enemies to their death. It only spikes certain characters. (Will probably post a list later)
Fsmash: One of Pit's standard kill moves. First hit pops the opponent for some percent, the second hit has all of the knockback. Use this primarily as a kill move or a move to get your opponent off the stage.
Usmash: A very situational smash attack. Reccomended when you know you can hit, otherwise, use your Utilt.
Dsmash: A wonderful defensive smash. The first hit has a large amount of knockback, the second hit is very similar to the Dtilt, which pops the opponent up into the air. Another great kill move, use defensively or use to kill.
Nair: One of Pit's greatest aerials. It's much like the AR, except you're using it in the air, and it won't reflect projectiles. Great as an approach and defensive move. Use it a lot.
Fair: Another one of Pit's kill moves. Not as strong as his Bair, but does the same thing with less knockback.
Bair: One of Pit's primary kill moves. Kills earlier than most others. Use this if you want to kill or get the opponent off the stage.
Uair: Another multihit damage racking attack. Great to incorporate with a few throws and moves that pop your opponent into the air. Use this as an answer to those moves.
Dair: Another great approach move, Pit whips out an attack right under him. Shorthop this for maximum effect. This move is also used in a lot of Pit's ATs. Can also be used as a possible brick wall with the Fair or Fsmash.
Neutral B: Palutena's Arrows. Use these a lot. Hop forwards and backwards while firing them. Use them as mindgames by shooting some in the air, then have them raining down on your opponent. Use arrow looping if you dare to do so. Use these to gimp recoveries. Use them a lot, period.
Side B: Angel Ring. One of Pit's two reflectors. Great for approaching projectile using opponents, and great for racking up damage if used well enough.
Up B: Wings of Icarus. Used in quite a few ATs. Great for recovering, and can be used infinitely.
Down B: Mirror Shield. Reflects moves to the opponent at a quicker rate. Also reflects moves sent your way by the opponent. Great for gimping recoveries and used defensively as you're recovering.
Grab Attack: Great for racking up damage. Haven't tested his grab release yet.
Fthrow: Great kill move when you're on the edge of a stage. Has a suprising amount of knockback for a throw.
Bthrow: One of Pit's worst throws. It bounces the opponent off the ground and into the air. Use only if you think you could follow up with a Bair for a kill.
Dthrow: Great throw of Pit's. Use to help combo your opponent. Great to follow up with aerials and other repeater attacks.
Uthrow: Another great set up throw for comboing. Use similarly to the Dthrow, but use it at earlier percentages so you can guarantee that you aren't throwing your opponent so high.
Will post some ATs in their own thread, and add an approach/defense tactic to this thread later.
A Combo: Can either be used as a 3 hit combo, or spammy combo. Both are nice ways to rack up damage.
Dash Attack: A decent kill move, but extremely easy to punish if you aren't able to hit your opponent. Use it only when you know that you'll hit.
Glide Attack: Great kill move. Use on your recovery to cancel a faceplant, or use to attack your opponent on your way back down to the stage.
Ftilt: A nice move to help with spacing yourself between your opponent. At lower percentages, it'll knock your opponent back enough to follow up with a few moves, at higher percentages it's a possible kill move.
Utilt: A great move for racking up damage and setting up for a few opportunistic moves. Use this over your Usmash if you have the ability to do so.
Dtilt: It either pops your opponent up into the air, or spikes if you hit them hen they are off the side. Great for setting up combos, and great for spiking enemies to their death. It only spikes certain characters. (Will probably post a list later)
Fsmash: One of Pit's standard kill moves. First hit pops the opponent for some percent, the second hit has all of the knockback. Use this primarily as a kill move or a move to get your opponent off the stage.
Usmash: A very situational smash attack. Reccomended when you know you can hit, otherwise, use your Utilt.
Dsmash: A wonderful defensive smash. The first hit has a large amount of knockback, the second hit is very similar to the Dtilt, which pops the opponent up into the air. Another great kill move, use defensively or use to kill.
Nair: One of Pit's greatest aerials. It's much like the AR, except you're using it in the air, and it won't reflect projectiles. Great as an approach and defensive move. Use it a lot.
Fair: Another one of Pit's kill moves. Not as strong as his Bair, but does the same thing with less knockback.
Bair: One of Pit's primary kill moves. Kills earlier than most others. Use this if you want to kill or get the opponent off the stage.
Uair: Another multihit damage racking attack. Great to incorporate with a few throws and moves that pop your opponent into the air. Use this as an answer to those moves.
Dair: Another great approach move, Pit whips out an attack right under him. Shorthop this for maximum effect. This move is also used in a lot of Pit's ATs. Can also be used as a possible brick wall with the Fair or Fsmash.
Neutral B: Palutena's Arrows. Use these a lot. Hop forwards and backwards while firing them. Use them as mindgames by shooting some in the air, then have them raining down on your opponent. Use arrow looping if you dare to do so. Use these to gimp recoveries. Use them a lot, period.
Side B: Angel Ring. One of Pit's two reflectors. Great for approaching projectile using opponents, and great for racking up damage if used well enough.
Up B: Wings of Icarus. Used in quite a few ATs. Great for recovering, and can be used infinitely.
Down B: Mirror Shield. Reflects moves to the opponent at a quicker rate. Also reflects moves sent your way by the opponent. Great for gimping recoveries and used defensively as you're recovering.
Grab Attack: Great for racking up damage. Haven't tested his grab release yet.
Fthrow: Great kill move when you're on the edge of a stage. Has a suprising amount of knockback for a throw.
Bthrow: One of Pit's worst throws. It bounces the opponent off the ground and into the air. Use only if you think you could follow up with a Bair for a kill.
Dthrow: Great throw of Pit's. Use to help combo your opponent. Great to follow up with aerials and other repeater attacks.
Uthrow: Another great set up throw for comboing. Use similarly to the Dthrow, but use it at earlier percentages so you can guarantee that you aren't throwing your opponent so high.
Will post some ATs in their own thread, and add an approach/defense tactic to this thread later.