........////////////........////..........////////////     
.......////////////........////..........////////////
......///.......//........////..............////....
.....///.......//........////..............////.....
....////////////........////..............////......
...///.................////..............////.......
..///.................////..............////........
.///.................////..............////.........



.......////////////.......////////////.....////////////// 
......////////////.......////////////.....//////////////
.....///................///......///.....///........///
....////////...........///......///.....///........///
...///................////////////.....///........///
..///................///......///.....///....../////
.///................///......///.....///.......////
///................///......///...../////////////////          
................................................./////

               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 @ 
jakethepit777@gmail.com. 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 
jakethepit777@gmail.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!