........////////////........////..........//////////// .......////////////........////..........//////////// ......///.......//........////..............////.... .....///.......//........////..............////..... ....////////////........////..............////...... ...///.................////..............////....... ..///.................////..............////........ .///.................////..............////......... .......////////////.......////////////.....////////////// ......////////////.......////////////.....////////////// .....///................///......///.....///......../// ....////////...........///......///.....///......../// ...///................////////////.....///......../// ..///................///......///.....///......///// .///................///......///.....///.......//// ///................///......///.....///////////////// .................................................///// BY: JAKETHEPIT ______________________________________________________________________________ Table Of Contents ______________________________________________________________________________ 1 Guide history...................................................( HSTRY ) 2 Who is Pit?.....................................................( Pit01 ) 3 Why use Pit?....................................................( PIT02 ) 4 Pit's Moveset...................................................( PIT03 ) 5 Pit's Final Smash...............................................( PIT04 ) 6 Pit's Pros / Cons...............................................( PIT05 ) 7 SSE Pit.........................................................( PIT06 ) 8 Specialized Tactics.............................................( PIT07 ) 9 Pit on Wifi.....................................................( PIT08 ) 10 Fighting a Pit.................................................( PIT09 ) 11 Pit Matchups...................................................( PIT10 ) 12 Smash Glossary.................................................( INDEX ) 13 FAQ............................................................( FAQ?? ) 14 Legal Junk.....................................................( GFAQS ) 15 Credits........................................................( CRDIT ) ______________________________________________________________________________ Guide History........................................................(HSTRY) ______________________________________________________________________________ 3/1/08 Started this guide, and got down to section 2. 3/3/08 Thunderstorm hits my powerline when computer is on. FAQ got erased. Me sad. 3/9/08 Brawl comes out. I play as Pit for the first time! 3/14/08 I restart guide. Finish sections 1-3, and get through half of section 4. 3/15/08 I finish section 4, as well as 5, 6 parts of 7 and 8, part of 11, finished 13 and (for the moment) finished 14. 7/6/08 I finish off the guide, with the help of Link 1666. Just a few more strategies and the SSE and I'll be done. 7/24/08 My FAQ has been taken by gamefaqs! Now I'm noticing all the faults of the guide, so I start fixing them immeadiatly. 7/30/08 SuperCheats starts using my guide ( with my permission ). I fix a few more typos, and add a little to section 11, and the meta knight section. 8/9/08 I add a few more characters, and get alot of help from alot of emailers. I add the smash glossary too. The guide is finally coming together, and I'm almost done. ( on a side note, I changed the layout for mario's character strategy. Do you guys want it like that for everyone, or like the old way. Email me your answers plz ) 9/24/08 I added a few more characters and a few more definitions to the Smash glossary. A few more updates to go. 12/31/08 (11 PM ) I finish the basics of the character section before the new year, as my promise I made in my email replies. 12/31/08 ( 11:50 PM ) My house falls prey to a blackout. ALL DATA LOST. 2/20/09 After 2 months of recovering, I finally picked up most of what my last update contained. Consider this version .99, because I'm still researching Jiggs and Pokemon trainer. To everyone who emailed me after the last update, I didn't add read your comments about the guide yet, and will probably really soon. ______________________________________________________________________________ Who is Pit?.........................................................(PIT01) ______________________________________________________________________________ Pit is an angel from from the heavonous city of Angel Land. When the monster Medusa Broke free, Pit went to the underworld, by order of Palutena, and destroyed Medusa. Pit only had two games on the NES, and the gameboy. Now, after all those years, he gets another shot in Brawl. In Brawl, Pit is a medium weight fighter, with great range and combos. Pit is without a doubt one of the best characters in the game if used correctly. How can you use him correctly though? Just read the guide! ______________________________________________________________________________ Why use Pit?........................................................(PIT02) ______________________________________________________________________________ Pit is a great brawl character. He has all the things a character should have. Some might say he's one of the best characters, but Pit is a double edged sword. In the hands of a beginner, he's next to useless. In the hands of an expert, he's a beast that cannot be tamed. Pit may not have major speed or power, but what he lacks in those, he makes up for in combos and flight. If you can learn to use Pit effectivley, you can beat just about anyone you come across. Of course, not everyone will be able to use Pit, so if you just can't work with him, you shouldn't kill yourself trying to master Pit. Just use him if you want to. For those who like Pit, and want to use him, you've come to the right place. ______________________________________________________________________________ Pit's Moveset.......................................................(Pit03) ______________________________________________________________________________ NOTES A: The Knockback varies with damage and character, and I recorded the knockback with Mario at 0 damage. B: If the range says hitbox ends __________________, that means the range of where an opponent will get hit, also, if it is a sword technique, the hitbox begins at the hilt of Pit's sword, and ends ________________. C. All of Pit's specials are useful, so I changed usefulness to uses in the end. D. I tested the damage MYSELF on a mario in final destination training. I did not use the damage guide for anything onceover. E: I used the gamecube controls for the moveset. A stands for standard attacks, while B stands for special attacks. A description : Pit does a downwards vertical slash with his sword. speed: relativley quick damage: 3% knockback: bounces upwards slightly but does not go forward. range: hit box ends at the edge of Pit's sword. usefulness: it's his basic A attack. Nothing specail about it, except for barely noticable better speed then most character's normal A attack. AA description: Pit follows up his downward slash with an horizontal slash with his other sword. speed: relativley quick damage: 3% ( 6 damage total with the A attack ) knockback: Bounces upward slightly, but does not go forward. range: hit box ends at the edge of Pit's sword. usefulness: Keeps opponent close in for his AAA. AAA description: Pit follows his two slashes with a upwards slash, and yells. speed: relativley quick damage: 5% ( 11 damage total with the AA attack ) knockback: knocks forward a tad. Not alot. range: hit box ends at the edge of Pit's sword. usefulness: normal AAA combo. Good for interuptuing attack combos if you can land it. AAAAA ( or rapid A ) description: Pit starts spinning his blade in front of him with one hand, moving it back and forth between hands. speed: quick damage: ( depends. anywhere from 2 to 40, depending on how long the opponent is hit for. ) knockback: draws opponent back in slightly, most likely draws back into sword, then knocks opponent out of attack. range: hit box ends at the edge of Pit's sword. usefulness: Pits rapid attack is good for interrupting combos and racking up damage. Use this on the edge of a stage to prevent opponents from returning to stage without getting hit. dash A description: Pit runs at opponent, and takes a low slash with his sword. speed: relatively quick damage: 12% knockback: Opponent bounces up slightly, and barely moves back. range: hit box ends at the edge of Pit's sword. usefulness: not really useful, as Pit's dash is sorta slow, and is hard to land with his speed. tilt forward A description: Pit hunches back slightly, then lunges both swords forward. speed: medium damage: 12% knockback: opponent slides back a little. range: hit box ends at the tiny glowing shockwave extending at the edge of Pit's sword. usefulness: not much. One of Pit's slower attacks. Try to avoid using this, and use a smash attack for more power. tilt up A description: Pit shoves his sword in the ground, does a handstand on it, and kicks upward twice. speed: relatively quick damage: 3, ( if you hit the sword ) 6, ( for the first kick ) and 7 ( for the second kick ) for a total of 16 damage. knockback: knocks opponent upward. range: hitbox begins at the tip of Pit's sword to the end of Pit's foot. usefulness: not good on ground, but great against aerial opponents. possible to juggle. tilt down A description: Pit sweeps the floor in front of him with his sword. speed: relativley quick damage: 11% knockback: bounces upwards. range: hitbox ends at the tip of Pit's sword. usefulness: kind of useful to stop dashes. neutral aerial A description: Pit spins his blade in front of him in a complete 360 for about a second. speed: quick damage: 1-10% knockback: if you get your opponent stuck in the middle of the attack it will draw him in until the last blow and knock him out. Otherwise, he'll just bounce out of the attack. range: the circle the sword spins in. Do more damage the closer the opponent is to the cicrle. usefulness: only does 10 damage, but it's main function is to get in the opponents face with it, and knock him out of his attack. up aerial A description: Pit spins his blade above him. speed: quick damage: 1-12% knockback: bounces upward. range: The oval that the sword spins in. The closer the enemy is to the middle, the more damaging the move becomes. usefulness: This attack has the same funcion as the neutral A, only it does more damage, and it has a smaller hitbox. Try to use this for opponents that jump over you. down aerial A description: Pit takes a giant swipe with his two swords under him. speed: quick damage: 12% knockback: bounces upward. range: the U shockwave that extends just off the tip of Pit's swords usefulness: useful for recovering from the top of the screen, but isn't a meteor smash, so it's usefulness is lower. forward aerial A description: Pit swipes in front of him horizontally with both swords. speed: medium-quick damage: 13% knockback: bounces upward and forward. range: Hitbox ends at the shockwave barely extending from Pit's sword. usefulness: Good move for nailing opponents directly in front of you. backward aerial A description: Pit shoves his sword backward, stabbing the opponent. speed: Medium damage: 15% knockback: flies backwards. range: Hitbox ends at the exact tip of Pit's blade. usefulness: Great Finisher. One of Pit's few solid attacks. forward Smash A description: Pit does a one-two slash with his sword. speed: relativley quick damage: 19% ( no charge ) to 26% ( fully charged) knockback: flies upwards slightly for first hit, then when flies forward if second hit connects range: Hitbox ends at the shockwave extending from Pit's sword. usefulness: Good smash attack, great finisher. Use it when the opponent is wide open. If the first hit gets parried, the second hit is cancelled. down smash A Description: Pit sweeps the ground around him, foward and backward. speed: relativley quick damage: 13% ( no charge) to 18% ( fully charged) knockback: Opponent bounces upwards range: Hitbox extends to the tip of Pit's sword. usefulness: Good move for people who like to dodge roll. Pit can miss the first swipe, but get the opponent on the back swipe. Also good for crowd clearing. up smash A description: Pit does a triple slash above him. speed: relatively quick. damage: 13% ( no charge) to 18% ( fully charged ) knockback: first two hits draw opponent in, third slash knocks them upward range: Hitbox extends to the shockwave of Pit's sword usefulness: Good move for foes that are recovering from the top of the screen. If first hit is parried, the second and third are cancelled. ____________________________________ GRABS ____________________________________ ( once you grab, you can't really avoid the attacks / throws. You can only break the grab. So there is no real speed or range to a grab, since you can't block or counter the actual throw. ) grab attack description: Pit gives his opponent a knee to the chest / head. damage: 2% knockback: none at all. usefulness: You can usually fit in 2 of these before throwing your opponent. Good for a quick few points of damage. forward throw description: Pit slashes the opponent away with his sword. damage: 10% knockback: forward. usefulness: good chunk of damage, and you can probably get a short combo with it, if you're quick enough. backwards throw description: Pit spins his opponent around a few times, and slams him into the ground in front of him. damage: 8% knockback: Pit turns during the grab, so the opponent goes forward from where Pit is facing. usefulness: VERY VERY useful at lower damages. You can actually get a mini chaingrab out of this!! ( * see section 8 ) down throw deswcription: Pit does a piledriver esque move with his sword and his elbow. damage: 6 knockback: opponent flies upward usefulness: the up throw is better for damage, but the opponent flies a little less farther, making this better for combos. up throw description: Pit kicks his opponent upward damage: 11% knockback: opponent flies upward ( more so than downsmash ) usefulness: Good for damage, hard for combos. ____________________________________ SPECIAl MOVES ____________________________________ B Palutena's Arrow description: Pit shoots an arrow from the bow of Palutena. speed: pretty quick. damage: 5% ( no charge) to 11% ( fully charged ) knockback: depends on where arrow hits. range: only the tip of the arrow damages you. uses: 1 Since the arrow can be controled, this is a VERY useful move. 2 If you can hit the exact edge of a ledge, you can knock someone off that ledge. 3 You can basically snipe anyone. 4 You can hit people behind walls if you can curve past them. 5 It normally takes 2-3 arrows to break a smash ball. Let someone go after the smash ball, beat it up a little, then you snipe the smash ball, and before anyone can get to you, use you're final smash! side B Angel Ring description: using both hands, Pit spins both blades in a circle. speed: medium ( only he hunches back for a split sec. the blades are really quick ) damage: ?? ( you can continue it as long as you hammer on the specail button, and continue it. Anywhere from 1-100 is my guess) I did get 194 once when I backed an opponent against a wall. ) knockback: bounce forward range: The hitbox is the circle the blades spin in uses: 1 Let me start off by saying that this can be the most damaging special in brawl. If you can trap an opponent inbetweem the angel ring and a wall, you can rack up as much damage as your finger can take. 2 This also is one of the most useful specials in the game, as it reflects projectiles. 3 Then, as a bonus, this attack also acts as a big shield. Whenever you use it, the opponent can't frontally attack you without parrying or taking damage. down B Mirror Shield Description: Pit pulls out a large shield in front of him. speed: quick damage: None. knockback: none. range: none. uses: 1 this move is Basically Fox's relfector. It any projectile that touches it will be reflected with more power than it originally had. 2 But, unlike Fox's relfector, it also blocks all frontal damage, projectile or physical. 3 Use this especially in sudden death matches. 4 If you pull this out right as an opponent is attacking, you will turn them around. ( Like mario's cape ) up B Wings of Icarus Description: Pit flashes and his wings turn blue for a short time. speed: medium slow damage: none knockback: none range: none uses 1 This move is solely for recovery. It does absolutley no damage. 2 But it is the second best recovery in the game. You can recover from the bottom of the screen, and float all the way to the top! 3 If you use an aerial attack during Wings of Icarus, you'll be able to get one attack off, but you'll cancel out the wings, and won't be able to attack, jump, or anything till you hit the ground again. NOTE: If you get hit during wings of Icarus, you won't be able to use them again until you grab a ledge, or solid ground. ______________________________________________________________________________ Pit's Final Smash.....................................................(PIT04) ______________________________________________________________________________ PALUTENA'S ARMY Description: Pit summons the Godess Palutena, who summons about a dozen Centurions to attack the opponent(s). When Centurions are summoned, they fly in from the background, hang in the air, and charge in a random order in the course of fifteen seconds. When they charge, they will fall off the stage, even if they do not hit anyone. The good thing about this final smash is that even though the Centurions are dodgeable, Pit can move and attack around as well, leaving your opponent(s) with the desicion of who to guard against. You or the Centurions. Placement: It does not matter where you use the final smash, since the Centurions home in on the opponents. When Pit is summoning Palutena, he is invincible, and will be until he drops to the ground. ( and he loses the final smash glow ) Damage: Each individual Centurion does 16% damage, and has great sideways knockback. It is suggested that you use Angel Ring, to trap the foe until a Centurion comes along, and knocks him away. This final smash can but will not always KO a foe if it lands. Sometimes the Centurions can't even hit the foe. It all depends on what Pit does during the attack. ______________________________________________________________________________ Pit's Pros/Cons.......................................................(PIT05) ______________________________________________________________________________ Now, the keys to using not just Pit, but any character is knowing their strengths / weaknesses. So, here are Pit's pros and cons. __________________ PROS __________________ Pit has 4 jumps. More then most characters. Pit's B move has awesome range and decent strength. Pit's side B has to be one of if not the best special in Brawl. It's a highly damaging weapon, and reflects projectiles, and puts space in between Pit and opponents. Pit has the second best recovery special in the game. Only second to ROB's. Pit can glide. Almost all of Pit's attacks are quick enough to break up an opponents combo. Pit is the first medium weight character who is really agile. Pit has a rapid A attack. ( don't overlook this, as it can save your butt in a close situation ) What Pit lacks in stength, he makes up for in combos. Pit may have a chaingrab? __________________ CONS __________________ Pit is kinda on the slow side. Pit only has a few good knockback moves. Gliding can get tricky. ( believe me ) Pit's combo's can really leave him open. There you have it. 9 to 4. Pit has more good then bad. The thing is, you can turn every one of those strengths to foolish weaknesses if you don't use them right. Learn to use Pit effectivlely, and you'll find even more strengths then I listed. ______________________________________________________________________________ SSE Pit...............................................................(Pit06) ______________________________________________________________________________ This section is all about tips for Pit during the subspace emissary (contains spoilers ) General Tips: - Whenever you go into a new stage, or a new difficulty, try putting a heavy character as your first character, and follow that character with Pit. That way, you can drive through the level, taking damage and hits then when he dies, you will have a brief grasp of what to expect as Pit. - Using the Wings Of Icarus is a great way to skip over some parts of the stages. It's especially useful for giant gaps in the stage. - During moving stages, try to stay in the center of the screen, or slightly forward. Give yourself plenty of space to dodge enemy attacks, but try to make sure that if you do get hit, you won't die from falling offscreen. Item Tips: - Don't throw pokeballs the second you get them. Save them for important situation. - IF YOU HAVE ANY CARE FOR LIFE AT ALL, DON'T EVER GIVE PIT A METAL BOX. Not only does this limit his jumping power, but it turns his Up B to a useless plummet. - Beam sabers are great. They're powerful, and have great reach. I suggest using those as upposed to a star rod, or a lip stick. Enemy Tips - When fighting fire, boomerang, or bazooka primid, play it safe and use Mirror shield. This way, you stay protected against them, while damaging them at the same time with reflected attacks. - Metal Primid and Greaps have super armor, or the ability to take hits without flinching, plus they have attacks that can kill Pit easily. The best way to take these kinds of enemies out is to attack, quick shield, and roll dodge away. - When trying to capture an enemy in a trophy stand, use arrows to whittle down their health. If they go on the offensive, use mirror shield. Pit can get trophies better then most characters, because he can guard and attack while holding trophy stands. - If you're fighting a high HP enemy, just remember that Pit's backwards aerial A does the most damage on a health bar. Actually, Pit's tilts and aerials are his best moves for dealing with the Subspace Army. - If you go back and have fight Shadow Diddy with Pit, the easiest thing to do is to run to the edge of the screen ( right before you would explode and die ) Wait for diddy to attack you, and throw him offstage. This battle is hard, and on higher difficulties, shadow diddy is near invincible. Try to use little tricks to make him die quickly without taking triple digit damage. Sticker Tips - This section all depends on how you feel about your Pit skills. - If you feel you're Pit is too weak, focus on attack stickers. Stickers that increase his specials, and stickers that increase the power of sword damage. That should help you out. - On the other hand, if you feel you die too easy as pit, try using launch/ fire / electric / flinch resistance stickers. Then you can have a little more defense against enemies. - If you feel you're a balanced Pit, try this. Launch resistance stickers, additional launch power stickers, and special move increase stickers is a good sticker build for Pit, and you should have a little more room to increase whatever else you like. - Unless you absolutely want or need it, do not use stickers that give you an item at the beginning of the stage. IMHO, they're a waste of space, and odds are you'll find it later in the stage anyway. Only use these types of stickers if you need to get through enemy lines quick without getting damaged. More tips to come! ______________________________________________________________________________ specialized tactics.................................................( PIT07 ) ______________________________________________________________________________ Tactic 01: How to get a final smash can use against: anyone. When a smash ball comes, everyone knows it's a hectic time. Most people rush after the smash ball blindly, and then if you don't get it, you're so close to the opponent, that you have almost no chance to dodge the final smash. Pit, on the other hand, can avoid this. His arrows can do great damage, for a long range shot. Plus you can manuver them straight into a smash ball from a safe distance! Then, even if you miss, your opponent should be far enough away from you so you can avoid the final smash. Or, if you're fighting someone with a close range final smash, you can always use Pit's arrows to knock the final smash out of your opponent. Tactic 02: Arrow Looping Use against: anyone This move is hard as hell to pull off normally, much less in a competative brawl, but if you can master it, it is effective. The way to perform an arrow loop is to shoot an arrow, and steadily rotate the control stick. If done right, the arrow will come all the way around, and catch the opponent by suprise! I'd suggest making a practice stage in stage builder to get the hang of it first before trying it in, oh, lets say, final destination. Tactic 03: Mini chaingrab use against: anyone with very little damage You know what a chaingrab is. If you don't, look in the smash glossary. Pit can use his back throw as a chaingrab up to 6 times ( opponent at 0 damage ) Here's how it works. Use back throw, run over to the opponent, grab, and back throw again. This only works for opponents under 48 damage * then they start to fall down * You can actually get 48 damage right off the bat if you do this at the beginning of the match. ( which is GREAT ) NOTE: More coming soon! ______________________________________________________________________________ Pit on Wifi.........................................................( PIT08 ) ______________________________________________________________________________ Pit is fairly good on Wifi except that you can never predict how hard your opponent is going to be. There is some good Pit players on WiFi and you can sometimes learn their strategies and get better. Never ever expect it to be a fair match. Lag...spamming...DC....these words will come up in a match more than not. You just gotta be a good player and kick some ass fairly. Tip: The second the match starts, and you see it's a Pit vs Pit, use the mirror shield. Most likely, the other Pit will use Palutena's arrow, and it will get reflected right back! Now, if you're quick, before the arrow hits, send an arrow of your own, for double the fun! ______________________________________________________________________________ Fighting against a Pit...............................................( PIT09) ______________________________________________________________________________ So.....You're here to learn some weaknesses to beat a Pit? Well, unfortunatley, I will give some. Pit has a great moveset, but is weak and light. A few well placed smashes will kill Pit. His arrows are easily roll dodged, and Pit's angel ring and shield are a two step process. Jump over it, and smash. If Pit engages the Wings of Icarus, then you can just hit him to cancel it. Pit has a lot of weaknesses, but a well learned Pit player can overcome most of them with Pit's strength. Also, NEVER TAKE ON PIT FROM THE AIR. It's just common knowledge. That's his domain. If you wanna die, jump alot. ______________________________________________________________________________ Pit matchups..........................................................(PIT10) ______________________________________________________________________________ Pit vs Pit vs Mario difficulty: easy medium Bio: Mario is the hero of the mushroom kingdom, and the star of nintendo. He's an italian plumber who enjoys parties, sports, and saving princesses from mutated turtles and aliens. Attacks: Mario has a balanced aresenal of attacks. His cape can reflect your arrows and turn you around. His fireballs are slow moving, and can get in the way. His F.L.U.D.D is a great edgeguarding move, and can push you away. His F-air has a spike ability. His ^B has great vertical recovery, but little horizontal. His down aerial ( which used to be his vB in melee ) hits mutiple times, and has good knockback. His strongest attack is his forward smash. attack strategies: From the air: Mario's a pushover. Your aerials are way better then his, and you have better jumping ability. Use foward aerials and down aerials. Mario should go down without much of a fight. From the ground: same deal. Mario's a pushover. Pepper him with quick attacks, and finish him with a forward smash. Roll dodge right through his attacks, and don't be afraid to take some aerial approaches. You have Mario beat in every way. defensive stategies: You won't really need to defend yourself here, but if you must, just use roll dodges and the mirror shield to keep your damage low. Final Smash: Mario lets forth twin dragons of flame across the screen. It expands vertically the farther it gets across the screen. Just fly over it with the wings of Icarus, or drop under the stage and fly back. noteable powers: Spike(s): 1 Wall jump: yes gliding: yes crawling: no wall cling: no Pit vs Luigi difficulty: medium- hard It's kinda funny how Mario's wimpy brother is so much more kickass then he is in brawl. Luigi is a good brawler, and has some interesting attacks. The three to watch out for is his dash attack, ( which isn't powerful, but plenty annoying, and can be spammed, ) his Up B, ( which has crazy power if he hits you when he takes off,) and his green missile, which has great horizontal recovery, and has a 1/8th chance of exploding, doing maximum damage without charging. The man in green should be attacked from the air, and not giving any breathing room. Give him hell, and make sure to mind your own damage meter as well. Final smash: If Luigi gets a smash ball, I can, in a very rare case, gladly say "Who cares" ? He creates a giant circle around him, that slows you down, and gives him extra strength and knockback. The main things to worry about are the other side affects. Uncontrollable taunting, dizzyness, sleepyness, a decrease in strength, etc. Of course, that only happens if you're ON THE GROUND. Just use the Wings Of Icarus and fly out of the circle, and wait for the final smash to end. ( which isn't that long ) Pit vs Peach difficulty: medium I don't understand how, but peach is a really good brawler. She just levitates up there, let's loose some aerials, and then she comes down, and attacks from the ground. Pit can probably match her up real well, so just take on Peach however you feel confortable. Oh, but she does have a nasty counter, where she uses Toad as a ....subhuman shield, and he lets out some green gas that hurts you pretty badly. O_O Final Smash: Peach Blossom Woopdie doo. Peach put's everyone on THE GROUND to sleep, as healing turnips rain down. She can either eat most of the turnips, then you wake up and take the rest, or hit you ( oh wow ) and you can probably heal that attack up as well. >_> Just stay in the air, and heal up. This is just basically an extra minute to the battle. Pit vs Bowser difficulty: easy Bowser has learned a few new tricks in brawl, and the most dangerous is his flying slam, which, if used over an edge, will kill you both ( you first, of course ) without a chance for survival. Bowser also has alot of strength, but he's so slow, that you should be able to attack him without alot of counters. Use you're down and backwards aerials to knock him around. Try to stay away from the edges of the stages, so he can't kill you easily if he does connect with you. Final Smash: If Bowser gets a smash ball, he transfroms into the monstrosity from melee. Behold, the terrifying glory that is Giga bowser! Being giga bowser adds elements to his attack, and gets a nice power boost. Just stay away, and try to outrun him. He's not that fast and you can stay in the air too. He has a super armor, but isn't invinceble, So you can damage him. ( If it's a 1 on 1, I wouldn't recommend doing anything but running though ) Pit vs Yoshi difficulty: easy Yoshi is just not cut out for fighting Pit. Yoshi has great jumps, but only decent aerials. You can easily take Yoshi out, as long as you stay above or behind him, you'll be fine. If you're in front of him, there are two way's you could get a trip through Yoshi's digestive center. ( if you've seen what he eats in the Super Mario series, you DON"T wanna go in there ) If he tries to grab with his tounge, it usually leaves him wide open, so give him a quick slice to shut him up. If Yoshi uses his egg toss move, use the mirror shield. It sends the egg back, sometimes at double speed, and sometimes at 25% if they hit. ( it's happened to me before, but I'm not sure if it's constant, or a really lucky shot. ) Final Smash: Super Dragon Yoshi gets a nice set of wings and a flamethrower. Unfortunatley, he ate the flamethrower, so now he can breathe giant balls of flame. This Final Smash is suprisingly easy to dodge, as long as you keep moving up and down to avoid Yoshi. Don't try to reflect or block his attacks. Just stay dodging. Pit vs Wario difficulty: hard Wario is very annoying. His attacks are akward, and unpredictable. Try to keep him at bay with arrows, and use dash and tilts to attack with a little more bang. Try to keep away from using smash attacks, unless you want to move in for the kill. If Wario uses his motercycle, use a few aerials to take him off. After about two minutes, if he hasn't used it, Wario can use a fully charged Wario waft, which can kill way too easy at full strength. The bad thing is, he keeps the charge even if he dies, and the only way to deplete it is to use the attack. Just keep on him, and don't give him a chance to use it. Stay in the air, and try to keep Wario over the edge. Wario is deadly if you can't contain him. Final Smash: Wario becomes the Warioware hero, Warioman if he gets a smash ball. This power gives him a speed boost, a power boost, flight power, and a move boost.Roll, aerial, and step dodges are your best friends here. Minimize any damage he can give you. And don't try to fly away. He has basically infinite jumps and attacks, so just keep dodging. Pit Vs Fox / Falco / Wolf Difficulty: easy- medium When fighting Fox, the only thing you should worry about is his speed. All you have to do is use your combo attacks to shut him down. If you want, use your aerials against him. Fox has speed, but he's got no power. Now, with Falco, you must remember that he is stronger, but otherwise he'll basically fold to the same strategies as Fox. When fighting a Falco, just remember that his reflector isn't the same as Foxes, so don't be as afraid to use projectiles. Just take him down like you would Fox. Wolf, is a more redesigned version of Fox. He's powerful, his moves are better, and he has two spikes. Take Wolf down from the air, because you will get hurt on the ground. Try not to approach him from the air, as his side B is designed for that. Be more cautious when fighting Wolf. Final Smashes: LANDMASTER!!!!!! If anyone gets a smash ball, get on a ledge. ( if there are any ) Keep dropping off the ledge and clinging back onto it. This way you can keep away from the landmaster without taking any fire. Pit Vs Link difficulty: Easy-medium Link has everything you should be able to handle. Slow projectiles, no speed, and a shorter range then Pit. The one bad thing about him? Hookshot. This grab can go right through your angel ring/ mirror shield, and set you up for another of his attacks. To win this battle, you should attack from the air. Use short hops, and Pit's down and forward aerial A attacks to optimize the damage quickly. If left for too long, Link can REALLY be a pain in your side. Just reflect all his arrows and his boomerang. If you reflect his boomerang, he won't dodge it, because it only looked like you blocked it, and he won't know what hit him. Final Smash: Triforce Slash If Link gets the smash ball, then you should run up to him and roll dodge. Odds are he'll launch it when you rush at him, and the roll dodge ( if timed correctly ) will cancel the final smash completely. Pit Vs Toon Link difficulty: medium-hard Toon Link is everything Link is! So why is he harder? Simple. He has SPEED! You're just as fast as Toon Link is, so take him on however you feel comfortable. Toon Link can get aggrivating, but only if you stay on the ground. Stay in the air, and short hop like mad. Toon Link's side smash and down aerial can really take a chunk out of you. If you get TL over the edge, he still doesn't have much recovery. Try to use that against him. Final Smash: Triforce Slash ( Toon Link ) If Link gets a smash ball, either stay away from him, pelting him with arrows, or use your down aerials to attack him from directly above. You can't dodge the attack if you get caught in the trifocre, so do all you can to make sure you don't get caught. Pit vs Zelda difficulty: medium Zelda is quite a worthy opponent. She has projectiles, some strong attacks and she is powerful. But she lacks 1 thing: speed. Her ground smashes are pretty good, and can really pack a wallop. Her air game isn't much more easy, as she has a sweetspot toe on her foward aerial A, and her down aerial is a spike. Keep on the ground for this one, and take her down. If you use quick combos, Zelda's lack of speed comes into play and it's harder for her to defend herself angainst you. Final Smash: Light Arrow If Zelda gets a smash ball, stay abover her as much as possible. NEVER get level with her. Her Final smash shoots straight foward, and that's it. Try attacking with arrows or Down Aerial A. To knock the smash ball out safely. Pit vs Sheik difficulty: medium Sheik has everything Zelda has and 1 thing she doesen't. Sheik is fast as hell and she has good aerials. She also has a projectile. Her B move. That does not really catch your eye when she charges it up, but it can be a pain if it catches you at full power. Time to take back to the air, and show her whats what. If Shiek is getting killed, she might wanna retreat back to Zelda and get out the Down B. Just keep her pressured, and don't let her do the same to you, and you should be fine. Final Smash: Light arrow. The exact same thing as Zelda. Refer to the above section to see strategy. Pit vs Gannondorf difficulty: medium Don't let the middle age fool you. Gannon is just as deadly as ever. Though he isn't nearly as fast as you, or can he jump even close to you, his power is JACKED. He can KO you as early as 30-50 damage. Don't let that happen. Hit him with an arrow or two, then let him come to you. ( perferrably not with a side B, as he can get some pretty nasty combos in with that. ) Stay in the air, and try to rack up some damage ASAP. It's gonna take alot to KO him with Pit's aresanal, so you gotta try to get him far enough out that he can't recover back to the ledge. ( but stay clear. He has a spike, and if his side B hits you in midair, it'll kill you both, you first. ) Just keep Gannondorf off the stage, and keep him contained long enough to kill him, and you'll be fine. Final Smash: Beast Ganon Ganon turns into his horrible alter ego, and dashes across the stage in a wild fury. If you're on the ground when he transforms, you'll be thrust into the ground, and forced to take the full brunt of his attack. Either stay very high above, or behind Ganondorf, and wait for the attack to finish. ( it's only one straight dash to where Gannondorf is facing, so it's over very quickly. ) Pit vs Ike difficulty: medium Now Ike is really powerful, but really slow. You should just take your time, and attack from the air. Use Angel Ring wisely, as Ike can hit you through it with his forward smash, but it is so slow, that you should be able to get out of it's path. Make every attack count, but don't get cocky. Ike can still knock you out of your wits if you're careless The good thing about this battle is that you can use the Angel Ring when Ike Counters, and it'll still damage Ike! When Ike gets his FS, use the same tactic as with Link. Rush him and roll dodge through him. Use aerial dodges like there's no tomorrow. Remember, that Ike plays a power game, so use your speed against him, and he won't stand a chance. FInal Smash: Ike's final smash only activates if he hits you with the first flaming swipe. The easiest way to dodge this is to roll dodge around. He can hit you from slightly above with this, so roll dodging through it is your best option. If you get hit, Ike will take you up the the high center of the stage, and drop you back down, killing you almost indefinitley. Pit vs Marth Difficulty: Hard Marth is the devil. He's fast. He's overpowered, and for some reason, he has a screwed up hitbox. He does more damage if you hit the tip of his sword. His attacks can knock you off the stage way too easily. His side B is quick, has KO potential, and can take you right out of a combo. Then, to top it off, he can screw you up with a counter. Marth is just about the hardest character Pit goes up against. My advice is to stay away. Use an arrow, take a quick attack or two, and run. Keep your finger on the shield button like your life depended on it. Just whittle away at Marth's health until he's at 100 or so, then let loose with a smash/ aerial. Final Smash: If Marth gets a final smash, attack him from the air. His attack is to dash forward and give one powerful slash. If he hits you, unless you're underground, it's over. No questions. It's a OHKO. ( but, say you're underground in hyrule temple, there is a slim chance you'll live, but you'll probably just bounce into the abyss. ) Pit vs Ice Climbers Difficulty: hard There is one word you need to fear when you face Popo and Nana. INFINITES. The ice climbers have some attacks ( examples, some grabs, and their neutral B ) that you cannot escape, and some more cruel and cheap players could even take you up to the HUNDREDS of damage without a chance of you surviving! If you get caught in an infinite trap, their's nothing really to do, but hope the player is merciful and doesn't take you to, say 400 damage. Anyway, the easiest way to take down the Ice climbers is to split them up from the air, and take down one. ( it doesn't really matter. Without Nana, Popo is really not much of a threat. ) They can really punish on the ground, so stay in the air as much as possible, and hope you won't get caught in an cheap infinite. Final Smash: Iceburg Not much to describe this. The ice climbers bring up a huge glacier wherever their standing. You can just avoid this by using all your jumps, and using Wings of Icarus to stay offscreen to avoid taking damage for most of the iceburg. You'll probably take 10-20 if you stay on the ground, but only about 10 if you jump again the second you land. Easiest Final Smash to dodge for Pit. Pit vs Captian Falcon Difficuly: very easy Man, the old captian sure has slowed down these past few years. He's nothing that you can handle. Just attack from the air, and have some fun with fun with this one. Pit overpowers falcon and is faster then him. Shoot some arrows in his face, and take a few smash attacks at him. You can really take a chunk out of Falcon quick, and then you can kill him with a power move. One thing to note is that captian falcon has a spike ( down aerial ) and a sweetspot on his knee ( forward aerial ) so be warned. Use short hop attacks and specials if he starts to beat you, but you should easily be able to beat Captian Falcon. Final Smash: Captian Falcon's final smash is simple. He lets his signiture Blue Falcon loose infront of him, and if it hits, the you're spun onto a racetrack, where you get run over by him. Just dodge the Blue Falcon , and the final smash is cancelled. Pit vs Donkey Kong Difficulty: Easy Medium Donkey Kong is big, slow, and powerful. What I like about him is that he's an easy target to hit. The only thing is, if he hits ya, it's gonna hurt ( no pun intended....sorta ). His attacks are strong. Don't try to attack from the ground, or you will be punished. Attack from the air, where you are. If he follows you, then combo him to death. Once you get him over the edge of the stage, he has little to no vertical recovery. His Up B goes slightly upward, but has great horizontal recovery. You can edgeguard DK every time. One thing to remember. He has 3 spikes. He can and will take you out of the air. Just make sure not to give him that pleasure over a ledge. Final Smash: DK uses his mad bongo skills to create big circular shockwaves. If DK gets a final smash, just stay away from him, and pepper him with arrow fire. DK's final smash can only work if he gets you wrapped up in the shockwave. NEVER GO NEAR AN EDGE. You'll die if you do. Pit vs Diddy Kong Difficulty: Hard Diddy is one hell of a character. He has projectiles, both vertical and horizontal recovery, one of the funniest attacks ever, and he has suprisingly strong smash attacks. First, always be in motion. Diddy is fast, but if your barely moving, he'll kill you. Second. Dodge. Step dodge whenever he approaches you. 50% of your movement should be roll dodges. Diddy can get damage on you quick, so you want to dodge as much of it as possible. Short hopping attacks and projectiles. These are things you need to remember. Diddy is light so it's easy to knock him off the stage. Edgeguarding makes a diddy fight alot more bareable. If you get an opening, then go for it. Diddy is a good challenge for Pit. Final Smash: If diddy gets a smash ball, you have two options. You can roll dodge everything, or use Wings Of Icarus to get above him. His shots are powerful, so get as little hits in as possible. Pit vs Rob Difficulty: Hard This battle can be frustarating. Here are some reasons why. -R.O.B.'s recovery is better than yours -He is stronger than you -He has a reflector. -He has range moves which can be annonying. Especially that beam. Here's how to deal with those problems: -R.O.B.'s recovery is better than yours. Attack him while he is recovering and this shouldn't be that much of a problem. His recovvery move takes him up mostly so get above him and use your Down A on him to kill. -He is stronger than you. Almost all of his attacks have lagtime. That's your chance. You have to time yourself perfectly to nail him before he nails you. That's the key to beat most ROB users. A more professional ROB user will be able to get away from this strategy, so you have to attack from akward angles. This battle is really hard, so I suggest that you try to find another way out of this. -He has range moves Specifically that stupid laser beam. There is really no way to predict it but of course there's logic. Do not stay in his face, stay above him, behind him, anywhere where you can attack him from and anywhere where there is less chances of you getting hit by the beam. Another thing is not to forget your Down B. Piss him off by hitting him with his own annoying move. As for his top, just hit him while he charges it. If it's not charged, it's no big deal. Reflect it if you want, just don't let it frustrate you. Final Smash: Unfortunatley, all you can do is run. I'm not sure if ROB's final smash is reflectable. He shoots a diffusion beam out of his head, and can chase you around from anywhere, for a pretty long time. Just keep running, and DON'T grab a ledge. ROB can hit you there too. For the last time. RUN. Pit vs Sonic The Hedgehog Difficuly: easy Sega's star mascot tries to make an effort to make into the brawl, but he failed. All Sonic does is run. His attacks are mediocre, and can be knocked out of. Two quick things to remember. If he goes into a spin dash ( side B ) use an arrow to knock him out of it. When he does a homing attack, shield. He will either bounce upwards, in which case you can do an up smash, or he will bounce forward slightly, then do a side smash. Sonic is pretty weak against Pit, and will fold accordingly. Final Smash: Go ahead and guess what this one is. If sonic gets a smash ball, it's gonna be rough. He'll almost always kill you, and he's so fast, that there's now way you're gonna outrun it. Plus, most people just slowly dash into you and kill you so you can't roll dodge away. Sorry, I don't know how to dodge Super Sonic, or if it's even possible. Pit vs Snake difficlty: medium Snake has a few things that give him a huge disadvantage against Pit. His rocket launcher missles move too slowly. His cypher leaves him wide open for a quick attack. His grenades move horribly slow, and can be picked up and thrown back. That said, just remember that his attacks DO hurt, and will kill you all to easy if you let them. One thing that can be bad are his C4s and his mines. They're kinda hard to see and if you land on one, they will hurt. One easy way to minimize the chance of stepping on one is to stay in the air. But, never come right over the top of snake, because his mortar can really take a chunk out of you. Final Smash: If Snake gets a smash ball, you better start running and dodging like mad. He launches 12 grenades on a targeting redicule from the screen. airdodge like crazy, and stay away from the target. They send you vertical, and two shots are enough to kill you. Pit vs Pikachu difficulty: easy The pokemon mascot is small, fast, and easy to kill. The easiest way to deal with him is to get in his face, and stay there. His forward and down smashes are decently strong, but you should be able to be quick enough to strike first. A few Pikachu's will try to distance themselves, and start spamming his B. If that happens, just pull out your mirror shield, and wait it out. Actually, most of his attacks ( ex: His forward smash, his forward special, and his dash attack. ) Also, you can take Pikachu from an aerial standpoint, but if you attack Pikachu from the air, please, DO NOT GET DIRECTLY ABOVE HIM. You can count on getting athunderbolt through the skull, and if your damage is high enough, you will die. It comes down in a straight line, and is one of Pikachu's strongest attacks. Steer clear of it. Final Smash: Volt Tackle Pikachu harnesses all it's electricity, and creates a solid ball of thunder. From what I gather, it's hard to control, because I've only once got hit by it when I was on a ledge. Just stay on the ledge, and if it does come close, glide away, and use Wings of Icarus to recover. Pit vs Lucario difficulty: easy Lucario is a pushover. His attacks are weak, have barely any range, and his aura spheres can be reflected. Take him on however you like. You have absolutely nothing to worry about here. His counter is different from Ike's and Marth's so take that to note. Yep, Lucario is pretty sad against Pit. It seems like I'm forgetting something...... Pit vs Lucario ( AURA ) difficulty: hard Oh! That's it! The more damage Lucario takes, the greater his power becomes. At around 100 damage, his aura is formidable. Not only does his attacks become more powerful, but their RANGE increases as well. Take Lucario on from the air, as he can punish you. Lucario has enough damage for a kill now, so use forward and back aerials to take him down. Be careful of taking him on in close range, because he can equalize your damage pretty damn quick. Final smash: KAMEHAMEHA!!!!!!!er.....Aura Storm. Lucario launches a huge beam down, and can move it from a 6 o'clock position to a 4 or 8 o'clock position. All you have to do is jump, and if it gets close,then use wings of icarus. Besides, it will only kill you at higher percentages, as it only does OVER 9000!!!!!!! err....15-30% damage. ( I gotta stop with the DBZ puns ) >_> Pit vs Mr.Game&Watch Difficulty: hard Game and Watch is a fighter who doesn't have depth to slow him down. He isn't exactly a phenominal character, but he has broken aerials that can take you out of the sky. His ground smashes can hurt, and he can take you out in basically seconds. Shield and smash. Shield and Smash. That's all I'll say here. It takes a pretty good Pit to beat a game & watch now. Final Smash G&W turns into an octopus, and attacks you in a controled kalamari rage. ( sorry for the pun ) Just run away, as the thing is terribly slow, and won't catch you if you're gliding away. Pit vs Ness Difficulty: Medium Ness has no problem fighting Pit. His PKT can take you out of the air. His PK Flash can kill you. His PK Fire sets you up for a smash attack. His PSI barrier will heal him. You gotta play a counter game here. PKT = Air dodge it and smash attack. PK fire = Mirror shield + smash attack. PK Flash = charge him and smash attack. Don't use arrows this game. You don't wanna heal him, as you will need every % of damage you get on him. One quick way to beat him- knock him off the ledge. Once he's out of jumps, he has to shoot for a PKT recovery. This is your chance. Whatever it takes, jump into the PKT, and get back to the ledge. Ness cannot recover any longer, and you just got a point. Final Smash: PK Starstorm Ness calls forth a barrage of comets to attack his opponents. The comets fall slightly vertically, so roll dodging through them is your best option. It only lasts for a short time, so just roll through about 3 comets, and you'll be safe. ( The comets don't target you. They fall randomly throughout the stage ) Pit vs Lucas Difficulty: Hard Lucas should have been the unlockable in the game. He's faster then Ness. His PKs are even more deadly. His PK freeze will freeze you, and hit you from afar. Ness's dumb yoyo attacks are replaced with horribly good PK attacks. His only weakness is that he's lighter then ness. You can use the PKT sabotage, but it's very tricky this time around. Since his PKT goes through you, you can just jump into it. You have to reflect it now! This is near impossible. So, an easier solution is to wait until Lucas is just about to get hit with the PKT, then jump over the ledge, and use mirror shield. You will either turn him around, or block him from the ledge. ( Or, you could just shoot down the thunder with and arrow. ) Of course, Lucas has one thing Ness doesn't. * BUM BUM BUM * A TETHER RECOVERY! Lucas's rope snake makes recovering alot easier for him. An easily overlooked counter to this is simple. If you think he's gonna try a tether, GRAB THE LEDGE yourself! That will force him to do a PKT recovery, and probably at a worse angle.Don't take Lucas on from the ground. His down smash has a disjointed hitbox, and it lasts for about a full 2 seconds. His upsmash can hit you in the air, but it is easier to dodge then the down smash. When you see him crouch slightly, that's the sign that he's gonna unleash it. Just do another jump, or air dodge to the side. Lucas is a worthy opponent. Final Smash: Lucas rains down giant comets from the sky, in a vertical, random flurry. Just roll dodge through any comets that come down on you. If you get hit with one comet, in higher damages, you'll go pretty far. ( and in most cases, you'll bounce right into another comet, and die. ) Stay on the ground, and just keep rolling around. It doesn't last long. Pit vs Samus Difficulty: Hard Now I know what you're thinking. " How is Samus hard? " Well, coming from a Samus main since Smash bros 64, I know all of Samus's tricks, and Samus can run circles around Pit if you don't know what to expect. Firstly, her missles can come in two forms. Fast and powerful, or homing. The homin missles can be plently annoying, and you can't really reflect them back at her so you just gotta try to dodge through them. Secondly, her air grapple is a ***** to put up with. It has good range, and has exetremely high priority. Use the mirror shield to try and deflect it, ( but it will be really hard to pull off. ) Lastly, Samus has a good aerial game, so you're gonna have to out gun her. It'll be a long battle. Trust me. Final Smash: Zero Laser Samus channels all her energy into one gigantic beam, that'll carry you backwards, then blast you back with alot of knockback with an extra 50% damage. Simply use the Wings of Icarus to jump over the beam, and when it dies down, GET BACK TO THE STAGE! She'll be momentarily stunned, while transforming into Zero Suit Samus. She'll be even more of a lightweight, and you can probably send her flying with a fully charged side smash. Pit vs Zero Suit Samus Difficulty: Easy ZSS trades in her powerful projectiles, weight, and power, for stuns and speed. PERFECT! You now outclass ZSS in every way, and can counter everything she has to offer. She uses her stun blaster? REFLECT IT! She tries to hit you in the air? You're quicker, so hit her! She tries a ground based assult? You're stronger, so punish! ZSS is light as hell, so you can even kill her faster! Just do whatever the hell you want, and it should work against her. Final Smash: Power Suit Samus ZSS regains her Power suit with a shockwave that'll damage you if you're too close to her. Just stay away from her, and you'll be fine. Pit vs Kirby Difficulty: Easy ( taken from marowakmaniac word for word. It sums up everything really nicely) I KNEW sandbag was playable in brawl! Kirby is a light, floaty character who is easy to knock into the air. Seriously, kirby's dead meat. He's tall enough to hit with arrows. Knock Kirby into the air and keep him there. On the ground, He's just as easy. The shockwaves from his ^B can be reflected. If he tries to use his dash attck, mirror sheild him, it has enough lag for you to still be able to hit him. You out range him, overpower him, and are better in the air then him. Do whatever you want, he can't put up much of a fight. Final Smash: This final smash bites.....for you. If you're anywhere near him, he'll suck you into a pot for about forty damage, but that's not the bad thing. There's a chance the maximum tomatoes pop out, giving Kirby a chance to heal! Just stay away from kirby, and stay low. If you don't die, then make a dash for the food. Pit vs Meta-Knight Difficuly: VERY HARD There are two words you need to remember when fighting Meta-Knight. BRO.KEN. He's one of the best characters in brawl, and he's one of the hardest matchups for Pit. He's faster. His attacks are like lightning. You really can't beat him in terms of speed, but you are stronger then he is. Short hop attacks and arrows are your best friend here, but you gotta be precise, as MetaKnight is a small target. Use Angel's ring to wrap him up. Edge guarding doesn't really work on Metaknight, as over half of his attacks have a recovery purpose. His Mach Tornado can block arrows, because it has insane priority, but the mirror shield can block the tornado. His down A takes him slightly forward, so if he spams that, use your mirror shield to stop him. If you've been working with Pit for a long time, then you have a chance against a good Metaknight user, but nothing is set in stone here. Most Meta-Knight users are offensive, so you wanna keep a defensive game, while still getting in an attack when he gets careless. FInal Smash: MetaKnight throws out his cape, and if you get caught in it, he makes the screen go dark, and slashes you. If you dodge the cape ( perferrably an air dodge, IMO ) it's canceled. If it connects, it will only kill you on higher damage percents. It only does 40 damage. ( Figures. One of the best characters = one of the worst Final Smashes ) Pit vs King DeDeDe Difficulty: Easy-Medium RUGH RUGH RUGH! I love the cuddly penguin antagonist from the kirby series, and so should Pit lovers. DDD is powerful, but slow. And his attacks that don't have buildup lag can't hit Pit in the air. Whenever I play a DDD, I will almost always use fair and dairs. They're your best friends. DDD can tend to spam his sevant throw move, and you can't really reflect them. My advice is either stay in the air where he can't throw them at you, or match his throws with your arrows. DDD should'nt be much trouble. Final Smash: Waddle Dee Army DDD summons a huge ammount of waddle dees/doos/gordos to run rampant over the stage. None of them can hit in you high in the air, so USE THE WINGS OF ICARUS!!!!!!!!!!!!! You can avoid most of the attack, then when you land, use it again! Easiest way to avoid this FS with little to no damage. Pit vs Pit Difficulty: ?????? OH! You're fighting another Pit! Um.....nothing really to say here. It's a battle of Pit skill now. You just gotta be the better player. Just remember the basic weaknesses of Pit. Reflect arrows, jump over the angel ring, and go in for a kill attack during Wings of Icarus. Good luck. ______________________________________________________________________________ FAQ ( Frequently Asked Questions )....................................(FAQ??) ______________________________________________________________________________ Q : Pit sucks! Why do you keep saying he's so good when he's not? A: Pit takes practice to be a great player. If you don't have any skill with him, then try another character. Just because you can't use a character, don't say he's bad. Q: Why is Pit so high / low on this tier list, as opposed to ______? A: Tier? What's a tier? I'm not crying. ( This will be the response if you ask me something like this about tiers. IMHO, tiers are determined by the skill of a player. Not by the skill of a character. That's why I can beat a Snake with Samus. SKILL. ) Q: I have some stuff about Pit I would like to contribute/ comment/ prove false in your guide. Can I? A: Please, if you have anything to say about the guide, email me @ firstname.lastname@example.org. If you contribute something, be sure to leave your gamefaqs username in the email, so I can credit you. ______________________________________________________________________________ Smash Glossary........................................................(INDEX) ______________________________________________________________________________ Arrow looping - Controlling an arrow so it circles around the stage, catching the opponent by suprise. Arrow Rain - A more advanced arrow looping, where a few arrows come down from the top of the stage. Arrow Swarming - very advanced arrow looping where four arrows hit the opponent in rapid succession, with no chance of shielding if anyone . Crawling: A technique that Snake, Diddy Kong, ZSS, Wario, and Pikachu can use. By moving forward while holding down, you can crawl forward, being able to slink under some attacks / projectiles. Chaingrabbing: A technique used by some characters ( not sure which ) where after they grab & throw you, they can grab you again before you can react, and can do it again and again, until you reach a ledge, or find a way out of it. A very annoying to get caught in, but an admittadly good move to master. D/C - Disconnect. Mostly used when someone in a wifi match turns the game off, either dissappearing from the match, and letting others brawl, or ending the match, and leaving the other player alone. Generally frowned upon, unless theres a good reason. Directional Influence(DI)- The direction a character moves when she falls. Activated by moving the control stick while falling. Gliding - A special technique that can only used by MetaKnight, Pit, and Charizard. By holding in the jump button, said character can glide through the air. You can angle up or down to adjust your flight path, but flying too high up will result in canceling out of the glide. Pressing A during the glide will make your character attack, then cancel out of the glide. Priority - The power of an attack relative to another attack. If an attack hasgreater priority then another, it will cancel the other attack out. If two attacks with the same priority, they both cancel each other out. Short hopping - Barely tapping the jump button / control stick, resulting in a.....short hop, as opposed to a normal jump. Very useful for pulling off aerial attacks on ground opponents. Tether recovery - A grapple attack ( Link's hookshot, for example ) that if used over a ledge, will latch onto it, and pull you to safety. Wall Jump - A technique that only characters like Mario and Luigi can use. By jumping into a wall, and quickly tapping the opposite direction, you will jump back off the wall, gaining vertical air, without using your other jump. ( but if you do it too close to a ledge, you'll grap the ledge instead ) Wall Cling: A technique used by Diddy Kong and Lucario. By jumping onto a wall, ( or places the underside of Final Destination ) you will cling there for a while. If you tap the opposite direction, you will wall jump off of the wall. If you hit the A button, you'll do an attack, and fall off. If you don't do anything, you'll eventully fall off. ______________________________________________________________________________ Legal Junk............................................................(GFAQS) ______________________________________________________________________________ I only allow use to my guide to these three websites so far. GameFAQs Neoseeker SuperCheats If anyone uses the guide besides these three websites, I'm warning you now to stop. If you want to use the guide for your site, just email me at email@example.com. If anyone sees someone using my guide on another site, please tell me immeadiatley. ( if IGN or gamespot are using them, then it might be because gamefaqs gave them permission, because they are affiliated. If so, then would a gamefaqs mod / admin please tell me. ) Super Smash Bros. Brawl, Pit, and everything brawl is copyrighted by Nintendo, Hal, Sony, or a combination of the three. ____________________________________________________________________________ Credits...............................................................(CRDIT) ______________________________________________________________________________ jakethepit: I wrote the guide. Link1666: ( CO author ) He wrote most of section 11, and fixed alot of typos. Great job. gamefaqs: For letting me post this guide, helping me with the basics, and living up to its standards on treating it right. I'm glad to see it here. supercheats: For posting my guide at supercheats and being good to it. I'm glad you have it too. Neoseeker: For posting my guide at Neoseeker and being good to it. I'm glad you have it too...too. Absolute_Zer0: I owe him too. I used his guide for structure, length, and few section ideas. marowakmaniac: for giving me an exceptional strategy for Lucario, Kirby, and Lucas. Thanks dude! Kaishin: For telling me about Metaknight's ability to block arrows with the M tornado. ( she just doesn't know I used it ) guitarman2010: For telling me about blocking Metaknights tornado with Mirror shield. kentarodaruma: For telling me about Zelda's aerial sweetspots and her meteor smash. Mashiro Sakurai: For creating smash bros Thank you for reading my guide!
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